Gath Morian

Rygal Archer's page

15 posts. Alias of Patcher.


About Rygal Archer

Rygal Archer, the Arrow of Desna
Male Dwarf
Cleric 10
CG Medium Humanoid (Dwarf)
Init: +4, Senses: Darkvision (60 ft.), Perception: +4
Aura: Languages: Common, Dwarven
Abilities: Str 15, Dex 19, Con 18, Int 10, Wis 16, Cha 8
Favoured Class: Cleric
Favoured Class Bonus
1st-10th - Hit point

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DEFENSE
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AC 23, Touch 13, Flat-footed 20, CMD 22
HP 91 (10HD)
Fort: +13, Ref: +9, Will: +12
Spell Resistance: 15

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OFFENSE
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Speed: 40 ft. (8 Squares)
Base Atk: +7, CMB: +9
Ranged Longbow +2 (composite) +13/+8 (1d8+4/x3)
Space: 5 ft. Reach: 5 ft.
Range: 110 ft.
Rapid Shot: +11/+11/+6 (1d8+4/x3)
Point-Blank Shot: +14/+9 (1d8+5/x3)
Rapid Point-Blank Shot: +12/+12/+7 (1d8+5/x3)
Deadly Aim: +11/+6 (1d8+8/x3)
Deadly Rapid Aim Shot: +9/+9/+4 (1d8+8/x3)
Deadly Rapid Point-Blank Aim Shot: +10/+10/+5 (1d8+9/x3)

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STATISTICS AND EVERYTHING ELSE
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SPELLS:

Cleric Spells Prepared (CL 10st):
0th - Create Water, Detect Poison, Light, Mending (DC 13)
1st - Bless, Divine Favour(2), Obscuring Mist, Remove Fear, True Strike (D) (DC 14)
2nd - Aid (D), Grace (3), Weapon of Awe (2) (DC 15)
3rd - Dispel Magic, Fly (D), Remove Blindness/Deafness, Remove Curse, Remove Disease (DC 16)
4th - Air Walk, Blessing of Fervor, Death Ward, Dimension Door (D) (DC 17)
5th - Break Enchantment, Breath of Life, Teleport (D) (DC 18)

(D) - Domain spells


FEATS:

Martial Weapon Proficiency (Longbow): You gain proficiency with Longbows.
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.
Deadly Aim: You can choose to take a –2 penalty on all ranged attack rolls to gain a +4 bonus on all ranged damage rolls. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

SKILLS:

Acrobatics +1, Acrobatics (Jump) +10, Appraise (Precious metals and gemstones) +2, Diplomacy +3, Escape Artist +1, Fly +1, Heal +14, Knowledge (Arcana) +4, Knowledge (Nature) +1, Knowledge (Planes) +4, Knowledge (Religion) +4, Perception +4, Perception (Notice unusual stonework) +6, Ride +1, Sense Motive +7, Spellcraft +8, Stealth +1, Survival +3


RACIAL:

Defensive Training (Ex)
Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.
Greed (Ex)
Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.
Hatred (Ex)
Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Magic Resistant (Ex)
Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a -2 penalty on all concentration checks made in relation to arcane spells.
Stability (Ex)
Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Steady (Ex)
Dwarves never have their speed reduced by armor or encumbrance.
Stonecunning (Ex)
Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.
Weapon Familiarity (Ex)
Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

TRAITS:

NOT APPLICABLE

CLASS:

Channel Positive Energy (Su)
You can unleash a wave of positive energy. You must choose to deal 5d6 points of positive energy damage to undead creatures or to heal living creatures of 5d6 points of damage. Creatures that take damage from channeled energy receive a DC 14 Will save to halve the damage. You can use this abilty 2 times per day.
Aura of Chaos (Ex)
You project a strong chaotic aura.
Aura of Good (Ex)
You project a strong good aura.
Agile Feet (Su)
As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability 6 times per day.
Bit of Luck (Sp)
You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability 6 times per day.
Orisons
You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Spontaneous Casting
You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).
Dimensional Hop (Sp)
You can teleport up to 100 feet per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Good Fortune (Ex)
As an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability 1 times per day.

BACKGROUND:

Rygal was never like other dwarves. At an early age he always referred to himself as "skytouched", and indeed he was fleet of foot, with luck on his side. When he was thirty-five, he left his hometown to wander the outside world and experience the wonders of old dirt roads, travelling merchants and ruthless bandits. Not always did it go as smoothly as planned, but he still came out alive and functioning.

Unique for dwarves, Rygal had a keen eye for precision at a distance. When he saved a priest of Desna from rampaging marauders by incapacitating their leader with a hail of rocks, the priest took Rygal to the nearby temple dedicated to Desna. There, Rygal was told that he was blessed by the goddess herself; few dwarves left their homes to explore the world, he was told. The temple offered for him to join.

He took up the mantle of the cleric, taught to harness the divine, while tapping into the great gift that he was seemingly "blessed" with. Never one for too much superstition, Rygal never quite believed the story but he had little care for details. He mastered the art of archery, and took the last name Archer. He was granted the title "Arrow of Desna", and has proven himself time and time again with his impeccable archery skills, which he hones both with time and divine magics.
[spoiler=DESCRIPTION]
This dwarf stands a little over four feet tall; he is slimmer than his kin, and light on his feet. He dons a gorgeous piece of chainmail that shimmers with a faint silver glor. A masterfully crafted longbow rests on his back, alongside a quiver with several arrows.

His eyes are gold; his hair is black, as is his short but unkempt beard.


EQUIPMENT:

Equipment
Composite Longbow +2 (Back) (3 lbs) (8400 gp)¨
Efficient Quiver (Back) (2 lbs) (1800 gp)
Arrows (60) (Efficient Quiver) (3 gp)
Cloak of Resistance +2 (Shoulders) (1 lbs) (4000 gp)
Amulet of Natural Armour +1 (Neck) (2000 gp)
Celestial Armour (Armour) (20 lbs) (22400 gp)
Belt of Physical Perfection +2 (Belt) (1 lbs) (16000 gp)
Boots of Springing and Striding (Boots) (1 lbs) (5500 gp)
Potion of Cure Light Wounds (Belt) (50 gp)
Potion of Cure Moderate Wounds (Belt) (300 gp)

Masterwork Backpack
Arrows (200) (30 lbs) (10 gp)
Potion of Cure Moderate Wounds (1) (300 gp)
Scroll (Cure Moderate Wounds) (150 gp)
Scroll (Cure Serious Wounds) (375 gp)
Trail Rations (18) (9 gp)


ENCUMBRANCE:

Wealth: 291 gp
Total value: 62000 gp
Light load: 76 lbs or less
Medium load: 77-153 lbs
Heavy load: 154-230 lbs
Total encumbrance: 76 lbs

Created using PCGen, modified by Patcher