Ayama "Deathbringer" Ellehoran

Elven Arcane Archer

Description:

Ayama “Deathbringer” Ellehoran

Female Elf Arcane Archer 10/Fighter (Archer) 17/Ranger 2/Wizard 1/Champion 1
CG Medium humanoid (elf)
Init +15; Senses low-light vision; Perception +45


Defense
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AC 41, touch 25, flat-footed 33 (11 armor, +4 Dex, +5 natural, +5 deflection, +4 dodge)
hp 481 (29d10
1d6+185)

Fort +25, Ref +28, Will +18; +2 vs. enchantments

Defensive Abilities fortification 75%, hard to kill; Immune magic sleep; Resist elven immunities, acid 30, cold 30, electricity 30, fire 30


Offense
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Speed 30 ft.

  • Melee dagger of protection 40/35/30/25 (1d4+13/19-20/×2) and
    gauntlet (from armor) 35/30/25/20 (1d3+8/×2) and
    larethian’s blade 40/35/30/25 (1d8+13/17-20/×2) and
    unarmed strike 35/30/25/20 (1d3+8/×2)
  • Ranged crescent bow of larethian 55/50/45/40 (1d8+22/19-20/×3+2d6 vs. Evil Outsiders+2d6 vs. Evil)

Special Attacks arrow of death, enhance arrows (distance), enhance arrows (elemental), enhance arrows (aligned), enhance arrows (magic), favored enemy (evil outsiders +2), hail of arrows, imbue arrow, mythic power (5/day, surge +1d6), phase arrow, seeker arrow, volley

Wizard Spells Prepared (CL 8th; concentration +16):

  • 4th (4/day)—black tentacles, lesser globe of invulnerability, fire shield, ice storm, emergency force sphere
  • 3rd (5/day)—lightning bolt (DC 21), lightning bolt (DC 21), dispel magic, dispel magic, fireball (DC 21), slow (DC 21)
  • 2nd (5/day)—knock, scorching ray, darkness, darkness, web (DC 20), arrow eruption
  • 1st (6/day)—magic missile, shield (x2), true strike, abundant ammunition, gravity bow (x2)
  • 0 (at will)—mage hand, detect magic, read magic, prestidigitation (DC 18)

Statistics
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Str 26, Dex 36, Con 20, Int 26, Wis 23, Cha 17

Base Atk +29; CMB +42; CMD 62

Feats Agile Maneuvers, Arcane Strike, Clustered Shots, Combat Reflexes, Deadly Aim, Devastating Strike, Focused Shot, Greater Vital Strike, Greater Weapon Focus (longbow), Greater Weapon Specialization (longbow), Improved Critical (longbow), Improved Precise Shot, Improved Vital Strike, Leadership, Manyshot, Penetrating Strike, Pinpoint Targeting, Point Blank Master, Point-Blank Shot, Precise Shot, Rapid Shot, Rapid Shot [M], Scribe Scroll, Snap Shot, Toughness, Vital Strike, Weapon Focus (longbow), Weapon Specialization (longbow)

Traits reactionary, warrior of old

Flaws Noncombatant

Skills Acrobatics 30, Appraise +12, Bluff +25 (27 vs. evil outsiders), Climb 25, Craft (bows) +20, Diplomacy +30, Escape Artist +30, Fly +15, Handle Animal +7, Heal +10, Intimidate +20, Knowledge (arcana) +18 (20 vs. evil outsiders), Knowledge (dungeoneering) 13 (15 vs. evil outsiders), Knowledge (nature) 15 (17 vs. evil outsiders), Knowledge (planes) 15 (17 vs. evil outsiders), Knowledge (religion) 12 (14 vs. evil outsiders), Perception 45 (47 vs. evil outsiders), Profession (soldier) 14, Ride +20, Sense Motive +36 (38 vs. evil outsiders), Sleight of Hand 12 (14 to oppose the Perception check of someone observing or frisking you regarding items in the sheath), Spellcraft 25 (27 to determine the properties of a magic item), Stealth 59, Survival +28 (30 vs. evil outsiders, +29 to track), Swim +10;

Racial Modifiers +2 Perception

Languages Celestial, Common, Draconic, Other Language, Elven, Other Language, Other Language

SQ arcane bonds (object [crescent bow of larethian [str +8]] [1/day), bane, combat styles (archery), determination, elven magic, force missile, intense spells, legendary power, legendary surge, mythic bond, opposition schools (enchantment, necromancy), safe shot, seeking, specialized schools (evocation), track, trick shots (trick shot: disarm, trick shot: grapple, trick shot: sunder, trick shot: trip), wild empathy

Combat Gear Potion of cure serious wounds (10), Potion of delay poison (2), Potion of heroism (5), Quicken metamagic rod (3/day), Quicken metamagic rod (lesser) (3/day); Other Gear Vala Quar Atost, Buckler of Total Deflection, Crescent Bow of Larethian (Str +8), Dagger of Protection, Larethian’s Blade, Amulet of natural armor +5, Bag of holding IV (24 @ 54.5 lbs), Belt of physical perfection +6, Bracers of archery, greater, Efficient quiver (2 @ 10 lbs), Headband of mental superiority +6 (Stealth, Percep, Manual of bodily health +5, Manual of gainful exercise +5, Manual of quickness of action +5, Pathfinder pouch (17 @ 0 lbs), Ring of evasion, Ring of protection +5, Adventurer’s sash (empty), Bedroll, Blanket, Flint and steel, Grappling arrow, Grappling hook, Holy symbol, silver (Corellon), Signet ring, Spell component pouch, Spellbook, Spider’s silk rope (2), Trail rations (5), Waterskin (2), Whetstone, Wrist sheath (empty), 41 GP, 9 SP, 6 CP


TRACKED RESOURCES
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Action Points – 0/20
Arcane Bond (Crescent Bow of Larethian [Str +8]) (1/day) (Sp) – 0/1
Arrow of Death (1/day) (Su) – 0/1
Dagger of Protection – 0/1
Determination (1/day) – 0/1
Force Missile (11/day) (Sp) – 0/11
Hail of Arrows (1/day) (Su) – 0/1
Legendary Power (2/day) – 0/2
Mythic Power (5/day, Surge +1d6) – 0/5
Phase Arrow (3/day) (Su) – 0/3
Potion of cure serious wounds – 0/10
Potion of delay poison – 0/2
Potion of heroism – 0/5
Quicken metamagic rod (3/day) – 0/3
Quicken metamagic rod (lesser) (3/day) – 0/3
Seeker Arrow (4/day) (Su) – 0/4
Spell (1st) (3/day) – 0/3
Spell (1st) (3/day) – 0/3
Spell (1st) (3/day) – 0/3
Spell (1st) (3/day) – 0/3
Spell (1st) (3/day) – 0/3
Spell (2nd) (3/day) – 0/3
Spell (2nd) (3/day) – 0/3
Spell (2nd) (3/day) – 0/3
Spell (2nd) (3/day) – 0/3
Spell (2nd) (3/day) – 0/3
Trail rations – 0/5


Special Abilities
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  • Agile Maneuvers Use DEX instead of STR for CMB
  • Arcane Bond (Crescent Bow of Larethian [Str +8]) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
  • Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
  • Arrow of Death (1/day) (Su) Once per day, target hit takes a DC 20 Fortitude save or dies.
  • Bane (Evil Outsiders) +2 & +2d6 damage vs chosen type
  • Clustered Shots Total damage from full-round ranged attacks before applying DR
  • Combat Reflexes (14 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
  • Deadly Aim -8/+16 Trade a penalty to ranged attacks for a bonus to ranged damage.
  • Determination (1/day) Breath of life spell when you reach 0 of fewer HP.
  • Devastating Strike Deal extra damage when using Vital Strike bonus
  • Distant Barrage (Ex) As a swift action, use 1 power for ranged att (+1 bonus, ignore cover/conceal & bypass all DR).
  • Elven Immunities +2 save bonus vs Enchantments.
  • Elven Immunities – Sleep You are immune to magic sleep effects.
  • Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
  • Enchantment You must spend 2 slots to cast spells from the Enchantment school.
    Energy Resistance, Acid (30) You have the specified Energy Resistance against Acid attacks.
    Energy Resistance, Cold (30) You have the specified Energy Resistance against Cold attacks.
    Energy Resistance, Electricity (30) You have the specified Energy Resistance against Electricity attacks.
    Energy Resistance, Fire (30) You have the specified Energy Resistance against Fire attacks.
    Enhance Arrows (distance) (Su) Every nonmagical arrow you fire has the distance special ability.
    Enhance Arrows (Electricity burst) (Su) Every nonmagical arrow you fire adds an elemental burst.
    Enhance Arrows (Good) (Su) Every nonmagical arrow you fire is aligned.
    Enhance Arrows (magic) (Su) Every nonmagical arrow you fire has a 1 enhancement bonus.
    Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
    Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Evil Outsiders).
    Focused Shot +8 Make a single bow or crossbow attack, adding your INT modifier to the damage roll as precision damage.
    Force Missile (11/day) (Sp) Magic Missile hits for 1d4
    1
    Fortification 75% 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.
    Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
    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.
    Intense Spells 1 (Su) Evocation spells deal listed extra damage.
    Leadership (Base Score 33) You attract loyal companions and devoted followers.
    Legendary Power (2/day) All legendary items contain a pool of power – at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
    Legendary Surge (
    1d6 to Attack Rolls – All, Caster Level Checks, Combat Maneuver Checks, Saving Thr All legendary items have a legendary surge ability, similar to a mythic character’s surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item – see the Legendary Surge sidebar o
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Manyshot You can shoot two arrows as the first attack of a full attack action.
    Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.

Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Pathfinder pouch (17 @ 0 lbs) This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials. Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet).

With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their nonmagical auras, these pouches sometimes hold secret treasures for generations without their owners realizing their nature.

Construction
Requirements Craft Wondrous Item, magic aura, secret chest; Cost 500 gp
Penetrating Strike (Ignore DR 5/Any or DR 0/-) Ignore up to 5 points of DR/?.
Phase Arrow (3/day) (Su) Fire an arrow that ignores cover, concealment and armor modifiers.
Pinpoint Targeting Standard action (may not move this round): target of your ranged attack loses armor, natural armor and shield bonuses to AC.
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.
Quicken metamagic rod (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat. Normal metamagic rods can be used with spells of 6th level or lower.

Construction
Requirements: Craft Rod, Quicken Spell feat; Cost 37,750 gp
Quicken metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Quicken Spell feat; Cost 17,500 gp
Rapid Shot You get an extra attack with ranged weapons. Each attack is at 2.
Rapid Shot [Mythic] Rapid shot allows 2 extra attacks, or 1 extra attack with no penalties.
Ring of evasion No damage if you succeed on a Reflex save for half damage.
Safe Shot (Ex) You do not provoke attacks of opportunity when making ranged attacks with your Archetype’s focused weapon (Bows or Crossbows). This ability replaces weapon training 2 for the Archer archetype, or weapon training 3 for the Crossbowman archetype.
Seeker Arrow (4/day) (Su) Fire an arrow that ignores cover and concealment modifiers.
Seeking Ignores miss chances, but must be aimed at the correct square.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Track +1 Add the listed bonus to survival checks made to track.
Trick Shot: Disarm Disarm with a bow at 30’ and -4 CMB.
Trick Shot: Grapple Grapple with a bow at 30’ and -4 CMB.
Trick Shot: Sunder Sunder with a bow at 30’ and -4 CMB.
Trick Shot: Trip Trip with a bow at 30’ and -4 CMB.
Vital Strike Standard action: x2 weapon damage dice.
Volley (Ex) Make a separate attack at highest BAB against all creatures in a 15’ burst.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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CHARACTER NOTES:

Bio:

Elven Arcane Archer

Ayama "Deathbringer" Ellehoran

Lords of Brightstone: The Mythic Adventures RussellTomas