XP 4,800 DEFENSEAC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex) OFFENSESpeed 30 ft. Melee +2 short sword +14/+9 (1d6+4/19–20) 4/day—acid dart Conjurer Spells Prepared (CL 3rd; concentration +4; arcane spell failure 15%) 2nd—glitterdust (DC 13), web (DC 13) Opposition Schools divination, necromancy TACTICSBefore 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. STATISTICSStr 14, Dex 21, Con 10, Int 12, Wis 13, Cha 8 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 |