Male half-elf fighter (archer) 8/oracle (warsighted) 8/gestalt 8 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42, 104)
LG Medium humanoid (elf, human)
Init: +10; Senses Low-light Vision; Perception: +20
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Defense
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AC: 27, Touch: 17, Flat-footed: 23 (+10 armor, +3 deflection, +4 Dex; +2 deflection vs. evil)
HP: 106 (8d10+48)
Fort: +14, Ref: +13, Will: +13; +2 vs. enchantments; +2 resistance vs. evil
Defensive Abilities: Evasion; Immune: Sleep
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Offense
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Speed: 30'
Ranged: Composite Bow of Erastil +3 (Greenwood, Adaptive, Endless Ammunition): +21/+21/+16 (2d6+14/120'/19-20/×3, +1-Fire, +1d6-Fire)
Special Attacks: Stance of Piercing Rays, Battle/Wrath Variant Channeling 8/day (DC 21, 4d6 plus 2 channel bonus), martial flexibility 7/day
Oracle (Warsighted) Spells Known (CL 8th; concentration +15):
. . 4th (4/day:DC21)—Cure Critical Wounds, Divine Power (8), Freedom of Movement, Restoration
. . 3rd (7/day:DC20)—Channel Vigor, Cure Serious Wounds, Dispel Magic, Neutralize Poison
. . 2nd (8/day:DC19)—Cure Moderate Wounds, Ghost Whip, Grace, Communal Protection from Evil, Lesser Restoration
. . 1st (8/day:DC18)—Abundant Ammunition, Bless, Cure Light Wounds, Detect Undead, Divine Favor, Obscuring Mist, Shield of Faith
. . 0 (at will:DC17)—Create Water, Detect Magic, Detect Poison, Light, Mending, Purify Food and Drink, Read Magic, Stabilize
. . Mystery Life
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Statistics
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Str: 25(21*), Dex: 27(23*), Con: 21(17*), Int: 21(17*), Wis: 18(14*), Cha: 24(20*)
Base Atk: +8; CMB: +15; CMD: 36
Feats: Deadly Aim, Leadership, Point Blank Master[Martial Flex], Precise Shot, Rapid Shot, Reach Spell, Selective Channeling, Skill Focus (Stealth), Solar Wind Style, Weapon Focus (Longbow), Weapon Specialization (Longbow)
Traits: Elven Reflexes, Pioneer, Seeker
Skills: Climb +8, Craft (weapons) +7, Diplomacy +18, Fly +13, Handle Animal +12, Knowledge (dungeoneering) +13, Knowledge (nature) +13, Knowledge (religion) +13, Perception +20, Profession (soldier) +8, Ride +11, Sense Motive +9, Spellcraft +11, Stealth +26, Survival +10, Swim +8, Use Magic Device +15; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Giant, Hallit, Orc, Terran; tongues (understand)
SQ: elf blood, oracle's curse (tongues [celestial, terran]), revelation (channel), trick shots (trick shot: disarm[APG], trick shot: sunder[APG])
Combat Gear: elven chain of fast stealth/Improved Stealth (+10 Stealth) +4, buckler, bow of erastil (+4 Str) with 40 arrows,
Adventuring Gear: belt of physical perfection +4, bracers of archery, greater, cloak of resistance +3, greenwatch ring, handy haversack, headband of mental superiority +4, page of spell knowledge (freedom of movement)[UE], ring of evasion, bedroll, belt pouch, belt pouch, candle (10), flint and steel, grappling arrow[UE], grappling arrow x2, hemp rope (50 ft.), masterwork backpack[APG], mess kit[UE], soldier's uniform, trail rations (5), waterskin, whetstone, heavy horse (combat trained), bit and bridle, blanket, Brush, shaving (0.1 lb), Chewing stick, Comb (0.2 lb), Cup, shaving (0.2 lb), feed (per day), Hairbrush (0.3 lb), mirror, mirror, mithral light barding, Nail file (0.1 lb), pot, riding saddle, saddlebags, Scissors (0.3 lb), Shaving powder (one shave) (0.01 lb), silk rope (100 ft.), small tent, soap, soap, Sponge, Straight razor (0.2 lb), Tooth Powder (0.1 lb), torch, waterproof bag, waterproof bag, 3,410 pp, 19,852 gp
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Special Abilities
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Stance of Piercing Rays (Su): Stance - While in this stance fired ranged weapons / thrown weapons gain an additional 1d6 points of fire damage
Battle/Wrath Variant Channeling (±2 Sacred): Grants a bonus/penalty to damage and confirming criticals
Battle/Wrath Variant Channeling 4d6 plus 2 channel bonus (8/day, DC 21) (Su): Positive energy heals the living and harms the undead; negative has the reverse effect.
Deadly Aim -3/+6: Trade a penalty to ranged attacks for a bonus to ranged damage.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep: You are immune to magic sleep effects.
Evasion (Ex): If succeed on Reflex save for half dam, take none instead.
Leadership (score 17): You attract loyal companions and devoted followers.
Low-Light Vision: See twice as far as a human in dim light, distinguishing color and detail.
Martial Flexibility (swift action, 7/day) (Ex): As a Swift action, gain a combat feat for 1 min. More gained for greater actions.
Precise Shot: You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot: You get an extra attack with ranged weapons. Each attack is at -2.
Reach Spell: You can cast a spell with a range of touch, close, or medium as one range category higher.
Selective Channeling: Exclude targets from the area of your Channel Energy.
Solar Wind Style +1: Whenever you make a ranged attack, you deal an extra +1 fire damage per 5 character levels. In addition your arrows shine like a torch (On/Off-Free Action)
Tongues (Celestial, Terran): You can only understand and speak two languages in combat.
Tongues (understand) (Ex): Understand any language.
Trick Shot: Disarm: Disarm with a bow at 30' and -4 CMB.
Trick Shot: Sunder: Sunder with a bow at 30' and -4 CMB.
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Mount:
Hala CR –
Combat Trained Heavy Ghost Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +4; Senses: Low-light Vision, Scent; Perception: +8
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Defense
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AC 19, Touch 13, Flat-footed 15 (+4 armor, +4 Dex, +2 natural, -1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
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Offense
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Speed 50 ft., Ethereal Jump: 400' (Ethereal)
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Light Armor Proficiency, Run
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +3 (+7 to jump with a running start, +11 to jump), Perception +8
SQ combat riding
Hala Tack and Gear: Mithral Light Chain (Chain Shirt) Barding, Bit and Bridle, Horse Blanket, Riding saddle, Saddlebags, Shaving Brush (Waterproof Bag #2), Chewing Stick (Waterproof Bag #2), Comb (Waterproof Bag #2), Shaving Cup (Waterproof Bag #2), Feed (per day), Hairbrush (Waterproof Bag #2), Mirror (x2) (Waterproof Bag #2), Nail file (Waterproof Bag #2), Cooking Pot (Saddle), Scissors (Waterproof Bag #2), Shaving Powder (50/50) (Waterproof Bag #2), (2) Silk Rope (50') (Saddle), Small Tent (Saddle), Soap(x2) (Waterproof Bag #2), Sponge (Waterproof Bag #2), Straight Razor (Waterproof Bag #2), Tooth Powder (Waterproof Bag #2), Torch (10x) (Waterproof Bag #3), Waterproof Bag #2 (Saddlebags), Waterproof Bag #3 (Saddlebags) (144/399 lbs, 1200 max, Light)
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Special Abilities
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Armor Proficiency (Light) Able to use Light Barding w/o penalty.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Ethereal Jump Move action into Ethereal Plane and fly at 400', MA to exit.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
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Equipment Descriptions:
====Greenwatch Rings====
The Efreeti council of Greenwatch, Sulvanii is always thinking. Through incredible magics has blessed the magic rings that he has gifted to the Wardens and their trusted agents. The rings allow entry into secure locations around Greenwatch as well as access to the teleportation Obelisks that have been built in Greenwatch's cities and crucial sites. The rings combine the magical effects of lessor magic rings:
The ring has the attributes of a Ring of Protection +3.
Further enchantment allows it to act as a Ring of Sustenence.
Having learned from the advantage of Trolls the rings feature Regeneration at the rate of 1 hit point per round. The rings allow communication over the distance of a mile just as Communique Rings.
Next they function as a Dungeon Ring they cannot be removed unless Aallowed by the Duke or Duchess of Greenwatch.
Lastly a safeguard has been placed on the rings that no one who wears a ring can attack anyone else with a ring as per the spell Sanctuary.
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Kingmaker Notes:
Current Date: 8th of Pharast
Notable NPCs
1. Alkron - Wizard Mercenary under our retainer.
2. Saren - Drunken Fighter\Bouncer Mercenary under our retainer. Requesting membership as a Warden.
3. Stalker - Elven Ranger, former Mercenary under our retainer, now Warden.
4. Captain Kesten Goress - Captain of the Guard from Restov, at Oleg's Trading Post.
5. Oleg and Svetlana Leveten - Owners of Oleg's Trading Outpost, our current HQ.
6. Narcissa - Cleric Mercenary under our retainer, MIA and Whereabouts Unknown.
7. Jeweler and Personal Guards - Appear to be shady and we did not hold because there was\is no evidence. We warned and released.
8. Krassk - who is afraid of Kevros, merchant, and currently living at Oleg's.
9. Vale
10. Siph is around doing strange things with her magics, but it looks to be productive so most leave her alone.
11. A priest of Erastil named Jhod Kavken, a traveling cleric and hunter who claims to have heard of the exploration charter and came to Oleg’s to offer his help.
12. A woodcutter and trapper who has found solace here until the bandits are under control some more goes by the name Bjorne Adolson.
13. A strange fellow with a hump, Loggin's, Jace Loggins. He has not really told anyone what he was up to, but has been helpful with construction and finding wood.
A. Both Stalker and Saren have not earned the trust of Angeus and therefore can not be Wardens at this time.
B. Oleg's current Guard count - Captain Kesten and (4) Guards.
C. Current Bandit count, 9 + Vale
D. The charter was made on 24th day of Calistril, (February). I don't know how many days that is has been, but we will be keeping track now. I am going to say it has been 12 days. So it is now, the 8th of Pharast, (March). Unless someone want to go back an be more accurate, feel free.
E. Saren, Alkron The Wizard, Stalker, and Narcissa were hired.
Ivory Lass Map, Oleg's Trading Outpost Map, Stolen Lands Map, Simple\Awesome Crests (Broken Links?), Current Treasure list, Charter, and Wanted Board are under the "Campaign Info" Tab.
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WISH LIST:
1. Tomes and Manuals to increase attributes,
2. Magical Items that increase attributes,
3. Composite Longbow +2 or better and keep current enchantments,
4. Mithral Buckler, Chain, or Elven Chain with magical bonuses,
5. Handy Haversack or better,
6. Special Mount,
7. Beneficial Magic Items.
Helpful (Magical) Items from the books usually used in all games or can be.
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SPECIAL DAY LIST:
1. Dynamic Magic Items (leveling) such as Cloak and Boots of Elven Spirit from official material.
2. GM bonuses to Attributes.
3. Special Abilities (like Immunities) not granted by Race or Class.
4. Dynamic Magic (leveling) Items of our own design (I have a cool and reasonable Longbowstaff of Erastil design in my mind).
. . Longbowstaff of Erastil (Living Steel, +5 Enchantment, Permanent Enchantments (Bowstaff, Gravity Bow, Keen Edge), adaptive, impervious, distance, holy, impact)
Dynamic Leveling Progress
1. Bowstaff (Level 1 Spell, Longbow can be used as a Quarterstaff as well)
2. +1 Enhancement (ATK/DAM)
3. Keen Edge (Arrows do critical on 19-20)
4.
5. Gravity Bow (Arrows increase damage by 1 die or 2d6 damage)
6. +2 Enhancement (ATK/DAM)
7. Becomes Living Steel (bow parts turn into living metal special material)
8. Impervious (increase in sturdiness/hardness)
9. +3 Enhancement (ATK/DAM)
10. Adaptive (Auto-Strength Bow)
11.
12. +4 Enhancement (ATK/DAM)
13. Distance (first bow range increment increases)
14.
15. +5 Enhancement (ATK/DAM)
16. Holy (2d6 vs evil)
17.
18. Impact (staff increase damage by 1 die or 1d8 damage)
5. Special Magic items like Quivers of Endless Arrows or Gauntlets of the Ioun (Gauntlets that allow you to add Ioun stones to them that not only protects them but allows you to use the Ioun stone like it was orbiting you.)
6. Leadership feat as a GM Bonus feat at level 7.
Helpful (Magical) Items that are either creative or from the books usually not used in every game.
1. Hawkeye (Ex) At 2nd level, an archer gains a +1 bonus on Perception checks, and the range increment for any bow he uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet at 2nd. (+1 Perception, bow range increase by 5'), 6th. (+2 Perception, bow range increase by 10'), 10th. (+3 Perception, bow range increase by 15'), 14th. (+4 Perception, bow range increase by 20'), 18th. (+5 Perception, bow range increase by 25'), This ability replaces Bravery.[/s]
2. Trick Shot (Ex) At 3rd level, an archer can choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a –4 penalty to his CMB. At 3rd, 7th, 11th, 15th, 19th, he may choose an additional trick shot to learn. These maneuvers use up arrows as normal. At 11th level, he may also choose from the following combat maneuvers: bull rush, grapple, trip. A target grappled by an arrow can break free by destroying the archer’s arrow (hardness 5, hit points 1, break DC 13) or with an Escape Artist or CMB check (against the archer’s CMD –4), This ability replaces Armor Training 1, 2, 3, and 4.
3. Expert Archer (Ex) At 5th level, an archer gains a +1 bonus on attack and damage rolls with bows. This bonus increases by +1 at 5th, 9th, 13th, and 17th, This ability replaces Weapon Training 1.
4. Safe Shot (Ex) At 9th level, an archer does not provoke attacks of opportunity when making ranged attacks with a bow, this ability replaces Weapon Training 2.
5. Evasive Archer (Ex) At 13th level, an archer gains a +2 dodge bonus to AC against ranged attacks. This bonus increases to +4 at 17th level, this ability replaces Weapon Training 3.
6. Volley (Ex) At 17th level, as a full-round action, an archer can make a single bow attack at his highest base attack bonus against any number of creatures in a 15-foot radius burst, making separate attack and damage rolls for each creature, this ability replaces Weapon Training 4.
7. Ranged Defense (Ex) At 19th level, an archer gains DR 5/— against ranged attacks. In addition, as an immediate action, he can catch an arrow fired at him and shoot it any target he chooses, as if he had the Snatch Arrows feat, this ability replaces Armor Mastery.
8. Weapon Mastery (Ex) At 20th level, Longbow criticals are auto-confirmed, critical damage multiplier increases by 1 (x3 --> x4), and can not be disarmed.
Fighter (Archer) Level Progression (Subject to change)