Cornell
Male Werewolf Nord Monk 10 / Ranger 10
Lawful Neutral
Strength 19 (+4)
Dexterity 17 (+3)
Constitution 15 (+2)
Intelligence 17 (+3)
Wisdom 16 (+3)
Charisma 14 (+2)
Size: Medium
Height: 5' 9"
Weight: 270 lb
Skin: Light
Eyes: Blue
Hair: Silver; Straight
Gestalt combination: Monk Ranger
Total Hit Points: 83 [includes 11 for lycanthropy]
Speed: 30 feet
Armor Class: 18 = 10 +3 [studded] +3 [dexterity]
Touch AC: 15
Flat-footed: 15
Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +12 = 10 [base] +2 [constitution]
Reflex save: +13 = 10 [base] +3 [dexterity]
Will save: +15 = 10 [base] +3 [wisdom] +2 [iron will]
Attack (handheld): +12/+7 = 8 [base] +4 [strength]
Attack (unarmed): +12/+7 = 8 [base] +4 [strength]
Flurry of Blows: +12/+12/+7 [includes strength modifier]
Attack (missile): +11/+6 = 8 [base] +3 [dexterity]
Grapple check: +12/+7 = 8 [base] +4 [strength]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
116 lb. or less
117-233 lb.
234-350 lb.
350 lb.
700 lb.
1750 lb.
Languages: Common Lupin Spiritfolk Elven
Unarmed Damage: 1d10 +4 [strength]
Studded armor [light; +3 AC; max dex +5; check penalty -1; 20 lb.]
Feats:
Animal Affinity
Athletic
Improved Disarm [monk]
Combat Reflexes [monk]
Dodge
Mobility
Spring Attack
Endurance [free to rangers]
Die Hard
Improved Unarmed Strike [monk]
Improved Grapple [monk]
Iron Will
Improved Unarmed Strike [ranger beast-wrestling track]
Improved Grapple [ranger beast-wrestling track]
Track [free to rangers]
Traits:
Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 3 = +3
Balance Dex* 5 = +3 +2 [tumble]
Bluff Cha 2 = +2
Climb Str* 16 = +4 +10 +2 [athletic]
Concentration Con 2 = +2
Craft_1 Int 3 = +3
Craft_2 Int 3 = +3
Craft_3 Int 3 = +3
Diplomacy Cha 2 = +2
Disguise Cha 2 = +2
Escape Artist Dex* 13 = +3 +10
Forgery Int 3 = +3
Gather Information Cha 2 = +2
Handle Animal Cha 14 = +2 +10 +2 [animal affinity]
Heal Wis 3 = +3
Hide Dex* 13 = +3 +10
Intimidate Cha 2 = +2
Jump Str* 16 = +4 +10 +2 [tumble]
Knowledge (nature) Int 15 = +3 +10 +2 [survival]
Listen Wis 13 = +3 +10
Move Silently Dex* 13 = +3 +10
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 7 = +3 +2 [handle animal] +2 [animal affinity]
Search Int 3 = +3
Sense Motive Wis 3 = +3
Spot Wis 13 = +3 +10
Survival Wis 13 = +3 +10
Swim Str** 13 = +4 +7 +2 [athletic]
Tumble Dex* 15 = +3 +10 +2 [jump]
Use Rope Dex 3 = +3
Control Shape Wis 13 = 3 +10
* = check penalty for wearing armor
Escape Artist >=5 ranks gives +2 on use rope checks for bindings.
Handle Animal >=5 ranks gives +2 on wild empathy checks.
Know Nature >=5 ranks gives +2 on survival checks above ground.
First-level Ranger spells: 2 (1+1) per day
Second-level Ranger spells: 2 (1+1) per day
Nord:
Touch of Frost[Ex] (1d6+1/char lv.) 1/day
Cold Resistance:10
Werewolf:
Lycanthropes gain the shapechanger subtype
Lycanthropes add HP, attack bonuses, and saves for the base creature and the base animal.
Lycanthropy imparts +2 wisdom (already included)
Changing form is a standard action.
Communicates with normal and dire forms of the base animal.
Low-light vision and scent.
Free "Iron Will" feat.
There are (2+intelligence modifier, minimum 1) skill points for each HD of the base animal.
Keeps racial bonuses to skills for both creature and base animal.
Keeps base animal's feats, though if humanoid form does not qualify, may not use in humanoid form.
Feats are awarded combining the animal and base creature's levels.
Natural armor class bonus increases by +2 in humanoid form.
Natural armor class in hybrid form is human or animal, whichever is better.
Size in hybrid form is the larger of the base creature and base animal.
Has the base creature's speed in hybrid form.
Hybrid form has a bite and two claw attacks.
Hybrid form can cast spells so long as they do not have a verbal component.
Animal form can cast spells so long as they do not have a verbal or somatic component. (Ask your referee about material components.)
Natural lycanthropes in hybrid and animal form have damage reduction 10/silver.
Afflicted lycanthropes in hybrid and animal form have damage reduction 5/silver.
The wolf's move is 40 feet.
Transforming to werewolf or hybrid gives +2 strength, +4 dexterity, +4 constitution.
Increased strength gives +1 to hit and damage and on grapples, as well as strength checks.
Increased dexterity gives +2 on initiative and reflex saves, as well as dexterity checks.
Increased constitution gives +2 on fortitude saves, as well as constitution checks.
In wolf form, can try to trip on a successful bite.
Two claw attacks 1d4+strength bonus, and one bite at -5 for 1d6+half strength bonus
Hide, listen, move silently, search, spot, survival are class skills.
Free "Track" feat according to system reference documents. +4 when able to use scent.
Monk:
AC Bonus for Wisdom
AC Bonus for level (begins level 5)
Flurry of Blows
Unarmed Strike
Fast Movement (already included)
Bonus Feats (levels 1 2 & 6)
Evasion (level 2)
Fast Movement (level 3)
Still Mind level 3)
Ki Strike (level 4)
Slow Fall (level 4)
Purity of Body (level 5)
Wholeness of Body (level 7)
Improved Evasion (level 9)
Diamond Body (level 11)
Quivering Palm (level 15)
Timeless Body (level 17)
Tongue of Sun and Moon (level 17)
Empty Body (level 19)
Perfect Self (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 8 )
Evasion (level 9)
Camouflage (level 13)
Hide in Plain Sight (level 17)
High wisdom gains bonus spells daily
Favored Enemies:
Animals +4
Outsiders (evil) +2
Undead +4
This ranger chose the wrestling combat track.
Class HP rolled
Level 1: Gestalt 8
Level 2: Gestalt 2
Level 3: Gestalt 6
Level 4: Gestalt 8 +1 to intelligence
Level 5: Gestalt 8
Level 6: Gestalt 8
Level 7: Gestalt 3
Level 8: Gestalt 2 +1 to strength
Level 9: Gestalt 3
Level 10: Gestalt 4
Cornell's Equipment:
53 lb
Weapons / Armor / Shield (from above)
Backpack
Bedroll
Firewood (1 day) x1
Waterskins x1
Spell component pouch
Apperence:


Animal Companion: Wolf
Medium-Size Animal
Hit dice 4d8+8 (26 hit points)
Initiative +3 (Dex)
Speed 50 feet
AC: 17 ( +3 Dex +4 natural)
Attacks: Bite +6 melee (Weapon Finesse);
Damage 1d6+3 (bite);
Special Qualities: Scent
Saves: Fort +6; Ref +7; Will +2
Abilities: Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +4; Listen +6; Move Silently +5; Spot +4; Survival +1;
The animal is entitled to distribute an additional 2 skill points.
Feats: Weapon Finesse (Bite)
Link, share spells
Evasion
Bonus tricks: 2
Bio:The people of Cornell's village are all born with a curse that would have them turned into a creature that was half man and half beast if it weren't for the fact theat their ancestor's sealed away the curse by a magical seal. Due to a rivalry with his best friend Ortega, Cornell set out a journey of travling and esentic training which lasted for one year and Cornell succesfuly aquired the art to unleaseh the power of the manwolf curse. Unkown to him he soon discoverd he could not control the power of the werewolf and is now on a journey to find a way to control the manwolf power.