Pirate Sniper

Tauriell's page

3,230 posts. Alias of Foxy Quickpaw.


Race

Elf

Classes/Levels

Ilsurian Archer(10), Archvist(2) - Ini +12 - AC25/16/19 - Fort +11 / Ref +19 / Will +10 (+2 vs Illusions) - Perception +20

Size

5' 8"

Age

121

Alignment

Neutral

Languages

Elven, Common, Varisian, Thassilonian, Draconic

Occupation

Hunter

Strength 14
Dexterity 22
Constitution 13
Intelligence 14
Wisdom 12
Charisma 14

About Tauriell

Tauriell
Tauriell was raised by two Varisians who adopted her after her parents died in an ambush laid by some bandits. Her foster parents were the kind that travelled around in their wagon and earned their income with entertainment and fortune telling. Her foster parents died, while she still was very young for an elf (some 50 years) and abandoned her live in civilisation alltogether and instead lived as a hunter in the wild.

In the last ten or so years she got a liking for the small town of Sandpoint. She got herself a trade agreement with Ameiko Kaijitsu for irregular deliveries of deer or boar and other game. Even a friendship evolved between the two which might be founded in a mutal understanding for the position life has brought them into.

Statline:
Ilsurian Archer(10), Archvist(2) - Ini +12 - AC25/16/19 - Fort +11 / Ref +19 / Will +10 (+2 vs Illusions) - Perception +20

Tauriell
Female Elf ranger 10 / bard 2 Archetypes Archivist, Ilsurian Archer,
TN Medium humanoid (elf)
Init +12, Senses low-light vision; Perception +20
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DEFENSE
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AC 25, touch 16, flat-footed 19 (+9 armor, +6 Dex, )
hp 96 ((10d10)+(2d8)+22)
Fort +11, Ref +19, Will +10, +2 vs. enchantment spells and effects, +4 bonus on Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running, to avoid nonlethal damage from a forced march, to hold your breath, and to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments and to resist damage from suffocation., +2 insight bonus vs. illusion spells and spell-like abilities
Defensive Abilities evasion,
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OFFENSE
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Speed 30 ft., Woodland Stride
Ranged composite longbow str +1 (adaptive/holy) +18/+13/+8 (1d8+3/x3), within 30 ft. +19/+14/+9 (1d8+4)
Melee curve blade, elven +1 (cold iron/keen) +18/+13/+8 (1d10+4/15-20)
Special Attacks Distraction, Fascinate, Humanoid (Human) +6, Outsider (Evil) +2, Plant +2,
Magic Item Spell-Like Abilities fly (DC 14,1/day)
Shard of Pride Spell-Like Abilities major image (DC 15,1/day)

Bard Spells Known (CL 2nd; concentration +4)
1st(3/day)-cure light wounds(DC 13), feather fall(DC 13), identify
0th(at will)-dancing lights, detect magic, open/close(DC 12), prestidigitation(DC 12), read magic(DC )

Prepared Spells
Ranger (CL 10th; concentration +8)
2nd-ricochet shot(DC 13)
1st-delay poison(DC 12), gravity bow(DC ), heightened awareness(DC )

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TACTICS
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STATISTICS
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Str 14, Dex 22, Con 13, Int 14, Wis 12, Cha 14,
Base Atk +11; CMB +13; CMD 29
Feats Breadth of Experience, Bullseye Shot, Deadly Aim, Endurance, Improved Initiative, Improved Precise Shot, Manyshot, Pinpoint Targeting, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Finesse, Weapon Focus (Longsword)
Skills Acrobatics +17, Appraise +12, Bluff +8, Climb +8, Diplomacy +11, Disable Device +22, Disguise +8, Escape Artist +10, Handle Animal +9, Knowledge (Arcana) +15, Knowledge (Dungeoneering) +14, Knowledge (Engineering) +13, Knowledge (Geography) +13, Knowledge (History) +13, Knowledge (Local) +15, Knowledge (Nature) +15, Knowledge (Nobility) +13, Knowledge (Planes) +15, Knowledge (Religion) +15, Linguistics +10, Perception +20, Perform (Act) +9, Sense Motive +10, Spellcraft +19, Spellcraft (Identify magic item) +21, Stealth +14, Survival +7, Swim +6, Use Magic Device +11,
Traits Reactionary,
Languages Celestial, Common, Draconic, Elven
SQ animal companion, archery style, armored casting, bardic knowledge, bardic performance, bullseye shot, cantrips, combat style feat, countersong, elven immunities, elven magic, favored terrain (forest) +2, favored terrain (underground) +4, iomedae's influence, keen senses, lore master, low-light vision, magic lore, naturalist, vicious aim, weapon familiarity, woodland stride, +1 bonus feat,
Combat Gear
Other Gear golembane scarab, composite longbow str +1 (adaptive/holy), celestial armor, belt of physical might (dex/con) +2, explorer's outfit, cloak of resistance +3, backpack, masterwork, shard of pride, ioun stone, scarlet and blue sphere, thieves' tools (masterwork), curve blade, elven +1 (cold iron/keen), 880.0 gp
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SPECIAL ABILITIES
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Animal Companion (Ex)

Archery Style (Ex) An Ilsurian archer must select the archery combat style. This modifies the ranger's combat style feat class feature.

Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Background Skill (Appraise, Appraise, Appraise, Appraise, Appraise, Handle Animal, Handle Animal, Knowledge (Engineering), Knowledge (Engineering), Knowledge (Engineering), Knowledge (Geography), Knowledge (Geography), Knowledge (Geography), Knowledge (History), Knowledge (History), Knowledge (History), Knowledge (Nobility), Knowledge (Nobility), Knowledge (Nobility), Linguistics, Linguistics, Linguistics, Perform (Act), Perform (Act))

Bardic Knowledge (Ex) You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 8 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Bullseye Shot (Ex) An Ilsurian archer gains the Bullseye Shot feat as a bonus feat. He need not meet its prerequisites.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Combat Style Feat (Ex) At 2nd level, a ranger must select one of two combat styles to pursue: archery or two weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list. If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two- Weapon Rend to the list. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Evasion

Fascinate (Su) You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 13) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Favored Terrain (Forest) (Ex) You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in forest terrain (coniferous and deciduous). Likewise, you get a +2 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.

Favored Terrain (Underground) (Ex) You gain a +4 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in underground terrain (caves and dungeons). Likewise, you get a +4 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.

Humanoid (Human) (Ex) You gain a +6 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +6 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Iomedae's Influence (Ex) An Ilsurian archer gains Weapon Focus with the longsword as a bonus feat, due to the inf luence the church of Iomedae has over Ilsurian causes.

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Lore Master (Ex) At 2nd level, an archivist may take 20 on Knowledge checks 1/day, plus once per six levels beyond 2nd. This ability replaces versatile performance.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Magic Lore (Ex) At 2nd level, an archivist gains a bonus on Spellcraft checks to identify magic items or decipher scrolls and may take 10 on such checks. An archivist can use Disable Device to disarm magical traps as per a rogue's trapfinding ability and gains a +4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind. This ability replaces well-versed.

Naturalist (Ex) An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components. This ability replaces inspire courage.

No Racial Subtype You have chosen no racial subtype.

Outsider (Evil) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against evil outsiders. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Plant (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against plant creatures. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Vagabond Child (urban) (Disable Device) You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills - Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Vicious Aim (Ex) An Ilsurian archer adds half his highest favored enemy bonus to all attack rolls and damage rolls for attacks made with ranged weapons. This does not stack with his normal favored enemy bonus when targeting a creature that qualifies as a favored enemy. This ability replaces all spellcasting, and the Ilsurian ranger is not considered to have a caster level.

Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Woodland Stride

Woodland Stride (Ex) You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

+1 Bonus Feat GM awarded PC with +1 feat.