Oh man, that took a long time. I went with Fighter as Rashak's main class, and took a lot of 1st levels in other classes...
Rashak Varin
Male Human
Barbarian 1/Bard 1/Cloistered Cleric 1/Favored Soul 1/Fighter 4/Rogue 1/Spirit Shaman 1/Dervish 5
(Level 10 with 5 Gestalt Classes)
Alignment: Chaotic Neutral
Height: 5'11"
Weight: 170 lb.
Hair: Black
Skin: Bronze
Eyes: Black
Age: 17
Region: Drow Elf
Deity: Tymora
Experience: 45,000
Str: 22 (+6) [17, +2 levels, +3 Belt]
Dex: 17 (+3) [14, +3 gloves]
Con: 16 (+3) [16]
Int: 13 (+1) [13]
Wis: 13 (+1) [13]
Cha: 12 (+1) [12]
Rolled Stats: 12, 13, 13, 14, 16, 17 = 43 point
Hit Dice: 1d12 +9d10 +30
HP: 105
AC: 25, touch 25, flat 22 (29 vs AoOs, +1 vs Traps) [+9 Class Defense Bonus, +2 Dervish AC Bonus, +3 Dex, +1 Ring]
Init: +7 (+3 Dex, +4 Improved Initiative)
Speed: 50 ft [Base 40 (Barbarian) +10 enhancement (Dervish)]
Armor Check Penalty: -0
Saves:
Fort +19 [+14 base, +3 Con, +2 vest]
Ref +17 [+12 base, +3 Dex, +2 vest]
Will +17 [+14 base, +1 Wis, +2 vest]
BAB: +10
Grapple: +14
Melee Atk (Two-handed): +19 (1d6+13, 18-20/x2, +2 scimitar)
Ranged Atk: +16 (1d8+6, x3, 110r, composite longbow [+6 Str bonus])
Full Atk (Two-handed): +19/+14 (1d6+13, 18-20/x2, +2 scimitar)
Full Atk (TWF): +17/+12 (1d6+10, 18-20/x2, +2 scimitar) and +17/+12 (1d6+7, 18-20/x2, +2 scimitar)
Full Atk (Whirling Frenzy, two-handed): +21/+16 (1d6+16, 18-20/x2, +2 scimitar)
Full Atk (Whirling Frenzy, TWF): +19/+14 (1d6+12, 18-20/x2, +2 scimitar) and +19/+14 (1d6+8, 18-20/x2, +2 scimitar)
Full Atk (Whirling Frenzy w/ extra attack, two-handed): +19/+19/+14 (1d6+16, 18-20/x2, +2 scimitar)
Full Atk (Whirling Frenzy w/ extra attack, TWF): +17/+17/+12 (1d6+12, 18-20/x2, +2 scimitar) and +17/+12 (1d6+8, 18-20/x2, +2 scimitar)
Full Atk (Dervish Dance, two-handed): +22/+17 (1d6+16, 18-20/x2, +2 scimitar)
Full Atk (Dervish Dance, TWF): +20/+15 (1d6+13, 18-20/x2, +2 scimitar) and +20/+15 (1d6+10, 18-20/x2, +2 scimitar)
Ranged Full Atk: +16/+11 (1d8+6, x3, 110r, +1 composite longbow [+6 Str bonus])
Skills:
Balance +10 [5 ranks, +3 Dex, +2 Tumble]
Bluff +6 [5 ranks, +1 Cha]
Climb +15 [7 ranks, +6 Str, +2 kit]
Diplomacy +12 [7 ranks, +1 Cha, +2 Bluff, +2 Sense Motive]
Disguise +3 [0 ranks, +1 Cha, +2 Bluff]
Hide +13 [5 ranks, +3 Dex, +5 Cloak of Elvenkind]
Intimidate +3 [0 ranks, +1 Cha, +2 Bluff]
Jump* +21 [5 ranks, +6 Str, +8 speed, +2 Tumble]
Listen +15 [12 ranks, +1 Wis, +2 Alertness]
Move Silently +13 [5 ranks, +3 Dex, +5 Boots of Elvenkind]
Perform (dance)* +13 [12 ranks, +1 Cha]
Sense Motive +6 [5 ranks, +1 Wis]
Sleight of Hand +5 [0 ranks, +3 Dex, +2 Bluff]
Spot +15 [7 ranks, +1 Wis, +2 Alertness, +5 Eyes of the Eagle]
Survival +6 [5 ranks, +1 Wis]
Swim +7 [1 ranks, +6 Str]
Tumble* +18 [13 ranks, +3 Dex, +2 Jump]
*Takes 10 on Jump, Perform (dance), and Tumble
Feats:
Combat Expertise [Human]
Dodge [Level 1]
Mobility [Fighter 1]
Weapon Focus (Scimitar) [Fighter 2]
Two-Weapon Fighting [Level 3]
Alertness [Spirit Shaman 1]
Weapon Specialization (Scimitar) [Fighter 4]
Improved Initiative [Level 6]
Spring Attack [Dervish 3]
Cleave (while in dervish dance) [Dervish 4]
Improved Two-Weapon Fighting [Level 9]
Special Ability - Keensight and Blindsense 60': Rashak sees four times as well as a human in shadowy illumination and twice as well in normal light, and has darkvision out to 120'. When Rashak concentrates he gains Blindsense 60', When using blindsense, Rashak does not need to make Spot or Listen checks to pinpoint creatures within 60'. Opponents Rashak cannot see still have total concealment against him. Rashak can use his blindsense ability 2/day (wisdom modifier x2), and it lasts 10 rounds (character level).
Languages
Base: Common
Region: Elven, Undercommon
Bonus: Drow Sign
Bard Spells:
Spells per day: 2
DC: 10 + spell level + 1 Cha
Spells Known:
0 (DC 11): dancing lights, lullaby, mage hand, prestidigitation
Favored Soul Spells:
Spells per day: 5/4
DC: 10 + spell level + 1 Wis
Spells Known:
0 (DC 11): cure minor wounds, detect magic, detect poison, resistance
1 (DC 12): lesser vigor (CD 186), obscuring mist, wieldskill (MoF 134)
Spirit Shaman Spells:
Spells per day: 3/3
DC: 10 + spell level + 1 Cha
Spells Retrieved:
0 (DC 11): cure minor wounds, know direction, purify food and drink
1 (DC 12): lesser vigor (CD 186)
Cloistered Cleric Spells:
Spells per day: 3/2+d
DC: 10 + spell level + 1 Wis
Spells Prepared:
0 (DC 11): create water, light, message
1 (DC 12): comprehend languages, entropic shield (d), unseen servant
Equipment: (50,000 gp starting)
weapons
- +2 scimitar [8,315 gp, 4 lb] x2
- scimitar, alchemical silver [105 gp, 4 lb] x2
- scimitar, cold iron [30 gp, 4 lb] x2
- composite longbow (+6 Str) [700 gp, 3 lb]
- arrows (20) [1 gp, 3 lb] x2
- arrows, alchemical silver (20) [21 gp, 3 lb]
- arrows, cold iron (20) [2 gp, 3 lb]
- hand crossbow [- gp, 2 lb] (regional equipment)
- hand crossbow bolts (10) [- gp, 1 lb] x2 (regional equipment)
worn
- eyes of the eagle [2,500 gp, - lb]
- cloak of elvenkind [2,500 gp, - lb]
- vest of resistance +2 [4,000 gp, - lb]
- belt of giant strength +3 [9,000 gp, - lb]
- gloves of dexterity +3 [9,000 gp, - lb]
- ring of deflection +1 [2,000 gp, - lb]
- boots of elvenkind [2,500 gp, - lb]
- explorer's outfit [- gp, - lb]
- signal whistle [8 sp, - lb]
backpack [2 gp, 2 lb]
- bedroll [1 sp, 5 lb]
- rope, silk (50 ft) [10 gp, 5 lb]
- rations [5 sp, 1 lb] x4
- sack [1 sp, 1/2 lb]
- waterskin [1 gp, 4 lb] x4
- sunrod [2 gp, 1 lb]
- climber's kit [80 gp, 5 lb]
- 774 gp in gems and coins [1 lb]
Total Weight: 82.5# (Light 173/Medium 346/Heavy 520)
***
Class and Racial Features:
Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spot (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Weapon and Armor Proficiency: All simple and martial weapons plus the hand crossbow and whip. All armor (heavy, medium, and light) and shields (including tower shields).
Barbarian Fast Movement (Ex): A barbarian's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load.
Whirling Frenzy (Ex) (UA p66): +4 bonus to Strength, a +2 dodge bonus to AC, +2 dodge bonus on Reflex saves, for up to 8 rounds (3 + newly improved Con modifier). While in a whirling frenzy, a barbarian may make one extra attack in a round at his highest base bonus, but this attack takes a -2 penalty. After the whirling frenzy, the barbarian is fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter.
Sneak Attack: Rashak's attack deals +1d6 extra damage any time his target is denied a Dexterity bonus to AC or when he flanks his target. Ranged attacks can count as sneak attacks if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage.
Trapfinding: Rashak can use the Search skill to locate traps when the task has a Difficulty Class higher than 20, and can use the Disable
Device skill to disarm magic traps.
Bard Spells: A bard casts arcane spells from the Bard spell list without preparation. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.
Bardic Knowledge: Rashak may make a special bardic knowledge check with a +3 bonus (bard level + cloistered cleric level + his Int mod) to see whether he knows some relevant
information about local notable people, legendary items, or noteworthy places.
Bardic Music: Once per day (1/bard level), a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn't require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrollls), or activate magic items by magic word (such as wands).
Countersong (Su): A bard with 3 or more ranks in a Perform skill can counter magical effects that depend on sound. Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by a sonic or language-dependent magical effect may use the bard's Perform check result in place of its saving throw if the Perform check result is higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform check result for the save. Countersong has no effect against effects that don't allow saves. The bard may keep up the countersong for 10 rounds.
Fascinate (Sp): A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause 4 creatures (1 + 1/3 levels beyond 1st) to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature's Will
save against the effect. If a creature's saving throw succceeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Fascinate is an enchantment (compulsion), mind-affecting ability.
Inspire Courage (Su): A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability.
Favored Soul Spells: A favored soul casts divine spells which are drawn from the cleric spell list. He can cast any spell he knows without preparing it ahead of time. To cast a spell, a favored soul must have a Charisma score of 10 + the spell's level. The DC is 10 + the spell's level + the favored soul's Wisdom modifier.
Spirit Shaman Spells: A spirit shaman casts divine spells which are drawn from the druid spell list. He can cast any spell he has retrieved without preparation. To retrieve or cast a spell, a spirit shaman must have a Wisdom score of 10 + the spell's level. The DC is 10 + the spell's level + the favored soul's Charisma modifier.
Spirit Guide: All spirit shamans have a spirit guide. Unlike a familiar, a spirit guide is not a separate entity from the spirit shaman. He is the only one who can perceive or interact with her guide. It exists only inside his own mind and soul. Rashak's spirit guide is a hawk, representing awareness.
Wild Empathy (Ex): A spirit shaman can improve the attitude of an animal. This ability functions like a Diplomacy check made to improve the attitude of a person. The spirit shaman rolls 1d20 and adds his spirit shaman level and his Charisma modifier to determine the wild empathy check result.
Aura (Ex): Chaos. A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment.
Lore: This cloistered cleric ability is identical to the bard's bardic knowledge class feature.
Cloistered Cleric Spells: A cloistered cleric casts divine spells which are drawn from the cleric spell list. He must choose and prepare his spells in
advance. To prepare or cast a spell, a cloistered cleric must have a Wisdom score of 10 + the spell's level. The DC is 10 + the spell's level + the favored soul's Wisdom modifier. Clerics of Tymora pray for their spells in the morning.
Cloistered Cleric Spell List: As a cloistered cleric, Rashak gains the following spells to his cleric spell list: 0 - message; 1 - erase, identify, unseen servant
Deity, Domains, and Domain Spells: Rashak worships Tymora, and has chosen the Luck and Travel domains. Cloistered clerics also gain the Knowledge Domain.
Knowledge Domain Granted Power: Rashak casts divination spells at +1 caster level.
Luck Domain Granted Power (Ex): Once a day, Rashak can reroll one roll he just made. He must take the result of the reroll, even if it's worse than the original roll.
Travel Domain Granted Power (Su): For a total time per day of 1 round per cleric level, Rashak can act normally regardless of magical effects that impede his movement as if affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time (a cure spell is any spell with "cure" in its name).
Turn or Rebuke Undead (Su): A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. Rashak may attempt to turn undead a 4 times per day (3 + Cha mod).
Dervish AC Bonus: Rashak gains a +2 bonus to Armor Class as long as he is wearing no armor or light armor and not carrying a shield. This bonus to AC applies even against touch attacks or when Rashak is flat-footed.
Dervish Dance (Ex): Rashak can perform a dervish dance three times a day, for 6 rounds (1 round for every two ranks of Perform (dance)), but only once per encounter. He gains a +3 bonus to attack and damage (+1 at 1st level and +1 every odd-numbered level thereafter) while in a dervish dance. While in this dervish dance, Rashak can take a full attack action (melee attacks with slashing weapons only) and still move up to his speed. Rashak must move a minimum of 5 feet between each attack when using this ability, and he cannot return to a square he just exited. Rashak is subject to attacks of opportunity while dancing, but may tumble normally as part of his move. Rashak cannot perform a dervish dance in armor heavier than light or if using a shield. While dancing, Rashak cannot use skills or abilities that involve concentration or require him to remain still. Rashak cannot perform a dervish dance while under the effect of a rage or frenzy ability. Fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter.
Movement Mastery (Ex): Rashak takes 10 on Jump, Perform (dance), and Tumble checks, even if stress and distraction would normally prevent him from doing so.
Slashing Blades: Rashak treats the scimitar as a light weapon.
Dervish Fast Movement (Ex): Rashak gains a +10 ft enhancement bonus to his speed. This benefit applies only when he is wearing no armor or light armor, and not carrying a medium or heavy load.
Dance of Death: Rashak gains the benefit of the Cleave feat while performing a dervish dance. He does not have to move 5 feet before making the extra attack granted by this ability.
Defense Bonus: +9 Class Defense Bonus (Unearthed Arcana, Table 4-1, p110)
***
Level by level progression:
Level 1: Barbarian 1/Rogue 1
- +1 BAB, +2-1/2 Fort, +2-1/2 Ref, +1/3 Will
- Fast Movement, Whirling Frenzy 1/day
- Sneak Attack +1d6
- Trapfinding
- Human Feat: Combat Expertise
- Level 1 Feat: Dodge
- Skills ((8+2)x4): Bluff +4, Climb +4, Diplomacy +4, Hide +4, Listen +4, Move Silently +4, Perform (dance) +4, Sense Motive +4, Spot +4, Tumble +4
Level 2: Fighter 1/Bard 1
- +1 BAB, +2-1/2 Fort, +2-1/2 Ref, +2-1/2 Will
- Fighter 1 Feat: Mobility
- Evasion
- Skills (6+2): Bluff +1, Climb +1, Hide +1, Listen +1, Move Silently +1, Perform (dance) +1, Spot +1, Tumble +1
Level 3: Fighter 2/Favored Soul 1
- +1 BAB, +2-1/2 Fort, +2-1/2 Ref, +2-1/2 Will
- Fighter 2 Feat: Weapon Focus (Scimitar)
- Sneak Attack +2d6
- Trap Sense +1
- Level 3 Feat: Two-Weapon Fighting
- Skills (2+2): Climb +1, Diplomacy +1, Jump +1, Sense Motive +1
Level 4: Fighter 3/Spirit Shaman 1
- +1 BAB, +2-1/2 Fort, +1/3 Ref, +2-1/2 Will
- Uncanny Dodge
- Skills (4+2): Diplomacy +1, Listen +2, Spot +2, Swim +1
Level 5: Fighter 4/Cloistered Cleric 1
- +1 BAB, +2-1/2 Fort, +1/3 Ref, +2-1/2 Will
- Fighter 4 Feat: Weapon Specialization (Scimitar)
- Sneak Attack +3d6
- Skills (6+2): Climb +1, Diplomacy +1, Jump +1, Survival +5
Level 6: Dervish 1
- +1 BAB, +1/3 Fort, +2-1/2 Ref, +2-1/2 Will
- +1 AC Bonus
- Dervish Dance 1/day, movement mastery, slashing blades
- Level 6 Feat: Improved Initiative
- Skills (4+2): Balance +1, Jump +1, Listen +1, Perform (dance) +1, Tumble +2
Level 7: Dervish 2
- +1 BAB, +1/3 Fort, +1/2 Ref, +1/2 Will
- Fast movement +5 ft.
- Skills (4+2): Balance +1, Listen +1, Perform (dance) +2, Swim +1, Tumble +1
Level 8: Dervish 3
- +1 BAB, +1/3 Fort, +1/2 Ref, +1/2 Will
- Dervish Level 3: Spring Attack
- Skills (4+2): Balance +1, Jump +1, Listen +1, Perform (dance) +1, Tumble +2
Level 9: Dervish 4
- +1 BAB, +1/3 Fort, +1/2 Ref, +1/2 Will
- Level 9 Feat: Improved Two-Weapon Fighting
- Skills (4+2): Balance +1, Listen +1, Perform (dance) +2, Swim +1, Tumble +1
Level 10: Dervish 5
- +1 BAB, +1/3 Fort, +1/2 Ref, +1/2 Will
- Skills (4+2): Balance +1, Jump +1, Listen +1, Perform (dance) +1, Tumble +2
Total: +10 BAB, +14 Fort, +12 Ref, +14 Will
***
Description
Rashak is a well-muscled, darkly handsome man. His hair is the darkest black, almost blue. His skin is strangely bronzed, much like that of a deeply tanned southerner. And his eyes are as black as any you've seen. Most of his clothing is also black. Even the pommels of his scimitars are wrapped in black cloth. Rashak wears no armor. Weapons, mostly scimitars, are strapped all over him. In the early dawn or darkest twilight, you might catch him spinning in the black night, slashing his scimitars through the night air, perfecting his deadly choreography.
Background
Rashak was born a slave in the Underdark. He learned of Tymora as a young child from his fellow slaves, and started worshipping her early. He was a spirited child, and often struggled or fought with his drow captors. The drow did not kill him, however, as he was a young child and he had the physical potential to be a good slave. He just needed to be broken in. As punishment, he was often kept in complete darkness. In the utter blackness of the Underdark, Rashak started to develop extraordinary senses. Perhaps he has some dragon blood in him. Whatever the reason, Rashak gained the Keen Senses, and when he concentrates, the Blindsense, of a dragon.
When the slavemasters were not around, Rashak would practice his skills, training his body to be strong, fast, and evasive. His moment came one day while laboring in the mushroom fields. A raging umber hulk broke through the cavern walls. The distraction was enough for Rashak to escape. Rashak was fast, faster than his pursuers. And to the slavemaster's surprise, Rashak kept going, into the deep darkness. It was Rashak's enhanced senses, combined with his great speed, that enabled him to escape and survive.
With nowhere else to go, Rashak circled around and went back to the drow city of his masters. Hiding amongst the masses, Rashak survived and continued to train. Fearing he might be spotted, he travelled to another drow city as soon as he could. Then another, and another, moving further from his former slavemasters. Along the way he continued to practice his skills and developed a combat style that combined his assets - strength, speed, and quickness. Rashak left his life as an escaped slave/street urchin, and took up a career as a mercenary. He has an abiding hatred for slavery, but has learned to disguise his feelings when dealing with the denizens of the Underdark.
After a time, Rashak's curiousity about the surface world got the better of him. Wanting to learn more about his human heritage, Rashak has been travelling across the earth of the Flanaess, seeing the great civilizations of the sunlit world.