You are viewing a mirror of the legacy Pathfinder Reference Document. Hosted on D&D Wiki.
You can find the new official PRD at http://pfrd.info

You are viewing the legacy Pathfinder Reference Document website.
Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at pfrd.info.
Learn more.

Pathfinder Reference Document
Pathfinder Reference Document

Arcane Archers

Green Warden CR 8

XP 4,800

Elf fighter 5

Conjurer 2

Arcane archer 2

N Medium humanoid (elf)

Init +5; Senses low-light vision; Perception +14

Defense

AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex)

hp 51 (5d10+2d6+2d10)

Fort +7, Ref +9, Will +10; +2 vs. enchantments, +1 vs. fear

Defensive Abilities bravery +1; DR 10/magic (ranged weapon attack only; 30 points); Immune sleep

Offense

Speed 30 ft.

Melee +2 short sword +14/+9 (1d6+4/19–20)

Ranged mwk composite longbow +18/+13 (1d8+5/×3)

Special Attacks enhance arrows (magic), imbue arrow, weapon training (bows +1)

Conjurer Spell-Like Abilities (CL 3rd; concentration +4)

4/day—acid dart

Conjurer Spells Prepared (CL 3rd; concentration +4; arcane spell failure 15%)

2nd—glitterdust (DC 13), web (DC 13)

1st—burning hands (2, DC 12), color spray (2, DC 12)

0 (at will)—bleed (DC 11), dancing lights, ghost sound (DC 11), mage hand

Opposition Schools divination, necromancy

Tactics

Before Combat The arcane archer attempts to start combat from a hard-to-reach spot, such as a high tree branch or steep elevation. He casts heroism and protection from arrows on himself from scrolls.

During Combat The archer keeps his distance and uses his magic arrows first. He casts glitterdust and web to slow down any approaching enemies, using imbue arrow to increase the range of such spells if needed. He uses Arcane Armor Training each round.

Base Statistics Without heroism and protection from arrows, the archer's base statistics are Senses Perception +12; Fort +5, Ref +7, Will +8; DR none; Melee +2 short sword +12/+7 (1d6+4/19–20); Ranged mwk composite longbow +16/+11 (1d8+5/×3); Skills Climb +8, Knowledge (arcana, nature) +7, Perception +12, Spellcraft +7 (+9 to identify magic item properties), Stealth +12, Swim +8.

Statistics

Str 14, Dex 21, Con 10, Int 12, Wis 13, Cha 8

Base Atk +8; CMB +10; CMD 25

Feats Arcane Armor Training, Iron Will, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Scribe Scroll, Weapon Focus (longbow), Weapon Specialization (longbow)

Skills Climb +10, Knowledge (arcana, nature) +9, Perception +14, Spellcraft +9 (+11 to identify magic items), Stealth +14, Swim +10

Languages Common, Elven, Goblin

SQ arcane bond (masterwork composite longbow), armor training 1, elven magic, summoner's charm (1 round), weapon familiarity

Combat Gear +1 frost arrows (5), +1 human-bane arrows (5), +1 shock arrows (5), potion of cure moderate wounds, scroll of heroism, scrolls of invisibility (2), scroll of protection from arrows; Other Gear +1 studded leather, +2 short sword, masterwork composite longbow with 50 arrows, belt of incredible dexterity +2, spell component pouch, spellbook, 165 gp

Protectors of the forest, green wardens are sworn to defend their sylvan homes from enemy encroachment, using magic arrows to kill from the trees' canopy.

Tournament Champion CR 12

XP 19,200

Half-elf bard 7

Sorcerer 2

Arcane archer 4

N Medium humanoid (elf, human)

Init +7; Senses low-light vision; Perception +25

Defense

AC 21, touch 15, flat-footed 17 (+6 armor, +1 deflection, +4 Dex)

hp 86 (7d8+2d6+4d10+22)

Fort +6, Ref +15, Will +11; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic

Offense

Speed 30 ft.

Melee mwk rapier +11/+6 (1d6/18–20)

Ranged +2 longbow +21/+16 (1d8+2/×3)

Special Attacks bardic performance 19 rounds/day (move action; countersong, distraction, fascinate, inspire competence +3, inspire courage +2, suggestion), enhance arrows (elemental, magic), imbue arrow, seeker arrow (1/day).

Bard Spells Known (CL 10th; concentration +13)

4th (1/day)—greater invisibility, shout (DC 17)

3rd (4/day)—charm monster (DC 16), crushing despair (DC 16), cure serious wounds (DC 16), deep slumber (DC 16)

2nd (5/day)—cat's grace, eagle's splendor, invisibility, shatter, silence (DC 15)

1st (6/day)—charm person (DC 14), feather fall, grease, lesser confusion (DC 14), unseen servant

0 (at will)—dancing lights, detect magic, flare (DC 13), mage hand, mending, prestidigitation

Sorcerer Spells Known (CL 2nd; concentration +5; arcane spell failure 20%)

1st (5/day)—magic missile, true strike

0 (at will)—arcane mark, daze (DC 13), ghost sound (DC 13), open/close, read magic

Bloodline arcane

Tactics

Before Combat The arcane archer casts cat's grace and drinks her potion of haste. She typically prepares shock arrows as her enhance arrows ability.

During Combat The archer's favorite tactic is to cast greater invisibility, then make shots from a distance using true strike.

Base Statistics Without cat's grace, the arcane archer's statistics are Init +5; Ref +13; Ranged +2 longbow +19/+14 (1d8+2/×3); Dex 20; CMD 26.

Statistics

Str 10, Dex 24, Con 13, Int 8, Wis 12, Cha 16

Base Atk +10; CMB +10; CMD 28

Feats Deadly Aim, Eschew Materials, Far Shot, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Perception), Weapon Focus (longbow)

Skills Knowledge (geography) +6, Knowledge (local, nobility) +8, Perception +25, Perform (oratory, sing) +19, Spellcraft +3, Swim +0, Use Magic Device +7

Languages Common, Elven

SQ arcane bond (+2 longbow), bardic knowledge +3, bloodline arcana (+1 DC for spells with metamagic feats that increase spell level), elf blood, lore master 1/day, versatile performance (oratory, sing)

Combat Gear +1 human-bane arrow (2), +1 magical beast-bane arrow (4), potion of haste; Other Gear +2 chain shirt, +2 longbow with 40 arrows, masterwork rapier, belt of incredible dexterity +2, cloak of resistance +1, lesser bracers of archery, ring of protection +1, 309 gp

These half-elves travel from fair to fair, entertaining crowds with archery prowess, arcane flourishes, and epic ballads.

Clairian Arrowsong

The daughter of a pair of academics, Clairian Arrowsong was never interested in the studious pursuits her parents encouraged. From an early age, Clairian showed promise as both an excellent archer and bard, despite her parents' misgivings about both "hobbies." In the hours she was supposed to be studying in solitude, she escaped to hear the orators and bards who congregated outside of the city's university. But not until she saw her first archery tournament did she find her real passion. None but her parents were surprised when, as a young woman, she ran away with a sorcerer who served as a soothsayer on the tournament circuit.

Combat Encounters: For extra coin and adventure, Clairian hires herself out as an archer to local princelings, bandit lords, and thieves' guilds. Though she serves with skill, she would rather surrender than die for another's cause.

Roleplaying Suggestions: Quick with song and laughter, Clairian doesn't take the plights of others too seriously. She would rather live the good life and have fun than be tied down to lords or obligations.

Undead Bane CR 16

XP 76,800

Human ranger 9

Sorcerer 1

Arcane archer 7

N Medium humanoid (human)

Init +9; Senses Perception +22

Defense

AC 26, touch 17, flat-footed 21 (+6 armor, +1 deflection, +4 Dex, +1 dodge, +1 insight, +3 natural)

hp 138 (9d10+1d6+7d10+43)

Fort +16, Ref +17, Will +11

Defensive Abilities evasion

Offense

Speed 30 ft.

Melee +1 short sword +17/+12/+7/+2 (1d6+1/19–20)

Ranged +2 flaming shock shortbow +24/+19/+14/+9 (1d6+2/×3 plus 1d6 electricity and 1d6 fire)

Special Attacks enhance arrows (distance, elemental, elemental burst, magic), favored enemy (humans +2, undead +4), imbue arrow, phase arrow (1/day), seeker arrow (2/day)

Bloodline Spell-Like Abilities (CL 6th; concentration +8)

5/day—touch of destiny

Ranger Spells Prepared (CL 6th; concentration +8)

2nd—barkskin, snare

1st—alarm, entangle, resist energy

Sorcerer Spells Known(CL 6th; concentration +8; arcane spell failure 20%)

3rd (3/day)—slow (DC 15)

2nd (6/day)—false life, mirror image

1st (7/day)—burning hands (DC 13), detect undead, silent image (DC 13), true strike

0 (at will)—acid splash, disrupt undead, light, mage hand, message, open/close, resistance

Bloodline destined

Tactics

Before Combat The arcane archer casts barkskin and uses her wand of shield. She prepares frost burst arrows using her enhance arrows ability.

During Combat Preferring to stay out of the reach and sight of powerful enemies, the arcane archer casts fly and greater invisibility on herself, takes flight, and pelts her enemies with arrows from relative safety.

Base Statistics Without barkskin, the arcane archer's statistics are AC 24, touch 17, flat-footed 19

Statistics

Str 10, Dex 20, Con 14, Int 8, Wis 14, Cha 14

Base Atk +16; CMB +16; CMD 34

Feats Deadly Aim, Dodge, Endurance, Eschew Materials, Great Fortitude, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Vital Strike, Weapon Focus (shortbow)

Skills Climb +12, Heal +15, Intimidate +12, Knowledge (religion) +9, Perception +22, Stealth +17, Survival +15, Swim +12

Languages Common

SQ bloodline arcana (gains a luck bonus on saves when casting personal-range spells), evasion, favored terrain (forest +2, underground +4), hunter's bond (companions), swift tracker, track +4, wild empathy +11, woodland stride

Combat Gear +1 ghost touch arrows (10), +1 undead-bane arrows (10), potion of cure moderate wounds, potion of cure serious wounds, potion of lesser restoration, potion of remove disease, scrolls of greater invisibility (2), scrolls of invisibility (2), wand of fly (10 charges), wand of shield (20 charges), holy water (10); Other Gear +2 chain shirt, +2 flaming shock shortbow with 20 arrows, +1 short sword, amulet of natural armor +1, belt of physical might +2 (Dex, Con), cloak of resistance +2, dusky rose prism ioun stone, efficient quiver, ring of feather fall, ring of protection +1, 238 gp

Though these archers primarily hunt undead, they are dangerous foes for any creatures.

Sorina Kalthorin

Sorina believes undeath is a scourge and corruption that must be purged. As long as the undead spread their filth, all other moral questions are moot. She sees it as her sacred duty to destroy all undead she comes across. To this end, she is constantly in search of crypts and ruins that hide her hated foes.

Chaos Arrow CR 19

XP 204,800

Gnome rogue 6

Sorcerer 4

Arcane archer 10

CE Small humanoid (gnome)

Init +11; Senses low-light vision, see invisibility; Perception +26

Defense

AC 31, touch 21, flat-footed 24 (+7 armor, +3 deflection, +6 Dex, +1 dodge, +3 natural, +1 size)

hp 140 (6d8+4d6+10d10+40)

Fort +13, Ref +21, Will +13; +2 vs. illusions

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), evasion, trap sense +2, uncanny dodge

Offense

Speed 20 ft.

Melee dagger +17/+12/+7/+2 (1d3/19–20)

Ranged +2 frost shock shortbow +27/+22/+17/+12 (1d4+2/×3 plus 1d6 cold and 1d6 electricity)

Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, arrow of death, enhance arrows (aligned, distance, elemental, elemental burst, magic), imbue arrow, phase arrow (3/day), seeker arrow (4/day), sneak attack +3d6

Gnome Spell-Like Abilities (CL 20th; concentration +24)

1/day—dancing lights, ghost sound, prestidigitation, speak with animals

Bloodline Spell-Like Abilities (CL 11th; concentration +15)

7/day—laughing touch

Sorcerer Spells Known (CL 11th; concentration +15; arcane spell failure 10%)

5th (4/day)—cloudkill (DC 19), teleport

4th (7/day)—confusion (DC 20), greater invisibility, shout (DC 18)

3rd (7/day)—explosive runes, haste, heroism, stinking cloud (DC 17)

2nd (7/day)—darkvision, glitterdust (DC 16), rope trick, see invisibility, web (DC 16)

1st (7/day)—color spray (DC 16), entangle (DC 15), expeditious retreat, magic missile, reduce person (DC 15), true strike

0 (at will)—bleed (DC 14), detect magic, flare (DC 14), light, mage hand, message, prestidigitation, ray of frost, read magic

Bloodline fey

Tactics

Before Combat The arcane archer casts see invisibility and haste. She prepares flaming burst arrows as her enhance arrows ability.

During Combat A arcane archer uses imbue arrows to fire off cloudkill, stinking cloud, and entangle from a distance.

Base Statistics Without see invisibility, the arcane archer's statistics are Senses low-light vision; Perception +26.

Statistics

Str 10, Dex 24, Con 14, Int 10, Wis 13, Cha 18

Base Atk +16; CMB +15; CMD 36

Feats Deadly Aim, Dodge, Eschew Materials, Improved Initiative, Mobility, Pinpoint Targeting, Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Vital Strike, Weapon Focus (shortbow)

Skills Bluff +27, Craft (bows) +8, Disguise +13, Knowledge (local, nature) +8, Perception +26, Spellcraft +8, Stealth +34, Swim +8, Use Magic Device +12

Languages Common, Gnome

SQ bloodline arcana (+2 DC for compulsion spells), rogue talents (bleeding attack +3, combat trick, surprise attack), trapfinding +3, woodland stride

Combat Gear +1 dwarf-bane arrows (10), +1 elf-bane arrows (10), +1 human-bane arrows (10), +1 holy arrows (5), +1 unholy arrows (5), dust of illusion, potions of cure serious wounds (3); Other Gear +3 mithral chain shirt, +2 frost shock shortbow with 20 arrows, daggers (3), amulet of natural armor +3, belt of physical might +4 (Dex, Con), cloak of resistance +3, deck of illusions, efficient quiver, hat of disguise, headband of alluring charisma +2, ring of protection +3, rope of climbing, 621 gp

Often whimsical in their destruction, chaos arrows roam the world playing the cruelest pranks for their own twisted amusement.

Tris Darkjester

It's said that even a few demons that have crossed Tris's path found her a little too malicious for their taste. The gnome's odd looks hide the heart of a capricious and sadistic killer. She enjoys watching other creatures die, burning in arcane fire or crackling and freezing from the energy of her dangerous bow.

Combat Encounters: Tris often strikes without any clear reason or purpose. She does it just to feed her morbid sense of fun, or to see if she can find a new way to murder.

Roleplaying Suggestions: Though she doesn't like to be, Tris can be patient. She sometimes joins a group of adventurers on some quest or another just to see how she can subtly bring about the demise of a few members before they find her out and she can slay them with impunity.