About Maethynor ArdragionMaethynor Aradragion
Defense:
-------------------- AC 28, touch 18, flat-footed 23 (+5 armor, +3 Dex) hp 110 (13 HD; 10d8+3d10+39) Fort +10, Ref +17, Will +11; +2 vs. enchantments Immune sleep -------------------- Offense:
-------------------- Speed 30 ft. Melee +3* adamantine rapier +16/+11 (1d6+6/18-20) or dagger +13/+8 (1d4+3/19-20) or rapier +13/+8 (1d6+3/18-20) Ranged +2 adaptive impervious planar seeking whipwood composite longbow +14/+14/+9 (1d8+12/×3) or underwater light crossbow +13 (1d8+7/19-20) Special Attacks bardic performance 27 rounds/day (move action; countersong, inspire courage +2, inspire greatness), enhance arrows (elemental), enhance arrows (magic), imbue arrow standard bow use
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-------------------- Statistics:
-------------------- Str 16, Dex 20, Con 14, Int 12, Wis 10, Cha 20 Base Atk +10; CMB +13; CMD 31 Languages Abyssal, Aklo, Azlanti, Common, Elven, Necril, Sylvan, Tien ------------------- Feats and Traits:
-------------------- Feats Clustered Shots[UC], Deadly Aim, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Toughness, Weapon Focus (longbow) Traits magical knack, warrior of old -------------------- Racial/Bard/Arcane Archer Special Abilities:
Arcane Archery Can use somatic components while wielding a bow. Arrowsong Strike (Su) Can deliver ranged touch spells through ranged weapon attacks. Bardic Performance (move action, 27 rounds/day) Your performances can create magical effects. Clustered Shots Total damage from full-round ranged attacks before applying DR Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage. Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Enhance Arrows (Electricity, Electricity) (Su) Every nonmagical arrow you fire adds elemental energy. Enhance Arrows (magic) (Su) Every nonmagical arrow you fire has a +1 enhancement bonus. Imbue Arrow (At will) (Su) You can cast an area effect spell on an arrow before firing it. Jack-of-all-trades (use any skill) (Ex) You may use all skills untrained. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Manyshot You can shoot two arrows as the first attack of a full attack action. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Minstrel (Ex) Foes affected by bardic performance do not provide soft cover vs. attacks with bow. 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. Versatile Performance (Comedy) +13 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks Versatile Performance (Oratory) +19 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks -------------------- Spells:
Bard (Arrowsong Minstrel) Spells Known (CL 13th; concentration +18) 4th (3/day)—freedom of movement, heroic finale[APG] (DC 19), greater invisibility, greater oneiric horror[OA] (DC 19) 3rd (4/day)—good hope, haste, invisibility sphere, see invisibility 2nd (5/day)—acid arrow, glitterdust (DC 17), heroism, mirror image, shatter (DC 17) 1st (6/day)—ear-piercing scream[UM] (DC 16), gravity bow[APG], grease, liberating command[UC], saving finale[APG] (DC 16), snowball[UW] 0 (at will)—detect magic, light, lullaby (DC 15), mage hand, prestidigitation, read magic -------------------- Skills=99:
-------------------- Skills Acrobatics +17, Appraise +5, Climb +7, Escape Artist +9, Knowledge (arcana) +14, Knowledge (dungeoneering) +14, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +5, Knowledge (planes) +14, Knowledge (religion) +14, Linguistics +9, Perception +13, Perform (comedy) +13, Perform (oratory) +19, Perform (sing) +9, Ride +9, Sleight of Hand +9, Spellcraft +5 (+7 to identify magic item properties), Stealth +9, Survival +4, Swim +7, Use Magic Device +9; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties -------------------- Gear:
-------------------- Combat Gear adamantine durable arrow (25), cold iron durable arrow (50), oil of bless weapon (2), wand of cure light wounds, wand of touch of the sea (50 charges), alchemist's kindness[APG]; Other Gear +2 stanching darkleaf cloth lamellar (leather) armor[UC], +2 adaptive impervious planar seeking whipwood composite longbow, +1 adamantine rapier, blunt arrows[APG] (20), crossbow bolts (20), dagger, rapier, underwater light crossbow[ARG], amulet of natural armor +2, belt of physical perfection +2, cloak of resistance +3, cracked dusty rose prism ioun stone, dusty rose prism ioun stone, efficient quiver, fog-cutting lenses, handy haversack, headband of alluring charisma +4, ring of force shield, ring of protection +2, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, inkpen, mess kit[UE], paper, pot, scroll case, soap, spell component pouch, spellbook, torch (10), trail rations (4), waterproof bag[UE], waterskin, 769 gp, 6 sp -------------------- Magical Items Placement:
--------------------- (Belt Slot) Belt STR/DEX/CON +2 (Body Slot) (Chest Slot) (Eyes Slot) (Feet Slot) (Hands Slot) (Head Slot) (Headband Slot) Headband CHA +4 (Neck Slot) Amulet NA +2 (Shoulder Slot) Cloak of Res +3 (Wrist Slot) (Ring Slot 1) Ring Protection +2 (Ring Slot 2) Ring Force Shield -------------------- Backstory:
-------------------- Maethynor is a singing elven archer from the Kyonin settlement of Greengold. His family started a merchant business ages ago after the return dealing with dwarf, human, halfling and gnomish trading partners. Maethynor spent his youth interacting with the various non elven races in the town while continuing his scholarly education. He learned to shoot the bow from a distant half-elf cousin named Korvan. Maethynor declined entry into the famed Sylcaryn Arcane Academy in Kyonin capital of Iadara and took up the life of a minstrel. He eventually migrated to the Pathfinder Society. He recently started learning to infuse his arrows with magical properties. -------------------- Personality:
-------------------- Maethynor is a chaotic rapscallion; he frequently causes trouble for his companions and is known to be a prankster. However, he is friendly to most (nagaji and half orcs bother him for some reason) and is a stalwart companion. He oftentimes fails to see the severity of dangerous situations. -------------------- Scenarios:
Gallows of Madness *1 play Gallows of Madness* 2 gm Gallows of Madness* 3 Gallows of Madness* Bonus Scars 3rd GM 1-5 Beyond Halflight Path Carrion Hill* Seers of the Drowned City* 1 Seers of the Drowned City* 2 Seers of the Drowned City* 3 Seers of the Drowned City* Bonus Wrath of the Accursed What Prestige is Worth Below the Silver Tarn Beacon Below Ruby Pheonix Tournament* ----------------- PP 0/22 Spent:
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