CG Male High Elf Sco5/ThfAcr3/Obi2: CR 10;
Medium Humanoid (Elf); HD 5d8+10(Scout) , 3d6+6(Thief-Acrobat) , 2d8+4(Order of the Bow Initiate); hp 72;
Init +5; Spd 40;
AC:23 (Flatfooted:23 Touch:16);
Atk +10/5 base melee, +11/6 base ranged;
+13/+8 (1d8+4+1d6, +1 flaming compostite longbow (+3 Str Bonus)); OR
+11/+6/+11 (1d8+4+1d6, +1 flaming compostite longbow (+3 Str Bonus)) w/ Rapid Shot; OR
+9/+4/+9 (1d6+4+1d6, +1 flaming short sword; 1d6+2, +1 ghost touch short sword);
SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Enchantment Spells and Effects, Battle Fortitude, Trackless Step, Trapfinding, Evasion, Uncanny Dodge, Acrobatic Charge, Agile Fighting, Fast Acrobatics, Kip Up, Slow Fall, Steady Stance;
SA: Skirmish, Close Combat Shot, Ranged Precision
SV Fort +5, Ref +14, Will +6;
STR 16*, DEX 18, CON 14, INT 14, WIS 13, CHA 9.
*includes Gauntlets of Ogre Power
Skills: Balance +15, Climb +12, Craft (Bowmaking) +7, Disable Device +10, Hide +18, Jump +18, Knowledge (Nature) +9, Knowledge (Religion) +4, Listen +8, Move Silently +12, Open Lock +11, Ride +12, Search +9, Spot +13, Survival +6, Tumble +15.
Feats: Armor Proficiency: light, Point Blank Shot, Precise Shot, Rapid Shot, Simple Weapon Proficiency, Two-Weapon Fighting, Weapon Focus: Longbow.
Weapons: +1 Longbow, composite ( +3 Str Bonus): Flaming (8,700 gp); +1 Sword, short: Frost (8,310 gp); Arrows (50) (3 gp); +1 Sword, short: Ghost Touch (8,310 gp).
Armor: +2 Elven Chain (8,150 gp).
Goods: Coin: gp (1000) (1,000 gp); Thieves` tools, Masterwork (100 gp); Bowmaker`s tools (5 gp).
Magic: Wondrous: Amulet of Natural Armor +1 (2,000 gp); Wondrous: Boots of Elvenkind (2,500 gp); Wondrous: Cloak of Elvenkind (2,500 gp); Wondrous: Gauntlets of Ogre Power (4,000 gp); Wondrous: Quiver of Ehlonna (1,800 gp).
Evasion (Ex): If Melfaeran makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if Melfaeran is wearing light armor or no armor. Melfaeran does not gain the benefit of evasion if he is considered helpless.
Trap Sense (Ex): Melfaeran gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
Fast Acrobatics (Ex): Melfaeran can avoid the normal penalties for accelerated movement while using his acrobatic talents. He ignores the normal -5 penalty when making a Balance check while moving at his full normal speed. He can climb half his speed as a move action without suffering a -5 penalty on his Climb check. Finally, he can tumble at his full speed without taking the normal -10 penalty on his Tumble check.
Kip Up (Ex): Melfaeran can stand up from a prone position as a free action that doesn't provoke attacks of opportunity. This ability only works if Celedras wears light or no armor and carries no more than a light load.
Steady Stance (Ex): Melfaeran remains stable when others have difficulty standing. He is not considered flat-footed while balancing or climbing, and may add his Thief-Acrobat levels to Balance or Climb checks to remain balancing or climbing when taking damage.
Agile Fighting (Ex): Melfaeran gains a +1 dodge bonus to AC. When fighting defensively or using total defense, this bonus becomes +2. In addition, Melfaeran suffers no penalty to his AC or on his melee attack rolls when kneeling, sitting, or prone. This ability only works if the Melfaeran wears light or no armor and carries no more than a light load.
Slow Fall (Ex): If Melfaeran is within arm's reach of a wall he can use it to slow his descent in a fall. He takes damage as if such fall were 20 feet shorter than it actually is.
Acrobatic Charge (Ex): Melfaeran can charge in situations where others cannot. He may charge over difficult terrain that normally slows movement or allies blocking his path. This ability enables him to charge across a cluttered battlefield, leap down from a ledge, or to swing across a chasm to get to his target. Depending on the circumstance, he may still need to make appropriate checks (such as Jump, Tumble, or Use Rope checks) to successfully move over the terrain.
Defensive Roll (Ex): Melfaeran can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat, he can attempt to roll with the damage. To use this ability, he must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll -- if denied his Dexterity bonus to AC, he can't use this ability. Evasion does not apply to the defensive roll.
Skirmish (Ex): Melfaeran deals an extra +2d6 points of damage on all attacks he makes during any round in which he moves at least 10 feet. The extra damage applies only to attacks taken during his turn, and only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this extra damage. Melfaeran must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Melfaeran can apply this extra damage to ranged attacks made while skirmishing but only if the target is within 30 feet. Melfaeran gains a +1 competence bonus to Armor Class during any round in which he moves at least 10 feet. This bonus applies as soon as he has moved 10 feet and lasts until the start of his next turn.
Battle Fortitude (Ex): Melfaeran gains a +1 competence bonus to Fortitude saves and Initiative checks.
Uncanny Dodge (Ex): Melfaeran cannot be caught flat-footed and reacts to danger before his senses would normally allow him to do. As the Barbarian class feature.
Fast Movement (Ex): Melfaeran gains a +10 foot enhancement to his land speed, as the Monk class feature. He loses this benefit if wearing medium or heavy armor or carrying a medium or heavy load.
Trackless Step (Ex): Melfaeran cannot be tracked in natural surroundings, as per the Druid class feature.
Evasion (Ex): Melfaeran avoids damage from certain effects with a Reflex save, as per the Monk class feature.
Ranged Precision (Ex): As a standard action, Melfaeran may make a single precisely aimed attack with a longbow, dealing an extra 1d8 points of damage if the attack hits. When making a ranged precision attack, Melfaeran must be within 30 feet of the target. As with skirmish and sneak attack, it only works on living creatures vulnerable to precision damage.
Close Combat Shot (Ex): Melfaeran may attack with a ranged weapon while in a threatened square and not provoke an attack of opportunity.
Well, based on my original intent of creating a pure Legolas clone, I must admit that Melfaeran is closer to the mark than Celedras -- heck, he can do the "fill the giant full o' arrows" trick without fear! He's also noticeably tougher than Celedras, with more hit points and a better Will save, higher initiative, that yummy 40' of movement, a vicious "precision skirmish shot" that would do 2d8+4+3d6 if it hit.
On the other hand, Melfaeran loses Endurance and Track (not that big a deal, but a bummer), Animal Empathy (which Celedras's low Charisma kinda killed for him, tho) as well as the animal companion, which is a blow. As I've worked on Celedras I've become very attached to the idea of him having Hyzenthlay along, and while he could certainly buy a light warhorse, there's something more involving about having him as a companion than just "the horse I happen to have."
The two-weapon fighting Melfaeran bought with a feat instead of gaining it through the ranger class like Celedras did; if I wanted to really emphasize the archery I'd leave that off and get Manyshot instead, paving the way for Improved Rapid Shot at 12th.
Whither from here? Melfaeran would probably take two more levels of OBI, to get Ranged Precision +2d8 and Greater Weapon Focus with the Longbow, then finish off Scout with the rest, possibly dallying with the Peerless Archer PrC from Silver Marches if the campaign allowed.
But for all that, well ... I've become attached to Celedras, and to Hyzenthlay (who is a throwback to a previous character of mine from some time ago whom I enjoyed greatly). Melfaeran is certainly a kick-butt archer/acrobat build mechanically, but for some reason he just doesn't do it for me. I think losing the "bond with nature" aspect of the Ranger is what does it -- even though Celedras's skills as a woodsman are underdeveloped compared to other Rangers, it's still there lurking under the surface, waiting to be kindled. I have a personality and character in mind for Celedras; Melfaeran is just a pile of stats, cool stats tho they may be.
Yeah, it's arbitrary, I know ... but so be it. ;) Although I freely admit, I'd happily take levels in Scout instead of Rogue for Celedras from this point forward, if I could!