Elf Arcane Archer
Male Elf Bard 8/Arcane Archer 7
CG Medium Humanoid (elf)
low-light vision; Listen +4, Spot +19
20 (+6 dex, +4 armor), touch 16, flat footed 14
60 (15 HD)
+2 vs enchantment
longbow +21/+16 (1d8+4/19-20/x3) or +19/+19/+14 (1d8+4/19-20/x3)Melee
rapier +14/+9 (1d6/18-20)
imbue arrow (daze, flare, lullaby, cause fear, sound burst, confusion, dispel magic
), phase arrow, seeker arrow
mw silver rapier, +1 longbow
3 (2/day; DC 16) -- confusion, dispel magic, cure serious wounds
2 (4/day; DC 15) -- blur, eagle's splendor, heroism, sound burst
1 (4/day; DC 14) -- cause fear, feather fall, cure light wounds, expeditious retreat
0 (3/day; DC 13) -- daze, light, mage hand, prestidigitation, flare, lullaby
This bard may make a special bardic knowledge check with a +9 bonus to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places.
Str 10, Dex 22, Con 10, Int 13, Wis 8, Cha 16
Improved Critical (longbow), Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Bluff +14, Diplomacy +16, Disguise +3 (acting +5), Hide +24, Jump +2, Listen +4, Move Silently +24, Perform (song) +14, Search +3, Slight of Hand +19, Spot +19, Tumble +17
combat gear plus Leather Armor
Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him.
: A bard can use his music to counter magical effects that depend on sound. Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if 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 the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.
A bard can use his music to cause up to four creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working.
To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to 8 rounds). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Inspire Courage (Su)
: A bard can use song to inspire courage in his allies, bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 morale bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability.
Inspire Competence (Su)
: A bard can use his music to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.
The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.
: A bard can make a suggestion
(as the spell) to a creature that he has already fascinated. Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
Making a suggestion doesn’t count against a bard’s daily limit on bardic music performances. A Will saving throw DC 17 negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
Enhance Arrow (Su)
: Every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +4 enhancement bonus.
Imbue Arrow (Sp)
: An arcane archer has the ability to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centered on 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. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted. This arcane archer has the following bard spells which can be used with the Imbue Arrow ability: daze, flare, lullaby, cause fear, sound burst, confusion, dispel magic
Seeker Arrow (Sp)
: An arcane archer can launch an arrow once per day at a target known to her 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, negating 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).
Phase Arrow (Sp)
: An arcane archer can launch an arrow once per day at a target known to her 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, and even armor modifiers, but otherwise the attack is rolled normally. Using this ability and shooting the arrow is a single standard action.