Psychie
Princess Psychie
Oreleth Soumral
Race: Wood Elf
Age: 141
Deity: Solonor Thelandira
Alignment: Lawful Good
Str: 14 +2 (16 +3)
Dex: 20 +5
Con: 12 +1
Int: 15 +2
Wis: 9 -1
Cha: 12 +1
Level: 13
Class: Fighter 6, Wizard 1 (Effectively 5th Level), Arcane Archer 6
Hit Points: 91 +d10 per level
Action Points: 11 / 11
Bonus Action Point: 1 / 1
Diamond of Fate: 1
Armor Class: 24
CMD: 26
Fort Save: +9
Reflex Save: +13
Will Save: +6 (+11 vs Fear)
Perception: +15
Base Attack Bonus: +13 / +8 / +3
Melee Strike: +15 / +10 / +5
Ranged Strike: +18 / +13 / +8
Initiative: +5 / +7 when bow is in hand
CMB: +11
Attacks per Round:
1st - Manyshot (firing two arrows). "To Hit:" +18 (+20 First Attack, -2 Rapid Shot). Damage: 2d8+12 (+6 Base damage).
2nd - Improved Vital Strike. "To Hit:" +13 (+15 Second Attack, -2 Rapid Shot). Damage: 3d8+6 (Improved Vital Strike, +6 Base damage).
3rd - Normal Attack. "To Hit:" +8 (+10 Third Attack, -2 Rapid Shot). Damage: 1d8+6
4th - Rapid Shot Bonus Attack. "To Hit:" +18 (+20 First Attack, -2 Rapid Shot). Damage: 1d8+6
+1 damage vs targets within 30 feet.
-3 to hit/+6 damage from Deadly Aim Feat
+1d6 Fire/Electrical/Cold damage from Arcane Archer class.
Credit for the calculations go to Dannigan.
Feats
Point Blank Shot - +1 to hit and damage on targets under 30 feet away - 1
Mobility - +4 AC vs Attacks of Opportunity - 1
Dodge - +1 to Armor Class - 2
Weapon Focus - +1 bonus to attack rolls with one weapon - Longbow - 3
Deadly Aim - Trade BAB for damage; -3 to hit/+6 to damage - 4
Rapid Shot - Make one extra ranged attack - 5
Many Shot - Shoot two arrows simultaneously on the first attack - 6
Scribe Scroll - Able to make scrolls - 7 (bonus Feat)
Vital Strike - Deal twice the normal damage on a single attack - 7
====Upgraded to Improved Vital Strike - Deal triple the normal damage on a single attack
Wind Stance - Gain 20% Concealment when you move 5 feet or more in a turn - 9
Weapon Specialization - +2 to damage rolls with one weapon - Longbow - 11
Arcane Armor Training - Reduces spell failure chance in armor by 10% - 13
Feat Wish List
Toughness - +1 Hit point per level.
Arcane Armor Mastery - Reduces spell failure chance in armor by 20% - 7th level caster required
Improved Critical - Double the threat range of one weapon
Signature Ability
Resolute: +3 to Will Saves against Fear effects
Stealthy: No penalty to Stealth Checks while wearing armor
Quick Draw: +2 on Initiative rolls when her bow is at the ready
Class and Racial Abilities
Bravery (Ex)
Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd. (Currently +2)
Armor Training (Ex)
Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed (Currently +1 AC).
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Weapon Training (Ex)
Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
(Current bonuses: +1 to Attack and Damage with Bows)Evocation Powers - Opposition Schools Necromancy and Illusion
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot.
Force Missile 5x per day, equal to Magic Missile in that it never misses - 1d4 per missile plus the bonus damage from the Evoker school
Increased power to Evocation School spells; adds damage equal to 1/2 my caster level to all spells of that school
Arcane Bond (Amulet): Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. 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).Spells per Day: At the indicated levels, an arcane archer gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming an arcane archer, he must decide to which class he adds the new level for purposes of determining spells per day.
**Enhance Arrows (Su): At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend gold pieces to accomplish this task. However, an archer’s magic arrows only function for him. In addition, the arcane archer’s arrows gain a number of additional qualities as he gains additional levels. The elemental, elemental burst, and aligned qualities can be changed once per day, when the arcane archer prepares spells or, in the case of spontaneous spellcasters, after 8 hours of rest.
At 3rd level, every nonmagical arrow fired by an arcane archer gains one of the following elemental themed weapon qualities: flaming, frost, or shock.
At 5th level, every nonmagical arrow fired by an arcane archer gains the distance weapon quality.
At 7th level, every nonmagical arrow fired by an arcane archer gains one of the following elemental burst weapon qualities: flaming burst, icy burst, or shocking burst. This ability replaces the ability gained at 3rd level.
At 9th level, every nonmagical arrow fired by an arcane archer gains one of the following aligned weapon qualities: anarchic, axiomatic, holy, or unholy. The arcane archer cannot choose an ability that is the opposite of his alignment (for example, a lawful good arcane archer could not choose anarchic or unholy as his weapon quality). The bonuses granted by a magic bow apply as normal to arrows that have been enhanced with this ability. Only the larger enhancement bonus applies. Duplicate abilities do not stack.
**Imbue Arrow (Su): At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centered where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s range. A spell cast in this way uses its standard casting time and the arcane archer can fire the arrow as part of the casting. The arrow must be fired during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted.
**Seeker Arrow (Su): At 4th level, an arcane archer can launch an arrow at a target known to him within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow’s range prevents the arrow’s flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). An arcane archer can use this ability once per day at 4th level, and one additional time per day for every two levels beyond 4th, to a maximum of four times per day at 10th level.
Phase Arrow (Su): At 6th level, an arcane archer can launch an arrow once per day at a target known to him within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, armor, and shield modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). An arcane archer can use this ability once per day at 6th level, and one additional time per day for every two levels beyond 6th, to a maximum of three times per day at 10th level.
Hail of Arrows (Su): In lieu of his regular attacks, once per day an arcane archer of 8th level or higher can fire an arrow at each and every target within range, to a maximum of one target for every arcane archer level she has earned. Each attack uses the archer’s primary attack bonus, and each enemy may only be targeted by a single arrow.
Arrow of Death (Su): At 10th level, an arcane archer can create a special type of slaying arrow that forces the target, if damaged by the arrow’s attack, to make a Fortitude save or be slain immediately. The DC of this save is equal to 20 + the arcane archer’s Charisma modifier. It takes 1 day to make a slaying arrow, and the arrow only functions for the arcane archer who created it. The slaying arrow lasts no longer than 1 year, and the archer can only have one such arrow in existence at a time.Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Immune to Charm effects.
Feat and Skill Racial Traits
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits
Elven Magic: 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.
Offense Racial Traits
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.
Senses Racial Traits
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Opposition Schools: Necromancy and Illusion
Cantrips - Spell Slots 4
Resistance - Gain +1 on a single saving throw
Acid Splash - Orb deals 1d3 damage
Detect Magic - Detects all magic in 60ft
Detect Poison - Detects poison in one person or object
Read Magic - Read scrolls or spellbooks
Daze - Single creature with 4HD or less loses its next action
Dancing Lights - Creates torches or other lights
Flare - Dazzles one creature (-1 on attack rolls)
Light - Object shines like a torch for 10 minutes per level
Ray of Frost - Ray deals 1d3 of damage
Spark - Ignites flammable objects
Mage Hand - 5lb telekinesis
Mending - Make minor repairs on a single object
Message - Whisper conversation at a distance
Open/Close - Open or close small or light things
Arcane Mark - Inscribes a personal rune on an object or creature (visible or invisible)
Prestidigitation - Perform minor tricks
Level 1 Spells - Spell Slots 4 + 1 Evoker Spell (+1 from Int Bonus)
Gravity Bow - Arrows and bolts fired do damage as if one size category bigger for one minute/level
Shocking Grasp - Touch delivers 1d6/level electrical damage, max 5d6. +3 if the target is using or wearing metal
Shield - Invisible disk gives +4 to AC, blocks Magic Missiles for 1 minute per level, Self Only
Endure Elements - Target can exist comfortably in hot or cold regions for 24 hours
True Strike - +20 on my next attack roll
Protection from Evil - +2 AC vs evil creatures for 1 minute a level
Burning Hands - 1d4/level fire damage, max 5d4, 15 foot cone
Level 2 Spells - Spell Slots 3 +1 Evoker Spell
Glitterdust - Blinds creatures, outlines invisible creatures in a 10 foot radius, 100 ft +5 ft per level
Flaming Sphere - Rolling ball of fire deals 3d6 damage
Web - Fills 20 foot radius with sticky spiderwebs to impair movement, 100 ft +5 ft per level
Level 3 Spells - Spell Slots 1 + 1 Evoker Spell
Fireball
Haste
Hold Person
Skills per Level: 6
+11 - Acrobatics: Ranks 6, +5 Dex
== -4 due to Armor Penalty
+10 - Arcana: Ranks 8, +2 Int
+4 - Athletics: Ranks 2, +2 Str
== -4 due to Armor Penalty
+8 - Crafting (Bowyer/Fletcher): Ranks 6, +2 Int
+0 - Deception
+0 - Diplomacy
+0 - Intimidation
+6 - Linguistics: Ranks 4, Int +2
+8 - Lore - Mercantile: Ranks 6, +2 Int
+8 - Lore - Monster: Ranks 6, +2 Int
+0 - Medicine
+4 - Nature: Ranks 4
+0 - Occultism
+15 - Perception: Ranks 13, Racial Bonus +2
+6 - Performance: Ranks 5, +1 Cha
+0 - Religion
+0 - Society
+18 - Stealth: Ranks 13, +5 Dex
+4 - Survival: Ranks 4
+0 - Thievery
== -4 due to Armor Penalty
Languages: Elven, Common, Sylvan, Dwarven, Orc, Giant, Draconic, Minotaur
Weapons and Equipment
Magic Composite Longbow +1 - 1d8+1 damage, Crit x3, Range 110 feet, 1d8+7 within 30 feet, 1d8+6 at over 30 feet, able to Create Light upon command, Max Str Bonus of +2
--40 arrows, +1 Magic effect from Arcane Archer
Elven Curved Blade, Masterwork 1d10 damage, Crit 18-20/x2 Two Handed Weapon, 1d10+6 total
Magic Armored Breastplate - Armor of Light Fortification +2: +8 AC, +3 Dex bonus (+1 from Fighter Training), 25% chance to negate a Critical Hit or Sneak Attack, 20% chance of Spell Failure (10% with Arcane Armor Training)
Magic Items
Cloak of Resistance +1
Boots of Striding and Springing - adds 10 feet to movement
Ioun Stone +1 to AC
Belt of Ogre Power +2 to Strength
Bag of Holding Type 1 - holds 250lbs of gear
2 Scrolls of Endure Elements
3 Potions of Cure Wounds 3d8+15 hit points each
Vanishing Sheath on left wrist
This small sheath attaches to the wrist with a leather strap. The sheath can accommodate any single light weapon, wand, or piece of ammunition weighing no more than 5 pounds. While sheathed, the weapon is hidden in an extradimensional space and is weightless. As a swift action, the wearer can flex her wrist, ejecting the weapon into her hand. If her hand is not empty, the weapon remains sheathed. Stowing a weapon in the sheath requires a move action. The wearer gains a +4 bonus on any Sleight of Hand check to oppose the Perception check of someone observing or frisking the wearer in search of a weapon in the sheath.
Vanishing sheaths can be worn in pairs—one on each arm. A person wearing two vanishing sheaths can eject either or both weapons with a single swift action.A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
6 Strands of Hair for the Bowstring of the Songbow
Gold: 115
7,250 gold in assorted gemstones
Woodworking tools,
300 arrows in my Bag of Holding,
a sturdy leather backpack,
a comfy bedroll,
2 small sacks,
1 large sack,
a bag of caltrops,
spell components,
a dagger and sheath,
a hooded lantern,
3 flasks of oil,
50 feet of hemp rope,
two outfits of choice,
6 tindertwigs,
A tinderbox (much like flint and steel, but far more convenient),
two weeks of good rations,
two full waterskins.
When Oreleth was a child, she grew up with her family in a medium sized merchant caravan, traveling hither and yon across the land, plying their trade. It was a simple life, one that Oreleth was quite content with. If things hadn't happened any different, she probably would be a part of the trader's guild for life.
All of that changed when a marauding war band of minotaurs came into the woods and found the caravan camped out for the evening. Oreleth was lucky enough to be away from her wagon at the time of the attack, picking a bouquet of flowers to give to her mother. Her first indication that anything wrong was when she could smell the smoke of the caravan burning, and the young elf maiden dropped her flowers and ran back to her home and saw a scene of horror. The bull-men were burning everything, and were methodically moving through the wagons, killing all that fought back, carrying off others for sale into slavery.
As she stood there in shock, one of the minotaurs saw her and moved in closer to grab up the young elven girl. After all, she would bring more profit alive as a slave instead of having the fun of just killing her. Oreleth was too scared to do anything, frozen in fear at the sight of the monster in front of her. The beast man grabbed the terrified girl, planing on hauling her off. Before he could go far, from out of nowhere a pair of arrows suddenly burst out of the beast's chest, saving her from whatever evil plans that the minotaur had in mind for her. Amazed to be alive and free, she looks around to see a group of Elven warriors, bows and swords in hand, attacking the minotaur slaver band. With cool efficiency, they eliminated the bull-men, but the damage had been done; the caravan was gone along with all of her family and friends. By the time that the fighting was over, those that were not dead had been taken away to parts unknown.
Seeing the poor girl all alone, the Elven warriors had little choice but to take her with them. Oreleth found the Elf that saved her, and she attached herself to him, a handsome fellow named Dendarian, looking up to him like a father. It was at his side that she learned the martial way of using the bow from her savior, and with the help of the other Elves of the tribe, Oreleth learned the lessons of what it means to live as a sister of the wood in the Elven way, living in harmony with the land.
Sadly, from that day forward, she had a terror inside her whenever she would see a minotaur. Even the sight of a simple steer would send a chill up her back, and her sleep was haunted by nightmares. Dendarian did his best to get her to face her fears and overcome them, but there seemed to be nothing that would break her phobia. It wasn't until the two Elves were traveling together and were set upon by a small bunch of the beastmen, thinking that the two Elves would be an easy kill. Fear once more gripped her heart, chilling her to the core and freezing her in place as her dear Dendarian valiantly struggled against the minotaurs by himself, all the while trying to get Oreleth to raise her own bow and join in the fighting.
Then, Dendarian was struck in the head and was knocked senseless. The two surviving monsters grinned at their helpless prey, and they advanced slowly, reveling in their triumph. Oreleth looked on in horror, remembering the sight of her loved ones getting butchered all those years ago, and now she was about to see her dear friend and mentor die, followed shortly by her own cowardly self. When the bloody blade was raised up in preparation for a finishing strike, Oreleth silently begged, Great Solonor Thelandira, please give me the courage to overcome! With that prayer, something inside her broke. With a quick motion, she raised up her bow and loosed a volley of arrows into the minotaur, killing the beast. Its companion looks up at her and with a roar of anger, charged her. Before it could cross the distance, though, she felled that one, too.
Rushing forward, she cradled Dendarian's head and dabbed at his cut. She sobbed out, "I'm so sorry! Because of my fear, I nearly let you die. I will never let fear rule me again! From this day forward, I will never give into my fear. I swear it upon my life!"
Dendarian let out a little chuckle. "At least I have a thick skull. You had me worried, girl, but I'm glad that you've finally found your strength to shake off your inner demons. Took you long enough, though!"
Since that day, Oreleth has moved on with her life, traveling across the land, looking for others in need of protection from the forces of evil in the world. She still keeps in touch with her dear friend Dendarian, and has plans to reunite with him one day very soon; perhaps sometime in the next decade (after all, elves have long lifespans), to show him what skills she has learned while they have been apart.
In the meantime, Oreleth now seeks for two very important things: First, some trace of family that may have been carried off by the beastmen. She seems to remember that there are relatives out there that were captured, and they are probably being held against their will in some squalled prison somewhere, but it will be a serious effort to hunt them down, wherever they may be. Next on her wish list is the mythic bow Soulsinger. Ever since the day that she has taken up the bow, she has thought about the old stories of the ancient weapon and how wonderful it would be to recover Soulsinger from whatever dusty resting spot it currently resides in and use it to fight off the forces of evil once more.
So it is sung:
"When soul and bow are dear,
all their prey shall have cause to fear.
When hand and string are in tune,
Hearts will fill with joyous boon.
When bow and soul are one,
then all can be seen under Moon and Sun.
So it is for the meat-bringer,
Who hunts and sings with the Soulsinger."
Credit for the poem goes to our Storyteller, Dannigan.
Chosen deity: Solonor Thelandira
The elven god of woodlands and the hunt. Few non-elves have heard of him, but any elf with any connection to forests has - and likely worships him. He is the ultimate archer.
Meta-game: Taken from Unearthed Arcana, his alignment is chaotic good; his domains are Chaos, Good, Plant, and War; and his favored weapon is the longbow.
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