{"name":"Alva Darkwood","race":"Sidhe","class_and_level":"Sniper Markswoman| 1","size":"M","age":"43","gender":"Female","alignment":"C?","deity":"Badb","homeland":"","height":"4'9\"","weight":"75 lbs","hair_color":"Silver","eye_color":"Purple with silver flaks","strength":"10","dexterity":"16","constitution":"13","intelligence":"13","wisdom":"13","charisma":"14","total_health":"11","hd":"1","damage_reduction":"","spell_resistance":"","initiative_modifier":"0","base_attack_bonus":"1","armor_ac_modifier":"2","shield_ac_modifier":"0","size_ac_modifier":"0","natural_ac_modifier":"0","deflection_ac_modifier":"0","misc_ac_modifier":"0","fortitude_save_base":"0","fortitude_save_magic_modifier":"","fortitude_save_misc_modifier":"","reflex_save_base":"2","reflex_save_magic_modifier":"","reflex_save_misc_modifier":"","will_save_base":"2","will_save_magic_modifier":"","will_save_misc_modifier":"","save_notes":"","cmb_modifier":"0","cmd_modifier":"0","weapon_table":"composite longbow","armor_table":"Leather | 2 | Light Armor | 0 | 10% | 15lbs","known_spells":"","spell_per_day":"","bonus_spells":"","spell_notes":"","speed_base":"30 ft","speed_armor":"30","speed_fly":"","speed_swim":"","speed_climb":"20","speed_burrow":"","feats":"Point-Blank Shot: At 1st level, a marksman gains the Point-Blank Shot feat as a bonus feat.\r\nPrecise Shot","special_abilities":"Low-light Vision: Sidhe can see twice as far as humans in conditions of dim light.\r\nElven Immunities: Sidhe are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.\r\nElven Magic: Sidhe receive a +2 racial bonus on caster level checks made to overcome spell resistance.  In addition, Sidhe receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.\r\nKeen Senses: Sidhe receive a +2 racial bonus on Perception skill checks.","traits":"","languages":"Elfin and Elven (Sidhe),  Goblin, Orc,","xp":"","acrobatics_rank":"1","acrobatics_modifier":"","appraise_rank":"","appraise_modifier":"","bluff_rank":"","bluff_modifier":"","climb_rank":"","climb_modifier":"","craft_rank_and_modifier":"","diplomacy_rank":"","diplomacy_modifier":"","disable_device_rank":"","disable_device_modifier":"","disguise_rank":"","disguise_modifier":"","escape_artist_rank":"","escape_artist_modifier":"","fly_rank":"","fly_modifier":"","handle_animal_rank":"","handle_animal_modifier":"","heal_rank":"","heal_modifier":"","intimidate_rank":"","intimidate_modifier":"","knowledge_rank_and_modifier":"Knowledge (psionics) | 1","linguistics_rank":"1","linguistics_modifier":"","perception_rank":"1","perception_modifier":"2","perform_rank_and_modifier":"","profession_rank_and_modifier":"","ride_rank":"","ride_modifier":"","sense_motive_rank":"","sense_motive_modifier":"","sleight_of_hand_rank":"","sleight_of_hand_modifier":"","spellcraft_rank":"","spellcraft_modifier":"2","stealth_rank":"1","stealth_modifier":"","survival_rank":"1","survival_modifier":"","swim_rank":"1","swim_modifier":"","use_magic_device_rank":"","use_magic_device_modifier":"","skill_notes":"Linguistics | Orc, ","arms_and_equipment":"Longbow, composite 100 gp 1d6 1d8 \u00d73 110 ft. 3 lbs. P, Leather 10 gp +2 +6 0 10% 30 ft. 20 ft. 15 lbs., Backpack (empty) 2 gp 2 lbs., Bedroll 1 sp 5 lbs., Blanket, winter 5 sp 3 lbs., Tent 10 gp 20 lbs.1, Waterskin 1 gp 4 lbs., Mirror, small steel 10 gp 1\/2 lb., Pouch, belt (empty) 1 gp 1\/2 lb.1, Explorer\u2019s outfit 10 gp 8 lbs.1, Cold-weather outfit 8 gp 7 lbs.1 and 2 sets of basic clothing.\r\n","class_features":"Wind Reader (Su): A marksman can use her heightened senses and awareness of her surroundings to read the wind and environment, allowing her to drastically improve her accuracy. While maintaining Ultimate Psionics45psionic focus, she can spend a swift action to gain a competence bonus equal to her Wisdom modifier on ranged attacks until the end of the round. She can do this a number of times per day equal to 3 + her class level.\r\nFavored Weapon: Marksmen of 2nd level select a group of ranged weapons from the list below as their preferred weapons and gain a +1 competence bonus to ranged attack rolls made with any weapon of that group.  Every four marksman levels thereafter, this bonus increases by 1.Bows: composite longbow, composite shortbow, longbow, and shortbow.Crossbows: double crossbow, hand crossbow, heavy crossbow, light crossbow, repeating heavy crossbow, and repeating light crossbow.Spears: javelin, lance, longspear, pilum, shortspear, spear, and trident.Thrown: blowgun, bolas, boomerang, chakram, club, dagger, dart, halfling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, trident, wooden stake.Note: Additional weapons can be added to these groups or additional weapon groups can be created at your GM\u2019s discretion.  Some weapons may belong to multiple weapon groups at your GM\u2019s discretion.Evade Arrows (Ex): At 2nd level, a marksman\u2019s familiarity with ranged attacks and her natural intuition alerts her to danger from mundane ranged attacks. She gains a +1 Dodge bonus to Armor Class against ranged attacks (but not ranged touch attacks).  At 6th level and every four marksman levels thereafter, this Dodge bonus increases by 1.Style Technique (Su): All marksmen, regardless of their chosen combat style, gain special techniques at 2nd level that they can use by expending psionic focus.  The specific technique is determined by the marksman\u2019s chosen style.Style Skill (Ex): At 3rd level, a marksman gains a +1 bonus to the skill associated to her combat style.  Every three levels thereafter (6th, 9th, etc), this bonus improves by 1.Style Mantra (Su): At 3rd level, a marksman gains a mantra associated with her combat style that is active as long as she maintains psionic focus.  A marksman may not use her style mantra at the same time she uses Wind Reader; she may only gain the benefit of one or the other, not both.Cover Fire (Ex): Beginning at 4th level, the marksman knows not only how to directly engage her enemies, but also how to protect her allies. As an attack action, she may choose to fire a ranged or thrown weapon at an opponent within 30 feet to distract that opponent rather than to deal damage. Make an attack roll against the space a target occupies (AC 10). If successful, the targeted enemy must make a Reflex save (DC 10 + one-half the marksman\u2019s class level + the marksman\u2019s Dexterity modifier), or be staggered for one round. The marksman still expends ammunition as normal for this attack. If the attack roll would indicate a critical threat and the result would hit the opponent\u2019s AC, roll to confirm: if the critical hit is confirmed against the opponent\u2019s AC, the attack does normal damage as well. A marksman cannot use cover fire if her opponent or the square she targets would be subject to a miss chance (such as from a concealed target).Style Ability: Starting at 4th level, a marksman gains an ability associated with her combat style.  Every four levels thereafter (8th, 12th, 16th, 20th), she gains a new style ability.Bonus Feat: A marksman of 5th level gains a bonus feat chosen from her combat style feat list, Deadly Aim, Far Shot, Fell Shot, Greater Psionic Shot, Parting Shot, Precise Shot, Psionic Meditation, Psionic Shot, Quick Draw, Return Shot, Returning Throw, or a feat that requires a particular weapon when it is selected, such as Weapon Focus or Improved Critical.  If the marksman chooses a feat that requires a particular weapon, she must select a weapon from her selected ranged weapon group.  The marksman must still meet all prerequisites for the feat to select it.  At 8th level and every three marksman levels thereafter, the marksman gains another bonus feat from the same list.Disengage (Ex): Once a marksman has reached 7th level, she learns how to effectively distance herself from enemies.  When the marksman would provoke an attack of opportunity for moving out of a threatened space, she may expend her psionic focus to add her Wisdom modifier to her Acrobatics rolls to avoid attacks of opportunity for the round and can move at full speed without increasing the Acrobatics DC.Defensive Shot (Ex): At 13th level, a marksman no longer provokes attacks of opportunity when making ranged attacks with a ranged or thrown weapon.Ranged Specialist (Su): At 19th level, a marksman\u2019s ranged and thrown attacks have their critical multiplier increased by 1 (x2 becomes x3, for example) and her penalties for range increments are halved.  If the marksman has the Far Shot feat, she instead suffers no penalties for range increments.\r\n","creatures_and_mounts":"","possessions_and_property":"","retinue":"","spellbook_0_level_spells":"","spellbook_1_level_spells":"","spellbook_2_level_spells":"","spellbook_3_level_spells":"","spellbook_4_level_spells":"","spellbook_5_level_spells":"","spellbook_6_level_spells":"","spellbook_7_level_spells":"","spellbook_8_level_spells":"","spellbook_9_level_spells":"","health_current":"11","health_temp_current":"","health_temp_total":"0","strength_temporary_adjustment":"0","dexterity_temporary_adjustment":"0","constitution_temporary_adjustment":"0","intelligence_temporary_adjustment":"0","wisdom_temporary_adjustment":"0","charisma_temporary_adjustment":"0","temporary_fortitude_save_modifier":"0","temporary_reflex_save_modifier":"0","temporary_will_save_modifier":"0","quick_notes":"","spellslot_available_0":"0","spellslot_available_1":"0","spellslot_available_2":"0","spellslot_available_3":"0","spellslot_available_4":"0","spellslot_available_5":"0","spellslot_available_6":"0","spellslot_available_7":"0","spellslot_available_8":"0","spellslot_available_9":"0","tags":"Chaotic, Elf","isShared":"on","templateId":"947","blockId":"373998"}