Elf Fighter

Wynnreyell Moonsilver's page

375 posts. Organized Play character for Z...D....


| HP 122/122 | AC 28 T 19 FF 21 | CMB +18, CMD 37 | F: +16, R: +18, W: +14 | Init: +10 | Perc: +21, SM: +1


| Speed 30ft | Diviner's Fortune:7/7; Seeker Arrow: 3/3; Phase Arrow: 2/2; Arcane Bond: 0/1; GM Reroll: 0/1 | Spells: Listed in Profile| Active conditions:


Male CG Elf Arcane Archer 8/ Fighter 6 / Wizard 1

About Wynnreyell Moonsilver

Male elf arcane archer 8/fighter 6/diviner 1
CG Medium humanoid (elf)
Init +10; Senses low-light vision; Perception +21
AC 28, touch 19, flat-footed 21 (+6 armor, +2 deflection, +7 Dex, +3 shield)
hp 122 (15 HD; 1d6+14d10+30)
Fort +16, Ref +18, Will +14 (+2 vs. fear); +2 vs. enchantments, +4 and one size larger to resist effects of wind
Defensive Abilities fortification 50%; Immune sleep
Speed 30 ft.
Ranged +1 adaptive holy limning darkwood composite longbow +24/+19/+14 (1d8+8/×3 plus 2d6 vs. evil)
Special Attacks enhance arrows (distance), enhance arrows (elemental), enhance arrows (magic), hail of arrows, imbue arrow, phase arrow, seeker arrow, weapon training (bows +1)
Arcane School Spell-Like Abilities (CL 7th; concentration +11)
. . 7/day—diviner's fortune (+1)
Diviner Spells Prepared (CL 7th; concentration +11)
. . 4th—acid pit[APG] (DC 19), dimension door, named bullet[UC]
. . 3rd—fly, protection from energy, spiked pit[APG] (DC 18), tongues
. . 2nd—arrow eruption[APG], create pit[APG] (DC 17), darkvision, investigative mind[ACG], see invisibility
. . 1st—air bubble[UC], comprehend languages, gravity bow[APG], magic missile, obscuring mist, shocking grasp
. . 0 (at will)—detect magic, mending, open/close (DC 14), read magic
. . Opposition Schools Illusion, Necromancy
Str 18, Dex 24, Con 14, Int 18, Wis 12, Cha 9
Base Atk +14; CMB +18; CMD 37
Feats Clustered Shots[UC], Combat Reflexes, Deadly Aim, Improved Precise Shot, Improved Snap Shot[UC], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Rapid Shot, Snap Shot[UC], Spell Focus (conjuration), Weapon Focus (longbow), Weapon Specialization (longbow)
Traits indomitable faith, reactionary
Skills Acrobatics +22, Appraise +8, Climb +12, Craft (bows) +15, Intimidate +5, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +11, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +10, Perception +21, Spellcraft +15 (+17 to identify magic item properties), Stealth +25, Survival +10, Swim +12; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Ancient Osiriani, Common, Elven, Kelish, Osiriani, Sylvan, Thassilonian, Tien, Varisian
SQ arcane bond (ring of protection +2), armor training 1, elven magic, forewarned
Combat Gear cold iron arrows (50), lesser empower metamagic rod, lesser extend metamagic rod, pearl of power (1st level) (2), pearl of power (2nd level) (2), pearl of power (3rd level), pearl of power (4th level), sandals of quick reaction[UE], scroll of breath of life, scroll of endure elements (x5), scroll of fly, scroll of spider climb (x5), spellguard bracers[UE], wand of infernal healing (38 charges), wand of lesser restoration (10 charges), wand of protection from evil (10 charges), antiplague[APG] (2), antitoxin (2), weapon blanch (ghost salt) (3), weapon blanch (silver)[APG] (3); Other Gear +2 spell storing darkleaf cloth hide armor, +2 moderate fortification buckler, +1 adaptive holy limning darkwood composite longbow, arrows (40), blunt arrows[APG] (40), belt of physical perfection +4, cloak of resistance +5, efficient quiver, goz mask[ISWG], handy haversack, headband of vast intelligence +2, ring of feather falling, ring of protection +2, swarmbane clasp[UE], bedroll, belt pouch, book lariat[ACG], grappling arrow[UE], masterwork bowyer tools, moonsilver manuscript, silk rope (50 ft.), spell component pouch, waterskin, miniture shovel (spell component) (worth 10 gp), 5,175 gp, 5 sp
Tracked Resources
Antiplague - 0/2
Antitoxin - 0/2
Arcane Bond (Ring of protection +2) (1/day) (Sp) - 0/1
Arrows - 0/40
Blunt arrows - 0/40
Cold iron arrows - 41/50
Diviner's Fortune +1 (7/day) (Sp) - 0/7
Empower metamagic rod (lesser, 3/day) - 1/3
Extend metamagic rod (lesser, 3/day) - 0/3
Feather Fall (Constant) - 0/0
Goz mask (6 10 minute inc/day) - 0/6
Hail of Arrows (1/day) (Su) - 0/1
Pearl of power (1st level, 2/day) - 0/2
Pearl of power (2nd level, 2/day) - 0/2
Pearl of power (3rd level, 1/day) - 1/1
Pearl of power (4th level, 1/day) - 1/1
Phase Arrow (2/day) (Su) - 0/2
Seeker Arrow (3/day) (Su) - 0/3
Spellguard bracers (3/day) - 1/3
Wand of infernal healing (38 charges) - 27/38
Wand of lesser restoration (10 charges) - 0/10
Wand of protection from evil (10 charges) - 0/10
Weapon blanch (ghost salt) Arrows - 11/30
Weapon blanch (silver) Arrows - 12/30
Special Abilities
Arcane Bond (Ring of protection +2) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +1 (7/day) (Sp) As a standard action, touch grants ally +1 insight bonus to many checks for 1 round.
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 (distance) (Su) Every nonmagical arrow you fire has the distance special ability.
Enhance Arrows (Electricity burst, Electricity) (Su) Every nonmagical arrow you fire adds an elemental burst.
Enhance Arrows (magic) (Su) Every nonmagical arrow you fire has a +1 enhancement bonus.
Forewarned 1 (Su) Can always act in surprise rounds.
Fortification 50% You have a chance to negate critical hits on attacks.
Hail of Arrows (1/day) (Su) Once per day, fire an arrow at every target within range.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Imbue Arrow (At will) (Su) You can cast an area effect spell on an arrow before firing it.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Snap Shot You threaten an additional 5 feet with Snap Shot
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Phase Arrow (2/day) (Su) Fire an arrow that ignores cover, concealment and armor modifiers.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
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.
Seeker Arrow (3/day) (Su) Fire an arrow that ignores cover and concealment modifiers.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Weapon Training (Bows) +1 (Ex) +1 Attack, Damage, CMB, CMD with Bows

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Level 0
Acid Splash
Arcane Mark
Dancing Lights
Detect Magic
Detect Poison
Disrupt Undead
Ghost Sound
Mage Hand
Ray of Frost
Read Magic
Touch of Fatigue

Level 1
Abundant Ammunition
Air Bubble
Burning Hands
Comprehend Languages
Endure Elements
Feather Fall
Gravity Bow
Liberating Command
Magic MIssile
Obscuring Mist
Shocking Grasp

Level 2
Arrow Eruption
Bull’s Strength
Create Pit
Investigative Mind
See Invisibility

Level 3
Protection from Energy
Spiked Put
Water Breathing

Level 4
Acid Pit
Arcane Eye
Dimension Door
Named Bullet

Journal Faction Card:

Season 7: 7 goals
Freedom Fighter (2+ goals): Gain a +1 bonus attack rolls and weapon damage rolls against known slavers. For the purposes of this reward, a slaver is a creature that owns at least five slaves, is maintaining a compulsion spell or effect to control a creature for at least one day, or is explicitly cited as trafficking slaves.

Undercover Emancipator (4+ goals): You gain the assistance of a member of the Bellflower Network who is skilled at liberating slaves without being detected. Once per scenario, you can call upon this ally to gain a bonus equal to half the number of goals you have completed on one Disguise, Sleight of Hand, Stealth, or Survival check. This ally is a noncombatant.

Liberator (7+ goals): When you or any ally reroll a check to escape a grapple, an Escape Artist check, a will save against a compulsion effect, or a Reflex save to avoid being entangled, staggered, or paralyzed, that character may roll two dice and take the better result. Once per adventure, you can grant a free reroll to a PC who is attempting one of these checks.