Advanced Male Pixie
5th level Ranger / 4th level Arcane Archer
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Small Seelie Court Fey |
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Hit Dice: |
3d6+9d8+12 (63 hp) |
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Initiative: |
+7 |
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Speed: |
20 ft. (4 squares),
fly 60 ft. (good) |
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Armor Class: |
19 (+1 size, +7 Dex,
+1 natural), touch 18, flat-footed 12 |
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Base
Attack/Grapple: |
+10/+6 |
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Attack: |
Longbow +21 ranged
(1d6+2/19-20, x3) |
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Full Attack: |
Longbow +21/+16 ranged
(1d6+2/19-20, x3) |
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Space/Reach: |
5 ft./5 ft. |
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Special Attacks: |
Spell-like abilities,
special arrows, spells, vernal touch |
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Special Qualities: |
Damage reduction
10/cold iron, greater invisibility, low-light vision, spell resistance 24,
favored enemy (unseelie fey), favored enemy (human), wild empathy,
endurance, animal companion, enhance arrow +2,
imbue arrow, seeker arrow, aura of glory, iron vulnerability, sanctuary |
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Saves: |
Fort +12, Ref +18,
Will +9 |
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Abilities: |
Str 11, Dex 24, Con
13, Int 18, Wis 15, Cha 14 |
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Skills: |
Bluff +12,
Concentration +11, Diplomacy +6, Handle Animal +12, Hide +22, Knowledge
(nature) +10, Listen +16, Move Silently +22, Perform (sexual techniques)
+6, Ride +12, Search +17, Sense Motive +8, Spot +15, Survival +16 |
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Feats: |
DodgeB,
EnduranceB, TrackB, Rapid ShotB, Precise
Shot, Weapon Focus (longbow), Point Blank Shot, Hover, Improved Critical
(longbow) |
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Environment: |
Temperate forests |
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Organization: |
Gang (2–4), band
(6–11), or tribe (20–80) |
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Challenge Rating: |
15 |
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Treasure: |
No coins; 50% goods;
50% items |
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Alignment: |
Neutral good |
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Advancement: |
By character class |
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Level Adjustment: |
+4 |
Inilreth and his sister work with Nai'ivae
and her druids as protectors. He
often wears bright clothing, often including a cap and shoes with curled and
pointed toes. He stands about 2-1/2
feet tall and weighs about 40 pounds. He
has short hair and bright green eyes. He
is extremely skilled at archery, and loves to play around with the girls in
Nai'ivae's group. He wishes to do good in the world, and he focuses on enjoying
life and making life enjoyable. Like
his sister, he hates the unseelie court, and his hatred for his foes is a
powerful force that shapes her entire life.
The only thing he hates more than the unseelie are humans.
He has never revealed the source of his hatred – he always changes the
subject if it is brought up. He interacts well with female fey, but is rude and
stand-offish toward males of any species. He
believes that fey are superior to other sentient beings. His wanderings with his
sister have taken him far in Faerie and in Inzeladun;
he knows the secret ways and paths of many cities in Inzeladun. He is
commonly seen with his wolf companion.
The normally carefree pixies ferociously attack evil
creatures and unwanted intruders. They take full advantage of their invisibility
and other abilities to harass and drive away opponents.
Favored Enemy (Ex): The ranger gains a +2 bonus on Bluff, Listen, Sense
Motive, Spot, and Survival checks when using these skills against unseelie fey.
Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
The ranger has a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival
checks when using these skills against humans. Likewise, he gets a +4 bonus on
weapon damage rolls against such creatures.
Track: A ranger gains Track as a bonus feat.
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This
ability functions just like a Diplomacy check to improve the attitude of a
person. 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 unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other,
which means that they 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.
Combat Style (Ex): She is treated as having the Rapid Shot feat.
The benefits of the ranger’s chosen style apply only when he wears
light or no armor. He loses all benefits of his combat style when wearing medium
or heavy armor.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Animal Companion (Ex): At 4th level, a ranger gains an eagle animal
companion. This animal is a loyal companion that accompanies the ranger on his
adventures as appropriate for its kind.
This ability functions like the druid ability of the same name, except that the
ranger’s effective druid level is one-half his ranger level.
Spells: Beginning at 4th level, a ranger gains the ability to cast a
small number of divine spells, which are drawn from the ranger spell list.
1st level (DC 13): Entangle
Enhance Arrow (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 experience points or gold pieces to accomplish
this task. However, an archer’s magic arrows only function for her. For every
two levels the character advances past 1st level in the prestige class, the
magic arrows she creates gain +1 greater potency (+1 at 1st level, +2 at 3rd
level, +3 at 5th level, +4 at 7th level, and +5 at 9th level).
This is already figured into the stats above.
Imbue Arrow (Sp):
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 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.
Seeker Arrow (Sp): At 4th level, 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. 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).
Vernal Touch (Su): To receive a
vernal touch is like being kissed by springtime itself, full of life and
promise. At will, as a standard
action, she can touch a creature with a vernal touch.
This touch removes dazed, nauseated, fatigued, and exhausted conditions
from living creatures. For undead
creatures, this touch attack acts like a cleric's turn undead ability equal to
10th level. Unlike a
cleric's turn ability, each use of vernal touch affects only the touched undead.
Aura of Glory (Su): As a seelie court
fey, she radiates calm. She is
immune to fear (magical or otherwise). Allies
within 10 feet of her gain a +2 morale bonus on saving throws against fear
effects.
Iron Vulnerability (Ex): The mere
touch of iron causes 1 point of damage to the seelie court fey.
A hit with an iron or steel weapon deals an additional +1d6 points of
damage.
Sanctuary
(Sp): Once per day, a seelie court fey can cast sanctuary on herself.
Unlike a normal casting of the spell, this ability affects only the
seelie court fey. Caster level is
12, and the DC is 13.