Green Warden CR 8
Elf fighter 5
Arcane archer 2
N Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +14
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
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)
Conjurer Spells Prepared (CL 3rd; concentration +4; arcane spell failure 15%)
Opposition Schools divination, necromancy
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.
Str 14, Dex 21, Con 10, Int 12, Wis 13, Cha 8
Base Atk +8; CMB +10; CMD 25
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
Half-elf bard 7
Arcane archer 4
N Medium humanoid (elf, human)
Init +7; Senses low-light vision; Perception +25
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
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)
Sorcerer Spells Known (CL 2nd; concentration +5; arcane spell failure 20%)
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.
Str 10, Dex 24, Con 13, Int 8, Wis 12, Cha 16
Base Atk +10; CMB +10; CMD 28
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.
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
Human ranger 9
Arcane archer 7
N Medium humanoid (human)
Init +9; Senses Perception +22
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
Speed 30 ft.
Melee +1 short sword +17/+12/+7/+2 (1d6+1/19–20)
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)
Sorcerer Spells Known(CL 6th; concentration +8; arcane spell failure 20%)
3rd (3/day)—slow (DC 15)
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
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)
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 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
Gnome rogue 6
Arcane archer 10
CE Small humanoid (gnome)
Init +11; Senses low-light vision, see invisibility; Perception +26
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
Speed 20 ft.
Melee dagger +17/+12/+7/+2 (1d3/19–20)
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)
Bloodline Spell-Like Abilities (CL 11th; concentration +15)
Sorcerer Spells Known (CL 11th; concentration +15; arcane spell failure 10%)
Base Statistics Without see invisibility, the arcane archer's statistics are Senses low-light vision; Perception +26.
Str 10, Dex 24, Con 14, Int 10, Wis 13, Cha 18
Base Atk +16; CMB +15; CMD 36
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.
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.