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King Robert Silvermyst

PostPosted: Thu Dec 25, 2008 8:13 pm


According to the books, dual progression prestige classes take up both gestalt spots. Which means if you take a dual progression Prestige Class, you will only have that one class; you can't take a second class with a DPPC. Quite frankly, I find that simply taking Sorc/Cleric gestalt works better than Theurge. To quote the SRD, Sorc/Clerics are the Mystic Theurges on steroids razz
PostPosted: Thu Dec 25, 2008 8:24 pm


ok dual progression is allowed and as far as environment it will be up to the players. both will be available it will be up to the players to choose which they will follow. the main environment will be a massive city but from there you will be able to access anything. if you need to know for your character use a city for the environment.

scifijames


King Robert Silvermyst

PostPosted: Thu Dec 25, 2008 9:04 pm


If this is going to be a lv. 10 Gestalt, which is what the votes look like, then here are my character sheets.

Lilliandra Fontaine
Female Lupin Ranger 10 / Rogue 10
Neutral Good

Strength 13 (+1)
Dexterity 19 (+4)
Constitution 12 (+1)
Intelligence 16 (+3)
Wisdom 16 (+3)
Charisma 15 (+2)
Size: Medium
Height: 5' 5"
Weight: 155 lb
Fur: Blue
Eyes: Emerald
Hair: White, braided

Total Hit Points: 52
Speed: 40 feet [quick]
Armor Class: 18 = 10 +4 [dex] +4 [armor]
Touch AC: 14
Flat-footed: 18 [uncanny dodge]
Initiative modifier: +4 = +4 [dex]
Fortitude save: +8 = 7 [base] +1 [con]
Reflex save: +11 = 7 [base] +4 [dex]
Will save: +6 = 3 [base] +3 [wisdom]
Attack (handheld): +8/+3 = 7 [base] +1 [str]
Weapon Finesse: +11/+6 = 7 [base] +4 [dex]
Attack (unarmed): +8/+3 = 7 [base] +1 [str]
Attack (missile): +11/+6 = 7 [base] +4 [dex]
Grapple check: +7/+2 = 7 [base] +1 [str] -1 [slippery]

Silver Spell Storing Dagger +1 1d4+1 19-20/x2
Shock Longbow, Composite +2 1d8+2 +1d6 shock dmg 20/x3 Range 110ft
Shadow Silent Moves Leather armor +2

Light load: 50 lb. or less
Medium load: 51-100 lb.
Heavy load: 101-150 lb.
Lift over head: 150 lb.
Lift off ground: 300 lb.
Push or drag: 750 lb.

Languages: Common Lupin Elven Halfling Sylvan

Feats:
Combat Reflexes
Endurance [free to rangers]
Point Blank Shot
Rapid Shot [ranger archery track]
Many Shot [ranger archery track]
Track [free to rangers]
Weapon Finesse
Urban Tracking
Sly Fortune +1 luck reroll/day

Traits:
Quick
Slippery

Appraise Int 3 = +3
Balance Dex* 11 = +4 +5 +2 [tumble]
Bluff Cha 7 = +2 +5
Climb Str* 6 = +1 +5
Concentration Con 1 = +1
Diplomacy Cha 6 = +2 +2 [bluff] +2 [sense motive]
Disable Device Int 13 = +3 +10
Disguise Cha 7 = +2 +5
Escape Artist Dex* 9 = +4 +5
Forgery Int 3 = +3
Gather Information Cha 9 = +2 +5 +2 [know local]
Handle Animal Cha 7 = +2 +5
Heal Wis 3 = +3
Hide Dex* 24 = +4 +10 +10 [Elvenkind Cloak & Armor]
Intimidate Cha 4 = +2 +2 [bluff]
Jump Str* 12 = +1 +5 +2 [tumble] +4 [speed 40]
Knowledge (local) Int 8 = +3 +5
Knowledge (nature) Int 9 = +3 +4 +2 [survival]
Listen Wis 10 = +3 +5 +2 [lupin]
Move Silently Dex* 14 = +4 +10 +10 [Elvenkind Boots & Armor]
Open Lock Dex 17 = +4 +13
Ride Dex 8 = +4 +2 [handle animal] +2 [lupin]
Search Int 8 = +3 +5
Sense Motive Wis 8 = +3 +5
Sleight of Hand Dex* 16 = +4 +10 +2 [bluff]
Spot Wis 8 = +3 +5
Survival Wis 13 = +3 +10
Swim Str** 1 = +1
Tumble Dex* 11 = +4 +5 +2 [jump]
Use Rope Dex 10 = +4 +6

This character has 1 luck rerolls per day.
Bluff >=5 ranks gives +2 on disguise checks to act in character.
Escape Artist >=5 ranks gives +2 on use rope checks for bindings.
Handle Animal >=5 ranks gives +2 on wild empathy checks.
Search >=5 ranks gives +2 on survival checks while tracking.
Use Rope >=5 ranks gives +2 on climb checks involving ropes.
Use Rope >=5 ranks gives +2 on escape artist checks involving ropes.
Slippery trait: +1 on escape artist checks against being grappled, -1 all other grapple checks.

First-level Ranger spells: 2 (1+1) per day
Second-level Ranger spells: 2 (1+1) per day

Lupin:
Wolf-like humanoids; Pacific-northwest-Indian or faux-French.
Monstrous humanoid type, darkvision.
Darkvision to 60 feet
Acute sense of smell
DC 10 wisdom check to sense lycanthrope within 30 feet; 15 if downwind, 60 if upwind
DC 20 wisdom check to spot invisibles within 5 feet
+2 on survival checks to follow tracks
-2 on saves vs bad smells
+1 attack and damage vs. werewolves
+2 on listen checks
+2 on ride checks; ride is always a class skill

Ranger:
Favored enemies
Track as bonus feat (already included)
Combat Style
Endurance
Wild empathy (roll level + charisma bonus)
Endurance (level 3)
Animal Companion (level 4)
Woodland Stride (level 7)
Swift Tracker (level 8 )
Evasion (level 9)
Camouflage (level 13)
Hide in Plain Sight (level 17)
High wisdom gains bonus spells daily
Favored Enemies:
Lycanthropes +4
Outsiders (evil) +4
Undead +2

Rogue:
Sneak Attack +5d6
Trapfinding
Evasion (level 2)
Trap Sense (level 3)
Uncanny Dodge (level 4)
Improved Uncanny Dodge (level 8 )
Special Abilities (choices begin at 10th level)

This ranger chose the archery track.

Lilliandra Fontaine's Equipment:
Shadow Silent moves Leather armor +2
Shock Longbow, composite +2
Backpack
Bedroll
Boots of elvenkind
Climber's kit
Cloak of elvenkind
Disguise kit
Grappling hook
Magnifying glass
Mirror, small steel
Pouch, belt
Rope, silk (50 ft.)
Sewing needle
Sewing thread (1 roll)
Silver Spell storing Dagger +1
Soap (per lb.)
Spade or Shovel
Thieves' tools, masterwork
Quiver of Arrows (20)
Acid Flasks (5)
Alchemist's Fire (5)
Smokesticks (10)
Tindertwigs (10)
Oil Flasks (10)
Gold: 4800

Animal Companion: Leopard
Medium-Size Animal
Hit dice 3d8+6 (19 hit points)
Initiative +4 (Dex)
Speed 40 feet, climb 20 feet
AC: 15 (+4 Dex +1 natural)
Attacks: Bite +6 melee (Weapon Finesse); 2 claws +1 melee (Weapon Finesse); Rake +6 melee (Weapon Finesse);
Damage 1d6+3 (bite); 1d3+1 (claw); 1d3+1 (rake, must be grabbed);
Special Attacks: Pounce; improved grab (with bite); rake if grabbed
Special Qualities: Scent
Saves: Fort +5; Ref +7; Will +2
Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +12; Climb +11; Hide +9; Listen +6; Move Silently +9; Spot +6;
Feats: Weapon Finesse (Bite, Claws, Rake)
Link, share spells
Bonus tricks: 1 (Attack)


Robert Silvermyst
Male Human Cleric 5 / Sorcerer 10 / Geomancer 5
Neutral Good

Strength 12 (+1)
Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 15 (+2)
Wisdom 18 (+4)
Charisma 19 (+4) 21 (+5) [Cloak of Charisma +2]
Size: Medium
Height: 6' 0"
Weight: 185 lb
Fur: Silver and White
Eyes: Amber
Hair: Silver

Domains: Sun Creation
Energy: Positive [Healing: Turns/Destroys Undead]
Total Hit Points: 43
Speed: 40 feet [quick]
Armor Class: 20 = 10 +3 [dex] 7 [armor]
Touch AC: 13
Flat-footed: 17
Initiative modifier: +3 = +3 [dex]
Fortitude save: +9 = 8 [base] +1 [con]
Reflex save: +5 = 2 [base] +3 [dex]
Will save: +12 = 8 [base] +4 [wis]
Attack (handheld): +7/+2 = 6 [base] +1 [str]
Attack (unarmed): +7/+2 = 6 [base] +1 [str]
Attack (missile): +9/+4 = 6 [base] +3 [dex]
Grapple check: +7/+2 = 6 [base] +1 [str]

Silver Spell storing Flail +1 1d8+1 20/x2
Mithral Spell Resistance (13) Chainmail +2

Light load: 43 lb. or less
Medium load: 44-86 lb.
Heavy load: 87-130 lb.
Lift over head: 130 lb.
Lift off ground: 260 lb.
Push or drag: 650 lb.

Languages: Common Sylvan Lupin

Weasel familiar: Str 3 Dex 15 Con 10 Int 10 Wis 12 Chr 5; Hit points: 15; Initiative +2 (dex); Speed 20 ft., climb 20 ft; AC: 19 (+2 size, +2 dex, +5 level); Bite +4 melee 1d3-4, attach; Fort +3, Ref +5, Will +8, Balance +10, Climb +11, Hide +13, Move Silently +9, Spot +4; weapon finesse (bite) Alertness feat when in arm's reach; improved evasion; share spells; empathic link; deliver touch spells; speak with master; speak with mustelidae

Feats:
Combat Casting
Extra Turning x1
Craft Wonderous Item
Divine Metamagic: Maximize Spell [Spend 3 Turn Undead Attempts to cast a Maximized spell]
Divine Metamagic: Quicken Spell [Spend 4 Turn Undead Attempts to cast a Quickened spell]

Traits:
Quick

Appraise Int 2 = +2
Balance Dex* 3 = +3
Bluff Cha 5 = +5
Climb Str* 1 = +1
Concentration Con 11 = +1 +10
Craft Wonderous Item Int 12 = +2 +10
Diplomacy Cha 17 = +5 +10 +2 [sense motive]
Disguise Cha 5 = +5
Escape Artist Dex* 3 = +3
Forgery Int 2 = +2
Gather Information Cha 10 = +5 +5
Heal Wis 9 = +4 +5
Hide Dex* 3 = +3
Intimidate Cha 5 = +5
Jump Str* 5 = +1 +4 [speed 40]
Knowledge (nature) Int 8 = +2 +6
Knowledge (religion) Int 11 = +2 +9
Listen Wis 4 = +4
Move Silently Dex* 3 = +3
Ride Dex 3 = +3
Search Int 2 = +2
Sense Motive Wis 9 = +4 +5
Spot Wis 4 = +4
Survival Wis 4 = +4
Swim Str** 1 = +1
Use Rope Dex 3 = +3

Craft_1 >=5 ranks gives +2 on related appraise checks.
Know Nature >=5 ranks gives +2 on survival checks above ground.
Know Religion >=5 ranks gives +2 on turn/rebuke the undead.

Zero-level Cleric spells: 6 per day
First-level Cleric spells: 5 (4+1) per day +1 from a domain
Second-level Cleric spells: 5 (4+1) per day +1 from a domain
Third-level Cleric spells: 4 (3+1) per day +1 from a domain
Fourth-level Cleric spells: 4 (3+1) per day +1 from a domain
Fifth-level Cleric spells: 2 per day +1 from a domain
Zero-level Sorcerer spells: 6 per day
First-level Sorcerer spells: 7 (6+1) per day
Second-level Sorcerer spells: 7 (6+1) per day
Third-level Sorcerer spells: 7 (6+1) per day
Fourth-level Sorcerer spells: 6 (5+1) per day
Fifth-level Sorcerer spells: 3 per day

Human:
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)

Cleric:
Alignment Aura
Spontaneous Casting (heal)
Turn Undead (12x/day)
High wisdom gains bonus spells daily
Domain choices give additional abilities

Sorcerer:
Familiar
Can know only limited numbers of spells
High charisma gains bonus spells daily

Geomancer
Spell Versatility 4
Ley Lines (Forest) +1 to caster class
Drift Stage 1: Wolf's Tail
Drift Stage 1: Leathery pads on bottoms of hands and feet
Drift Stage 2: Silver and white coat of fur [+8 to hide checks in snowy areas
Drift Stage 2: Wolf Eyes (Darkvision 60ft)
Drift Stage 3: Wolf Nose (Scent Ability 30ft/ 15 downwind, 60 upwind)

Robert Silvermyst's Equipment:
Backpack
Bedroll
Cloak of Charisma +2
Healer's kit
Holy symbol, silver 1
Mithral Spell Resistance (13) Chainmail +2
Ring of Ram
Silver Spell storing Flail +1
Soap (per lb.)
Spell component pouch
Spellbook, wizard's
Spyglass

Bio: Fate, at times, plays with a strange bit of humor. Lilly was a street urchin who made her living picking pockets, stealing food and picking the locks of storage sheds and such for shelter. But she only took what she needed to survive as a personal code and always tried to help out people in need when she could. Robert was raised in with the Church of Ra (or whatever the name of the Sun God is in this realm). However, his interest in the workings and weavings of magic took him on a journey very few ever made. Not to mention he was a blood-born child of two sorcerers, inheriting a natural talent for the arcane. As he unwraveled the secrets of the divine and arcane, his body began to change to become more like the beasts of the land. One day, he passed by Lilly in the woods. Lilly prepared herself to attack him, fearing he was a lycanthrope. However, Robert's calm attitude and logic were enough to calm her down. He explained to her that he was a Geomancer, one who could wield both the divine and the arcane. One who could blend and manipulate the aspects of both to his desires. But that the cost of such power was the transformation she saw before her. As the two traveled, they became close until the two were practically inseperable. The two live in the city for the moment, under the house of the church. But only time would tell what the future held in store for them.
PostPosted: Fri Dec 26, 2008 4:52 pm


ok looks like we are going with lvl10 gestalt.

scifijames


Eye of Grummsh

PostPosted: Sat Dec 27, 2008 10:41 am


Kat
Female Catfolk Barbarian 10 / Ranger 10
Chaotic Good



Strength 16 (+3)
Dexterity 18 (+4)
Constitution 13 (+1)
Intelligence 15 (+2)
Wisdom 13 (+1)
Charisma 14 (+2)
Size: Medium
Height: 4' 10"
Weight: 85 lb
Skin:
Eyes: Green
Hair: Blonde



Gestalt combination: Barbarian Ranger


Total Hit Points: 71

Speed: 40 feet [barbarian]

Armor Class: 17 = 10 +3 [studded] +4 [dexterity]

Touch AC: 14
Flat-footed: 17 [uncanny dodge]
Initiative modifier: +4 = +4 [dexterity]
Fortitude save: +8 = 7 [base] +1 [constitution]
Reflex save: +11 = 7 [base] +4 [dexterity]
Will save: +4 = 3 [base] +1 [wisdom]
Attack (handheld): +13/+8 = 10 [base] +3 [strength]
Attack (unarmed): +13/+8 = 10 [base] +3 [strength]
Attack (missile): +14/+9 = 10 [base] +4 [dexterity]
Grapple check: +13/+8 = 10 [base] +3 [strength]


Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
76 lb. or less
77-153 lb.
154-230 lb.
230 lb.
460 lb.
1150 lb.




Languages: Common Catfolk Gnoll Sylvan


Bolas [1d4 (nonlethal), crit x2, range incr 10 ft., 2 lb, bludgeoning]

Boomerang Talenta 1d4, x2, 40ft, 1lbs, bludgeoning or piercing]

Studded armor [light; +3 AC; max dex +5; check penalty -1; 20 lb.]


Feats:

Endurance [free to rangers]
Exotic Weapon Proficiency Weapon: Bola
Improved Unarmed Strike [ranger beast-wrestling track]
Improved Grapple [ranger beast-wrestling track]
Self-Sufficient
Track [free to rangers]
Exotic weapon proficiency Talenta Boomerang
Weapon Focus x1 Weapon(s): unarmed

Traits:


Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 2 = +2
Balance Dex* 4 = +4
Bluff Cha 2 = +2
Climb Str* 13 = +3 +10
Concentration Con 1 = +1
Craft_1 Int 2 = +2
Craft_2 Int 2 = +2
Craft_3 Int 2 = +2
Diplomacy Cha 2 = +2
Disguise Cha 2 = +2
Escape Artist Dex* 4 = +4
Forgery Int 2 = +2
Gather Information Cha 2 = +2
Heal Wis 3 = +1 +2 [self-sufficient]
Hide Dex* 16 = +4 +12
Intimidate Cha 2 = +2
Jump Str* 17 = +3 +10 +4 [speed 40]
Listen Wis 13 = +1 +10 +2 [catfolk]
Move Silently Dex* 16 = +4 +10 +2 [catfolk]
Perform_1 Cha 2 = +2
Perform_2 Cha 2 = +2
Perform_3 Cha 2 = +2
Perform_4 Cha 2 = +2
Perform_5 Cha 2 = +2
Ride Dex 4 = +4
Search Int 12 = +2 +10
Sense Motive Wis 1 = +1
Spot Wis 11 = +1 +10
Survival Wis 15 = +1 +10 +2 [self-sufficient] +2 [survival kit]
Swim Str** 13 = +3 +10
Use Rope Dex 14 = +4 +10


* = check penalty for wearing armor

Search >=5 ranks gives +2 on survival checks while tracking.
Use Rope >=5 ranks gives +2 on climb checks involving ropes.
Use Rope >=5 ranks gives +2 on escape artist checks involving ropes.


First-level Ranger spells: 2 (1+1) per day



Second-level Ranger spells: 1 per day




Catfolk:


Cat-headed humanoids.

+4 dexterity, +2 charisma have been added already.

Level adjustment +1.

Low-light vision.

+2 racial bonus on listen and move silently.


Barbarian:

Illiteracy (2 skill points to learn to read)

Rage

Fast Movement (already included)

Uncanny Dodge (level 2)

Trap Sense (level 3)

Improved Uncanny Dodge (level 5)

Damage Reduction 1/- (level 7)

Damage Reduction 2/- (level 10)

Greater Rage (level 11)

Damage Reduction 3/- (level 13)

Indominitable Will (level 14)

Damage Reduction 4/- (level 16)

Tireless Rage (level 17)

Damage Reduction 5/- (level 19)

Mighty Rage (level 20)

Ranger:

Favored enemies

Track as bonus feat (already included)

Combat Style

Endurance

Wild empathy (roll level + charisma bonus)

Endurance (level 3)

Animal Companion (level 4)

Woodland Stride (level 7)

Swift Tracker (level cool

Evasion (level 9)

Camouflage (level 13)

Hide in Plain Sight (level 17)

High wisdom gains bonus spells daily

Favored Enemies:


Animals +4

Humanoids (goblinoid) +2

Vermin +4

This barbarian can read/write.
This ranger chose the wrestling combat track.


Class HP rolled
Level 1: Gestalt 12
Level 2: Gestalt 2
Level 3: Gestalt 3
Level 4: Gestalt 8 +1 to strength
Level 5: Gestalt 5
Level 6: Gestalt 8
Level 7: Gestalt 12
Level 8: Gestalt 1 +1 to intelligence
Level 9: Gestalt 7
Level 10: Gestalt 3




Kat's Equipment:


22 lb
2 lb
5 lb
3 lb
5 lb

5 lb

10 lb
20 lb
10 lb
4 lb
1 lb
2 lb
2 lb
_____
91 lb Weapons / Armor / Shield (from above)
Backpack
Bedroll
Blanket, winter x1
Block and tackle
Fishhook
Fishing net
Flint and steel
Rations (1 day) x10
Tent
Torches x10
Waterskins x1
Healer kit
Spell component pouch
Tools (survival kit) x1

Total





Animal Companion: Hawk

Tiny Animal

Hit dice 3d8 (13 hit points)

Initiative +4 (Dex)

Speed 10 feet, fly 60 feet

AC: 20 ( +2 tiny +4 Dex +4 natural)

Attacks: Claws +8 melee (Weapon Finesse);

Damage 1d4-2 (claw);
Saves: Fort +3; Ref +7; Will +3

Abilities: Str 7, Dex 18, Con 10, Int 2, Wis 14, Cha 6

Skills: Listen +6; Spot +6;

The animal is entitled to distribute an additional 2 skill points.

Feats: Weapon Finesse (Claws)


Link, share spells

Evasion

Bonus tricks: 2
More about Kat:


Kat was raised with her brother Kit by humans. Ever since Kit had his accident she treats him more like a sister and tries to make sure no one upsets him by telling him he is a boy.

Kit
Male Catfolk Ranger 5 / Rogue 5 / Scout 5/Ninja 5
Neutral Good



Strength 17 (+3)
Dexterity 21 (+5)
Constitution 13 (+1)
Intelligence 16 (+3)
Wisdom 14 (+2)
Charisma 14 (+2)
Size: Medium
Height: 5' 9"
Weight: 230 lb
Skin:
Eyes: Green
Hair: Blond; Straight; Beardless



Gestalt combination: Ranger Rogue


Total Hit Points: 67

Speed: 40 feet [scout]

Armor Class: 18 = 10 +3 [studded] +5 [dexterity]

Touch AC: 15
Flat-footed: 18 [uncanny dodge]
Initiative modifier: +6 = +5 [dexterity] +1 [scout]
Fortitude save: +7 = 5 [base] +1 [constitution] +1 [scout]
Reflex save: +13 = 8 [base] +5 [dexterity]
Will save: +4 = 2 [base] +2 [wisdom]
Attack (handheld): +9/+4 = 6 [base] +3 [strength]
Attack (unarmed): +9/+4 = 6 [base] +3 [strength]
Attack (missile): +11/+6 = 6 [base] +5 [dexterity]
Grapple check: +9/+4 = 6 [base] +3 [strength]


Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
86 lb. or less
87-173 lb.
174-260 lb.
260 lb.
520 lb.
1300 lb.




Languages: Common Draconic Catfolk Sylvan (? 1 more)


Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Composite Longbow [1d8, crit x3, range incr. 100 ft., 3 lb, piercing]

Studded armor [light; +3 AC; max dex +5; check penalty -1; 20 lb.]


Feats:

Endurance [free to rangers]
Rapid Shot [ranger archery track]
Quick Draw
Rapid Reload
Run
Stealthy
Track [free to rangers]
Urban Tracking (Unearthed Arcana / Eberron)

Traits:


Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 3 = +3
Balance Dex* 15 = +5 +10
Bluff Cha 12 = +2 +10
Climb Str* 13 = +3 +10
Concentration Con 1 = +1
Craft_1 Int 3 = +3
Craft_2 Int 3 = +3
Craft_3 Int 3 = +3
Diplomacy Cha 11 = +2 +7 +2 [bluff]
Disable Device Int 16 = +3 +13
Disguise Cha 15 = +2 +13
Escape Artist Dex* 5 = +5
Forgery Int 3 = +3
Gather Information Cha 2 = +2
Heal Wis 2 = +2
Hide Dex* 20 = +5 +13 +2 [stealthy]
Intimidate Cha 4 = +2 +2 [bluff]
Jump Str* 20 = +3 +13 +4 [speed 40]
Listen Wis 14 = +2 +10 +2 [catfolk]
Move Silently Dex* 20 = +5 +11 +2 [catfolk] +2 [stealthy]
Perform_1 Cha 2 = +2
Perform_2 Cha 2 = +2
Perform_3 Cha 2 = +2
Perform_4 Cha 2 = +2
Perform_5 Cha 2 = +2
Ride Dex 5 = +5
Search Int 3 = +3
Sense Motive Wis 2 = +2
Sleight of Hand Dex* 20 = +5 +13 +2 [bluff]
Spot Wis 12 = +2 +10
Survival Wis 14 = +2 +10 +2(survival kit)
Swim Str** 3 = +3
Use Rope Dex 5 = +5


* = check penalty for wearing armor

Bluff >=5 ranks gives +2 on disguise checks to act in character.


First-level Ranger spells: 1 (0+1) per day




Catfolk:


Cat-headed humanoids.

+4 dexterity, +2 charisma have been added already.

Level adjustment +1.

Low-light vision.

+2 racial bonus on listen and move silently.


Scout:

Core class from "Complete Adventurer"

Armor class bonuses after moving are not listed above.

Level 1: Skirmish (+1d6), trapfinding

Level 2: Battle fortitude +1, uncanny dodge

Level 3: Fast movement +10 feet, skirmish (1d6, +1 AC)

Level 4: Bonus feat (already included)

Level 5: Evasion, skirmish (+2d6, +2 AC)

Level 6: Flawless stride

Level 7: Skirmish (+2d6, +2 AC)

Level 8: Camouflage, bonus feat (already included)

Level 9: Skirmish (+3d6, +2 AC)

Level 10: Blindsense 30 feet

Level 11: Battle fortitude +2, fast movement +20 feet, skirmish (3d6, +3 AC)

Level 12: Bonus feat (already included)

Level 13: Skirmish (+4d6, +3 AC)

Level 14: Hide in plain sight

Level 15: Skirmish (+4d6, +4 AC)

Level 16: Bonus feat

Level 17: Skirmish (+5d6, +4 AC)

Level 18: Free movement

Level 19: Skirmish (+5d6, +5 AC)

Level 20: Battle fortitude +3; blindsight 30 feet, bonus feat (already included)

Ranger:

Favored enemies

Track as bonus feat (already included)

Combat Style

Endurance

Wild empathy (roll level + charisma bonus)

Endurance (level 3)

Animal Companion (level 4)

Woodland Stride (level 7)

Swift Tracker (level cool

Evasion (level 9)

Camouflage (level 13)

Hide in Plain Sight (level 17)

High wisdom gains bonus spells daily

Favored Enemies:


Humanoids (goblinoid) +4

Humanoids (orc) +2

Rogue:

Sneak Attack +3d6

Trapfinding

Evasion (level 2)

Trap Sense (level 3)

Uncanny Dodge (level 4)

Improved Uncanny Dodge (level cool

Special Abilities (choices begin at 10th level)

This ranger chose the archery track.


Ninja:
Ki power
sudden strike+3d6
trapfinding
ghost step invisible
poison use
Great leap

Class HP rolled
Level 1: Gestalt 8
Level 2: Gestalt 3
Level 3: Gestalt 6
Level 4: Gestalt 6 +1 to strength
Level 5: Gestalt 6
Level 6: Scout 8
Level 7: Scout 4
Level 8: Scout 6 +1 to strength
Level 9: Scout 4
Level 10: Scout 6




Kit's Equipment:


24 lb
6 lb
2 lb
5 lb
3 lb
5 lb

5 lb

10 lb
1 lb
20 lb
4 lb
1 lb
1 lb
2 lb
_____
89 lb Weapons / Armor / Shield (from above)
Arrows (quiver of 20) x2
Backpack
Bedroll
Blanket, winter x1
Block and tackle
Fishhook
Fishing net
Flint and steel
Rations (1 day) x10
Soap
Tent
Waterskins x1
Healer kit
Thieves' tools
Tools (Survival kit) x1

Total





Animal Companion: Wolf

Medium-Size Animal

Hit dice 2d8+4 (13 hit points)

Initiative +2 (Dex)

Speed 50 feet

AC: 14 ( +2 Dex +2 natural)

Attacks: Bite +3 melee (Weapon Finesse);

Damage 1d6+1 (bite);

Special Qualities: Scent

Saves: Fort +5; Ref +5; Will +1

Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6

Skills: Hide +3; Listen +6; Move Silently +4; Spot +4; Survival +1;

Feats: Weapon Finesse (Bite)


Link, share spells

Bonus tricks: 1
More about Kit:


Kit was raised with his sister Kat by humans. One day Kit was out hunting he bumped his head on a rock and ever since then he beleives he is a girl. This is problematic because everytime he is told he is a boy by someone he sinks off somewhere feeling depressed, sad, and confused.
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