Elven archer 2 0 by phomax-d2xw51t

Basic InformationEdit

      Race: Elf
     Class: Wizard (Enhancement) 1
            /Ranger (Guide) 3
     Level: 4
Experience: 7154
 Alignment: Chaotic Good
 Languages: Common, Elven, Draconic, Sylvan
     Deity: TBD (The Dream-Giver)


STR: 14 +2 (05 pts)
DEX: 20 +5 (13 pts) (+2 racial) (+1 Physical Enhancement)
CON: 10 +0 (02 pts) (-2 racial)
INT: 14 +2 (02 pts) (+2 racial)
WIS: 12 +1 (02 pts)
CHA: 07 -2 (-4 pts)

Combat StatisticsEdit

  • Please specify the nature of Special and Miscellaneous Adjustments
  • Please note your choice for HP Method ('Roll' or 'Max-2') where it says '(HP Option)'
    (Max-2)   HP:  33 = [1d6(6) + CON(0)] (Wizard)
                      + [1d10(24) + CON(0) + FC(3)] (Ranger)
              AC:  17 = [10 + DEX (05) + Armor (02) + Shield (00) + Misc (00)]
        AC Touch:  15 = [10 + DEX (05) + Size (00) + Misc (00)]
   AC Flatfooted:  12 = [10 + Armor (02) + Shield (00) + Misc (00)]
            INIT: +05 = [DEX(5) + Misc (0)]
             BAB: +03 = [Wizard(0) + Ranger(3)]
             CMB: +05 = [BAB(3) + STR(2) + Misc (00)]
             CMD:  20 = [10 + BAB(3) + STR(2) + DEX(5) + Misc (00)]
       Fortitude: +03 = [Wizard(0) + Ranger(3) + CON(0)]
          Reflex: +08 = [Wizard(0) + Ranger(3) + DEX(5)]
            Will: +04 = [Wizard(2) + Ranger(1) + WIS(1)]
           Speed:  30'
Damage Reduction:  00/-
Spell Resistance:  00
   Spell Failure:  00

Weapon StatisticsEdit

  • Please specify the nature of Special and Miscellaneous Adjustments
Composite Longbow +1 (Str +2): Attack: +9 = [BAB(3) + DEX (5) + Enhancement (1)]
                               Damage: 1d8+3, Crit: x3 Range: 110ft
                              Special: STR +2, Enhancement +1, PBS +1 to hit 
                                       and dmg within 30'
                       Rapier: Attack: +5 = [BAB(3) + STR(2) + Misc(0)]
                               Damage: 1d6+2, Crit: 18-20/x2
                              Special: Pierce

Racial FeaturesEdit

Ability Adjustments: +2 (Int), +2 (Dex), -2 (Con)
               Size: Medium
              Speed: 30'
      Favored Class: Ranger (+2 HP)
   Low-Light Vision: Elves can see twice as far as humans in conditions of 
                     dim light.
   Elven Immunities: Elves are immune to magic sleep effects and get a +2 
                     racial saving throw bonus against enchantment spells 
                     and effects.
          Woodcraft: +1 bonus to Knowledge (Nature) and Survival checks (+2 if 
                     in forest terrain).
        Keen Senses: Elves receive a +2 racial bonus on Perception skill 
 Weapon Familiarity: 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.
          Languages: Elves begin play speaking Common and Elven. Elves with 
                     high Intelligence scores can choose from the following: 
                     Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, 
                     and Sylvan.

Class FeaturesEdit

Wizard (Transmutation (Enhancement))

Armor/Weapons: Wizards are proficient with the club, dagger, heavy crossbow, 
   light crossbow, and quarterstaff, but not with any type of armor or shield.

Arcane Bond (Bonded Object (amulet)): Wizards who select a bonded object begin 
   play with one at no cost. These objects are always masterwork quality. Must 
   be worn to have effect, while staves, wands, and weapons must be wielded. If 
   a wizard attempts to cast a spell without his bonded object worn or in hand, 
   he must make a concentration check or lose the spell. The DC for this check 
   is equal to 20 + the spell's level. If the object is a ring or amulet, it 
   occupies the ring or neck slot   accordingly.  A bonded object can be used 
   once per day to cast any one spell that the wizard has in his spellbook and 
   is capable of casting, even if the spell is not prepared. This spell is treated 
   like any other spell cast by the wizard, including casting time, duration, and 
   other effects dependent on the wizard's level. This spell cannot be modified by 
   metamagic feats or other abilities. The bonded object cannot be used to cast spells 
   from the wizard's opposition schools (see arcane school below).  A wizard can add 
   additional magic abilities to his bonded object as if he has the required Item 
   Creation Feats and if he meets the level prerequisites of the feat. The magic 
   properties of a bonded object, including any magic abilities added to the object, 
   only function for the wizard who owns it. If a bonded object's owner dies, or the 
   item is replaced, the object reverts to being an ordinary masterwork item of the 
   appropriate type.  If a bonded object is damaged, it is restored to full hit points 
   the next time the wizard prepares his spells. If the object of an arcane bond is lost 
   or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp 
   per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to 
   complete. Items replaced in this way do not possess any of the additional enchantments 
   of the previous bonded item. A wizard can designate an existing magic item as his 
   bonded item. This functions in the same way as replacing a lost or destroyed item 
   except that the new magic item retains its abilities while gaining the benefits and 
   drawbacks of becoming a bonded item.

Arcane School (Transmutation (Enhancement)) (Opposed: Necromancy & Enchantment): One extra 
   spell slot/level (excluding cantrips), used for a spell from chosen school.  Spells from 
   opposed schools require two spell slots.

Physical Enhancement (Current: +1 Dex): +1 enhancement bonus to one physical ability score 
   (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard 
   levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new 
   ability score when you prepare spells. 

Augment (5/day; lasts 1 round): As a standard action, you can touch a creature and grant it 
   either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to 
   natural armor that stacks with any natural armor the creature might possess. At 10th level, 
   the enhancement bonus to one ability score increases to +4. The natural armor bonus increases 
   by +1 for every five wizard levels you possess, to a maximum of +5 at 20th level. This 
   augmentation lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can 
   use this ability a number of times per day equal to 3 + your Intelligence modifier.

Ranger (Guide)

Armor/Weapons: A ranger is proficient with all simple and martial weapons and with light armor, 
   medium armor, and shields (except tower shields).

 Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow or 
   identify tracks.

 Wild Empathy: A ranger can improve the initial attitude of an animal. This ability functions just 
   like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 
   1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. 
   The typical domestic animal has a starting attitude of indifferent, while wild animals are usually 

   To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal 
   visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with 
   influencing people, it might take more or less time.

   The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 
   or 2, but he takes a –4 penalty on the check.

Ranger's Focus (1/day): At 1st level, once per day, the guide can focus on a single enemy within line of 
   sight as a swift action. That creature remains the Ranger’s focus until it is reduced to 0 or fewer hit 
   points or surrenders, or until the Ranger designates a new focus, whichever occurs first. The Ranger 
   gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every 
   five levels thereafter, this bonus increases by +2.

   At 4th level, and every 3 levels thereafter, the Ranger can use this ability one additional time per day.

   This ability replaces favored enemy.

Combat Style: Archery


Point-Blank Shot (1st Level): You get a +1 bonus on attack and damage rolls with
                              ranged weapons at ranges of up to 30 feet.
   Spell Focus (Conjuration): Add +1 to the Difficulty Class for all saving 
        (Wizard Bonus)        throws against spells from the school of magic you 
    Precise Shot (3rd Level): 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 (Ranger 2nd 
          Level Combat Feat): 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.
     Endurance (Ranger 3rd 
                Level Bonus): You gain a +4 bonus on the following checks 
                              and saves: Swim checks made to resist nonlethal 
                              damage from exhaustion; Constitution checks made 
                              to continue running; Constitution checks made to 
                              avoid nonlethal damage from a forced march; 
                              Constitution checks made to hold your breath; 
                              Constitution checks made to avoid nonlethal damage 
                              from starvation or thirst; Fortitude saves made 
                              to avoid nonlethal damage from hot or cold 
                              environments; and Fortitude saves made to resist 
                              damage from suffocation.

                              You may sleep in light or medium armor without
                              becoming fatigued.


Magical Knack (Magic): +2 caster level as long as it doesn't exceed class level.
Rich Parents (Social): Raises starting wealth to 900 gp.


  • Please specify the nature of Miscellaneous or Special Adjustments.
  • Skills with a blank 'Total' may not be used untrained.
Skill Points: 28 = [Base(2) + INT(2)/Level +FC(0) + Misc(0)] (Wizard)
                 + [Base(18) + INT(2)/Level +FC(0) + Misc(0)] (Ranger)

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics              05     0       0       5     -0   +0
Appraise                02     0       *       2          +0
Bluff                  -02     0       0      -2          +0
Climb                   06     1       3       2     -0   +0
Craft (       )         02     0       *       2          +0
Diplomacy              -02     0       0      -2          +0
Disable Device                 0       0       5     -0   +0
Disguise               -02     0       0      -2          +0
Escape Artist           05     0       0       5     -0   +0
Fly                     05     0       0       5     -0   +0
Handle Animal                  0       *      -2          +0
Heal                    05     1       3       1          +0
Intimidate             -02     0       *      -2          +0
Knowledge (Arcana)      08     3       3       2          +0
Knowledge (Dngnrng)            0       *       2          +0
Knowledge (Engnrng)            0       *       2          +0
Knowledge (Geography)   06     1       3       2          +0
Knowledge (History)            0       *       2          +0
Knowledge (Local)       07     2       3       2          +0
Knowledge (Nature)      08     2       3       2          +1 (racial bonus; +2 if in forest)
Knowledge (Nobility)           0       *       2          +0
Knowledge (Planes)             0       *       2          +0
Knowledge (Religion)    06     1       3       2          +0
Linguistics                    0       *       2          +0
Perception              10     4       3       1          +2 (racial bonus)
Perform    (       )   -02     0       0      -2          +0
Profession (       )           0       *       1          +0
Ride                    09     1       3       5     -0   +0
Sense Motive            01     0       0       1          +0
Sleight of Hand                0       0       5     -0   +0
Spellcraft              09     4       3       2          +0
Stealth                 12     4       3       5     -0   +0
Survival             08/09/10  3       3       1          +1/+2/+3(+1 racial bonus [+2 if in forest], +1 Track ability)
Swim                    06     1       3       2     -0   +0
Use Magic Device               0       0      -2          +0

Spell Lists (Known)Edit

0 Level                    Level 01                   Level 02                   Level 03
* Resistance               * Mage Armor
* Acid Splash              * Enlarge Person
* Detect Magic             * Gravity Bow
* Detect Poison            * Expeditious Retreat
* Read Magic               * Color Spray
* Dancing Lights           * Vanish
* Flare                    * Shield
* Light                    * Protection from Evil
* Ray of Frost
* Spark
* Ghost Sound
* Mage Hand
* Mending
* Message
* Open/Close
* Arcane Mark
* Prestidigitation            

Spell Lists (Prepared)Edit

0 Level                    Level 01                   Level 02                   Level 03
* Prestidigitation         * Mage Armor
* Detect Magic             * Vanish
* Light                    * Shield


Equipment                          Cost     Weight
Traveler's Outfit                   **      **
MWK Amulet (Bonded Object)          **      **
Armored Kilt +1                   1170 gp   10  lb
Rapier                              20 gp   02  lb
MWK Composite Longbow +1 (Str +2) 2600 gp   03  lb
  Arrows (32/40)                    03 gp   06  lb
  Cold Iron Arrows (20/20)          02 gp   03  lb
  Blunt Arrows (20/20)              02 gp   03  lb
Spell Components Pouch              05 gp   02  lb
MWK Backpack (Encum. = Str+1)       50 gp   04  lb
  Potion of Cure Light Wounds       50 gp   **
    (CL 1)                            
  Waterproof Bag                    05 sp   0.5 lb
    Wizard's Spellbook              00 gp   03  lb
      (22/100 pgs)  
    Scroll of Summon Monster I      gift    **
  Bedroll                           01 sp   05  lb
  Silk Rope (50 ft)                 10 gp   05  lb          
  Sunrod (2)                        04 gp   02  lb
  Tindertwig                        01 gp   **
  Waterskin                         01 gp   04  lb
  Fishhook                          01 sp   **
  Grappling Hook                    01 gp   04  lb
  Wandermeal Rations (10)           01 sp   05  lb
  Trail Rations (2)                 01 gp   02  lb

                             Total Weight: 63.5 lb

                     Light  Medium  Heavy 
Max Weight(normal):  0-58   59-116  117-175   
Max Weight(MWK BP):  0-66   67-133  134-200


PP: 00
GP: 735
SP: 03
CP: 07


Mystic Pearl VisitsEdit

Visit 1: Total Spent: 1031.2

Visit 2: Total Spent: 3820 gp Total Earned: 1602 gp Net Spent: 2218 gp


               Size: Medium
             Gender: Male
                Age: 120
             Height: 5'9''
             Weight: 130 lbs
         Hair Color: Brown
          Eye Color: Dark Brown
         Skin Color: tan/lightly golden
Appearance/Demeanor: Physically, Quioan is the quintessential elf: slender and 
   graceful, slight of stature as compared to a human.  His intense stare 
   suggests a keen intelligence and a hunter's alertness, both in rare abundance.  
   In the ten years since he left his homeland, he has refined the methodology of 
   living on the road, and he travels with a wealth of both martial and mundane 
   equipment strapped to his body in such a way so as to preserve the precision 
   of movement which has often been key to his survival on the road.  While 
   fiercely independent with a somewhat gruff and potentially irascible demeanor, 
   he nevertheless feels a personal obligation to help those in need, and is 
   motivated to continue his travels in search of the evils which he had dreamed 
   of so long ago.


Quioan Scorchsong comes from a small but prosperous elven settlement in the Landadel Baronies. Raised in a well-to-do family concerned with the prestige associated with excelling in both academic and martial disciplines, and therefore given an unusually rigorous education from an early age, Quioan instinctively took to two of the disciplines most commonly associated with his kind: archery and wizardry. The former satisfied the aesthetic pleasure he took in displays of physical prowess (with which he himself was clearly blessed), whereas the latter engaged his curiosity and sense of dissatisfaction with the seeming limits of the world he lived in: he had always loathed boundaries of any sort, and the arcane disciplines offered him a way to transcend such borders. This attraction to redefining the nature of the material naturally led him into the field of transmutation, the study of which he took up from a relatively early age.

Quioan's youth was marked primarily by his education in these two disciplines, which he pursued with great fervor, and with little purpose beyond the personal satisfaction he received in their undertaking. All this changed dramatically, however, on the evening of his 110th birthday. Having reached the traditional elven age of adulthood, Quioan had celebrated with a small group of friends and family long into the night, and had finally dragged himself to bed as the morning sun began to flit through the trees. Upon falling asleep, he was greeted with a vision, the full meaning of which he wrestles with to this day. He was, however, immediately clear on the central message: the world outside of the sheltered life he had lived in his village was constantly under threat by a variety of evils, and was in need of his aid to combat them. Although the source of this dream remains a mystery to Quioan, he has had no doubts about its validity since he first awoke from it. Convinced that his years of training had in fact been in preparation for this task, Quioan resolved himself to put an end to the evils foretold in the dream; shortly thereafter, he left his forest home and set out on a long and meandering journey, eventually arriving at the great city of Venza.

Adventure LogEdit

Ryall's Estate

      XP Received: 1252
Treasure Received: 1327 GP, 5 SP
                   Scroll of Summon Monster I (gifted by jbear in post 327)
 Consumables Used: 6 Arrows
The Mightiest Weapon
      XP Received: 1975
Treasure Received: 2502 GP, 6 SP, 7 CP
 Consumables Used: 2 Arrows
Distant Relations
      XP Received: 3927
Treasure Received: 0
 Consumables Used: Scroll of Vanish (25 gp)
                   Scroll of Protection from Evil (25 gp)
                   Scroll of Shield (25 gp)

Level UpsEdit

    Level 2:
      Class: Ranger (Guide) 1
        BAB: +0 to +1
       Fort: +0 to +2
        Ref: +5 to +7
       Will: +3 to +3
       Feat: Martial Weapon Proficiencies, Light & Medium Armor Proficiencies,
             Shield Proficiency(except Tower).
   Features: Ranger's Focus, Track, Wild Empathy
         HP: +9 = Max -2(8) + 1 FC Bonus 
  Skill Pts: 12 = +6(Ranger) + 0(Race) + 2Int + 4(Old Total)  = 12(New Total)
Ranks Added: +1 Know. (Arcana), +1 Know. (Geography), +1 Know. (Local),
             +1 Know. (Nature), +1 Perception, +1 Spellcraft, +1 Stealth, +1 Survival

    Level 3:
      Class: Ranger (Guide) 2
        BAB: +1 to +2
       Fort: +2 to +3
        Ref: +7 to +8
       Will: +3 to +3
       Feat: Precise Shot (character level 3), Rapid Shot (Ranger level 2 combat-style feat)
   Features: Combat Style: Archery
         HP: +9 = Max -2(8) + 1 FC Bonus 
  Skill Pts: 20 = +6(Ranger) + 0(Race) + 2Int + 12(Old Total)  = 20(New Total)
Ranks Added: +1 Heal, +1 Know. (Religion), +1 Perception, +1 Ride, +1 Spellcraft, +2 Stealth, +1 Survival

    Level 4:
      Class: Ranger (Guide) 3
        BAB: +2 to +3
       Fort: +3 to +3
        Ref: +8 to +8
       Will: +3 to +4
       Feat: Endurance (Ranger level 3 bonus)
   Features: Favored Terrain: Urban
         HP: +9 = Max -2(8) + 1 FC Bonus 
  Skill Pts: 28 = +6(Ranger) + 0(Race) + 2Int + 20(Old Total)  = 28(New Total)
Ranks Added: +1 Climb, +1 Knowledge (Arcana), +1 Knowledge (Local), 
+1 Perception, +1 Spellcraft, +1 Stealth, +1 Survival, +1 Swim


  • Approval (May 4 2011) (HolyMan) level 1
  • Approval (May 5 2011) (jkason - non-judge) level 1
  • Approval (Aug 12 2011) (perrinmiller) level 2
  • Approval (Oct 2 2011) (Toasterferret) level 3

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