Oliver Queen's page

5 posts. Alias of CampinCarl9127.

Full Name

Oliver Jonas "Ollie" Queen




Green Arrow









Strength 17
Dexterity 22
Constitution 12
Intelligence 14
Wisdom 10
Charisma 10

About Oliver Queen

Male Alchemist (Vivisectionist, Grenadier) 2/Fighter (Archer) 6//Slayer 8
CG Medium Humanoid (Human)
Init +12; Senses Perception +14
AC 22, touch 15, flat-footed 17 (+7 armor, +5 dex)
hp 60
Fort +10, Ref +14, Will +4
Speed 30 ft.

Melee Scimitar +16 (1d6+3)
Dagger +15 (1d4+3)

Ranged Comp Longbow +18/+13 (1d8+6)
All feats Comp Longbow +14/+14/+14/+9 (1d8+13)
Str 17 (15), Dex 24 (22), Con 12, Int 14, Wis 10, Cha 10
Base Atk +8; CMB +15 (+4 disarm); CMD 28 (+2 disarm)
Traits Veteran Jungle Guide, Reactionary
Feats Agile Maneuvers, Improved Initiative, Weapon Finesse, Brew Potion, Throw Anything, Point Blank Shot, Precise Shot, Deadly Aim, Rapid Shot, Manyshot, Combat Expertise, Weapon Focus, Weapon Specialization, Improved Disarm, Greater Disarm
Skills (80 total; 48 slayer, 16 int, 8 human, 8 favored class)
ACP -0
(5) Acrobatics +14
(5) Climb +11
(5) Craft (Alchemy) +10
(5) Craft (Bows) +10
(5) Disable Device +18
(5) Disguise +8
(5) Heal +8
(5) Knowledge (Arcana) +10
(5) Knowledge (Nature) +10
(5) Perception +14
(5) Sense Motive +8
(5) Sleight of Hand +14
(5) Stealth +14
(5) Survival +8
(5) Swim +11
(5) Use Magic Device +8
Non-Standard Skill Bonuses
+2 Perception (Class)
+3 Perception (Item)
+1 Perception (Trait)
+1 Survival in jungle (Trait)
+1/2 Level to tracking Survival checks(Class)
+1/2 Level to Perception for traps (Class)
+1/2 Level to Disable Device (Class)
Languages ?

Special Abilities:

Quick Reactions (2 RP) Members of this race receive Improved Initiative as a bonus feat.

Advanced Dexterity (4 RP) Members of this race receive a +2 racial bonus to Dexterity.

Flexible Bonus Feat (4 RP) Members of this race select one extra feat at 1st level.

Sneak Attack +3d6

Torturer’s Eye At 2nd level, a vivisectionist adds deathwatch to his formula book as a 1st-level extract.

Alchemical Weapon At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck.

Brew Potion At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Mutagen At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again. When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Infusion When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

Poison Use Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.

Hawkeye 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 for every 4 levels beyond 2nd.

Trick Shot 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. Every four levels beyond 3rd, 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).

Expert Archer At 5th level, an archer gains a +1 bonus on attack and damage rolls with bows. This bonus increases by +1 for every four levels beyond 5th.

Favored Target At 1st level, a slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that opponent, a +1 bonus on weapon attack and damage rolls against it, and a +1 bonus to DCs of slayer class abilities against that opponent. These bonuses remain in effect until either the opponent is dead or the slayer studies a new target. At 5th, 10th, 15th, and 20th levels the slayer's bonuses against a studies target increase by +1. In addition, at each such interval, the slayer is able to maintain these bonuses against an addition studies target at the same time. The slayer may lose this connection to a studies target as a free action (allowing him to study another target in its place). At 7th level the slayer can study an opponent as a move or swift action.

Track A slayer adds half his level to Survival skill checks made to follow tracks.

Stalker At 7th level a slayer gains his favored target bonus on Disguise, Intimidate, and Stealth checks against his studies opponent.

Trapfinding (Slayer Talent) The hunter gains Disable Device as a class skill and adds half his level to Perception skill checks made to locate traps and to Disable Device skill checks. Just like a rogue the hunter can use Disable Device to disarm magic traps. The slayer gains trap sense as a rogue of the same level.

Trap Spotter (Slayer Talent) Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Combat Trick (Slayer Talent) Gain a bonus combat feat.

Finesse Rogue (Slayer Talent) Gain weapon finesse as a bonus feat.


1st (3/day) Cure Light Wounds (Prepared)
Crafter's Fortune
Endure Elements
Expeditious Retreat
True Strike (Prepared)


Carrying Capacity
Light 0-66 lb. Medium 67-133 lb. Heavy 134-200 lb.
Current Load Carried 33 lb.

Money 249 GP 2 SP 13 CP
+1 Thundering Composite Longbow (Rating 3) (8700gp) (3 lb.)
Arrows (All crafted for 1/3 price)
- Common x40 (2gp)
- Bleeding x2 (720gp)
- Blunt x20 (2gp)
- Dye x3 (3gp)
- Pheromone x2 (30gp)
- Slow Burn x4 (600gp)
- Smoke (20gp)
- Splintercloud x2 (50gp)
- Tanglefoot x2 (40gp)
- Trip x4 (100gp)
- Thistle x20 (20gp)
- Whistling x20 (2gp)
Scimitar, MWK (315gp) (4 lb.)
Dagger x3 (6gp) (3 lb.)
+1 Quickdraw Light Wooden Shield (1203gp) (6 lb.)
+2 Mithral Kikko Armor (2030gp) (12.5 lb.)
Belt of Physical Might (Str, Dex) +2 (10000gp) (1 lb.)
Efficient Quiver (1800gp) (2 lb.)
Quick Runner's Shirt (1000gp)
Bracers of Falcon's Aim (4000gp) (1 lb.)
Cloak of Resistance +1 (1000gp) (0.5 lb.)


As a young child Oliver idolized a famed archer named Robin Longstrider and was said to be a natural archer, frequently practicing with his bow and arrows. He was mildly traumatized the first time he accidentally killed an animal, but when his mother and father were mauled by lions in a tragic attack his hesitation to shoot cost them their lives.

Red Shark Island, Arcadian Ocean

Afterwards he was raised by his uncle and eventually inherited the family fortune and business. Queen grew into a rich, thrill-seeking, and drunken playboy with no real sense of responsibility or direction in his life. Everything changed when his best friend Hacket betrayed him to embezzle money and shot him off of a boat in the middle of the ocean. He washed ashore on the remote isolated Red Shark Island, clutching a bow which he had used to keep himself afloat, where he was completely stranded. During this time spent without food or shelter Queen developed his skills as a hunter to survive and gained mastery over his bow, including developing primitive trick arrows. Having previously taken everything in his life for granted, this experience taught him self-reliance and made him into a man. His second test of new character was the discovery of drug smugglers on the island run by the ruthless international crime lord China White. Using his new skills, he attacked and destroyed their shiver operation, then delivered them to the authorities before returning home. Realizing that he had found his destiny, he chose to use his abilities and resources as a crime-fighter. With a nickname coined by the press, he made it his mission to protect the world from greedy people like China White and Hacket.

His misfortune wasn't quite over yet, as when he returned he had only a loose grip on his company. He was the rightful owner but he was seen as irresponsible and unstable, eventually losing the company to the men who he had trusted the most to help run it. This was another major turning point in Queen's life, forcing him to yet again learn to deal with life more harshly than he had before.

Appearance and Personality:

Oliver Queen has a very dynamic personality. His passion and intensity make him strong, although he has always had difficulty finding direction in life. Born into wealth, he didn't need to work for most of what he had and was raised with very little responsibility. His experience on Red Shark Island taught him self-reliance and showed him there was more to existence, giving him an outlet. In the beginning of his career he was a thrill-seeker, fighting crime not for moral reasons but for the sense of adventure. It wasn't until he lost his fortune that he developed his strong social conscience, and outspoken left-wing political viewpoints. This has made him much less egotistical in the way he deals with problems.