VYN'ELAETH ("VY") NARDAR CR 11
Female Half-Elf Arcane Archer 3 Bard (Arcane Duelist) 7 Ranger 2
NG Medium Humanoid (Elf, Human)
Init +8; Senses Low-Light Vision; Perception +8
AC 28, touch 17, flat-footed 22:(+6 armor, +3 shield, +6 Dex, +2 natural, +1 deflection)
hp 96 (5d10+7d8+12)
Fort +11, Ref +19, Will +8
Immune sleep; Resist Elven Immunities
Spd 40 ft.
Melee +1 Cold Iron Morningstar +13/+8 (1d8+5/20/x2) and
:+1 Silver Shortsword +13/+8 (1d6+4/19-20/x2) and
:Unarmed Strike +12/+7 (1d3+4/20/x2)
Ranged +1 Paueliel Longbow, Composite (Str +1) +19/+14 (1d8+3/20/x3)
Special Attacks Bardic Performance (move action) (19 rounds/day), Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 16), Bardic Performance: Inspire Competence +3, Bardic Performance: Inspire Courage +2, Enhance Arrows (elemental) (Fire), Enhance Arrows (magic)
Spell-Like Abilities Imbue Arrow (At will)
Bard (Arcane Duelist) Spells Known (CL 9, +12 melee touch, +16 ranged touch):
3 (4/day) Haste (DC 16), Feather Step, Mass (DC 16), Good Hope, See Invisibility (DC 16)
2 (5/day) Versatile Weapon (DC 15), Cat's Grace (DC 15), Cure Moderate Wounds (DC 15), Heroism (DC 15)
1 (6/day) Comprehend Languages (DC 14), Cure Light Wounds (DC 14), Identify, Feather Fall (DC 14), Liberating Command
0 (at will) Resistance (DC 13), Open/Close (DC 13), Message, Light, Mage Hand, Spark (DC 13)
Ranger Spells Known (CL 0, 12 melee touch, 16 ranged touch):
Str 12/14, Dex 20/22, Con 12, Int 10, Wis 7/9, Cha16
Base Atk +10; CMB +12; CMD 29
Feats Arcane Strike, Bard Weapon Proficiencies, Combat Casting, Critical Focus, Deadly Aim -3/+6, Disruptive, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus: Escape Artist (Adaptability), Weapon Focus: Longbow
Traits Elven Reflexes, Whisper Woods Hunter
Skills Acrobatics +21, Climb +6, Disguise +7, Escape Artist +27, Intimidate +11, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +7, Knowledge (Nature) +7, Knowledge (Planes) +11, Linguistics +6, Perception +8, Perform (Sing) +9, Spellcraft +5, Stealth +13, Survival +7, Swim +6
Languages Abyssal, Common, Daemonic, Elven, Infernal
SQ Antitoxin (vial), Arcane Bond - Weapon (1/day), Bardic Performance: Bladethirst (+1) (Sp), Bardic Performance: Rallying Cry (Su), Cold weather outfit, Elf Blood, Enemies: Outsiders (Evil) (+2 bonus) (Ex), Ring of Sustenance, Snowshoes, Track +1, Weapon Cord, Wild Empathy +5 (Ex)
Combat Gear +1 Cold Iron Morningstar, +1 Paueliel Longbow, Composite (Str +1), +1 Silver Shortsword, +2 Mithral Buckler, +2 Mithral Chain Shirt, Arrows (120), Arrows, Blunt (20), Cold Iron Arrows (20), Silver Arrows (20); Other Gear Adventurer's Sash (23 @ 0 lbs), Amulet of Natural Armor +2, Antiplague (vial) (4), Antitoxin (vial) (5), Backpack, Masterwork (28 @ 1.5 lbs), Belt of Physical Might, STR & DEX +2, Bladeguard (5), Blanket, winter, Bloodblock (10), Boots of Striding and Springing, Bracers of Archery, Lesser, Cloak of Resistance, +3, Cold weather outfit, Headband of Inspired Wisdom, +2, Ink (1 oz. vial, black) (2), Inkpen (3), Mirror, small steel, Oil of Magic Vestment +5, Paper (sheet) (10), Perfume, common (10), Perfume, exotic (10), Potion of Regenerate (CL 7), Ring of Protection, +1, Ring of Sustenance, Rope, silk (50 ft.), Snowshoes, Soap, Bar (50 uses) (2), Tent, Small, Waterskin, Weapon Cord (3)
Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component:
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Arcane Bond - Weapon (1/day) At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item, allowing him to cast any one additional spell that he knows once per day. He may not choose a familiar or other type of bonded item. He may
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.
Bardic Performance (move action) (19 rounds/day) Your performances can create magical effects.
Bardic Performance: Bladethirst (+1) (Sp) Enhance weapons.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 16) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +3 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Rallying Cry (Su) Replace your allies' saves vs. fear with your Intimidate check result.
Cold weather outfit +5 Fort save vs. cold weather.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Critical Focus +4 to confirm critical hits.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Disruptive +4 DC to cast defensively for those you threaten.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Enemies: Outsiders (Evil) (+2 bonus) (Ex) +2 to rolls vs Outsiders (Evil).
Enhance Arrows (Fire) (Su) Every nonmagical arrow you fire adds elemental energy.
Enhance Arrows (magic) (Su) Every nonmagical arrow you fire has a +1 enhancement bonus.
Imbue Arrow (At will) (Sp) You can cast an area effect spell on an arrow before firing it.
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.
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 combat.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ring of Sustenance This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself. Faint conjuration; CL 5th; Forge Ring, create food and water; Price 2,500 gp.
Snowshoes -50% walking penalty for heavy snow.
Track +1 +1 to survival checks to track.
Weapon Cord Attached weapon can be recovered as a swift action.
Whisper Woods Hunter You gain a +2 trait bonus on Survival checks to track evil outsiders and a +2 trait bonus on initiative checks when you know your opponent is an evil outsider.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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