Anyhow this is what I have so far:
[sblock=Telethel Star Gazer]
[sblock=Game Info]
Race:Elf
Class:Gestalt Magus(Skirnir)/Ranger(Skirmisher)
Level: 1/1
Alignment:
Languages: Common,elven,draconic,orc,aquan
Deity:Gozreh[/sblock]
[sblock=Abilities]
STR:14 +2
DEX:16 +3
CON:10 +0
INT:16 +3
WIS:14 +2
CHA:08 -1[/sblock]
[sblock=Combat]
HP: 10 = [1d10=10] + 0 (CON) + 0 (misc) + 0 (favored class)
AC: 19 = 10 + 3 (armor) + 3 (shield) + 3 (DEX) + 0 (misc)
AC Touch: 13 = 10 + 3 (DEX) + (misc)
AC Flatfooted: 16 = 10 + 3 (armor) + 3 (shield) + 0 (misc)
INIT:+3 = +3 (DEX) + 0 (misc)
BAB: +1 = +1 (ranger)
CMB: +3 = +2 (STR) + 1 (BAB)
CMD: 16 = 10 + 2 (STR) + 3 (DEX) + 1 (BAB)
Fort: +2 = +2 (base) + 0 (CON)
Reflex: +5 = +2 (base) + 3 (DEX)
Will: +4 = +2 (base) + 2 (WILL)
Speed: 30
Damage Reduction:none
Spell Resistance:none
Spell Failure:0%[/sblock]
[sblock=Weapon Stats]
Longsword(melee): +3 = +1 (BAB) + 2 (STR) / DMG = 1d8+2(S), CRIT 19-20x2
vs. human FE : +5 = +1 (BAB) + 2 (STR) / DMG = 1d8+4(S), CRIT 19-20x2
Trident(melee) : +3 = +1 (BAB) + 2 (STR) / DMG = 1d8+2(P), CRIT 20-20x2
Vs. human : +5 = +1 (BAB) + 2 (STR) / DMG = 1d8+4(P), CRIT 20-20x2
Trident(range)
vs. human : +6 = +1 (BAB) + 3 (Dex) / DMG = 1d8+4(P), CRIT 20-20x2 RI 10'
Shield Bash
vs. human : +5 = +1 (BAB) + 2 (STR) / DMG = 1d4+4(B), CRIT 20-20x2
[/sblock]
[sblock=Racial Traits]
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Spirit of the Waters: Some elves have adapted to life in tune with the sea or along the reedy depths of wild rivers and lakes. They gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. They are proficient with longspear, trident, and net. This racial trait replaces elven magic and weapon familiarity racial Traits.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. [/sblock]
[sblock=Class Features]
Weapon and Armor Proficiency: A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor.
Spells
Arcane Pool :4
At 1st level, a skirnir can use his arcane pool to grant an enhancement bonus to a weapon as normal, as well as to his shield, paying the arcane pool cost separately for each. At 5th level and above, he can also add the following shield special abilities: animated, arrow catching, arrow deflection, bashing, blinding, fortification (any), reflecting, spell resistance (any).
Arcane Bond (Su)
At 1st level, a skirnir gains a shield (except for a tower shield) as an arcane bond item. This is identical to the wizard class ability, but the skirnir may only bond with a shield, not a familiar or other item.
Sorcerous Shield (Ex)
At 1st level, skirnirs are proficient with all types of shields, including tower shields, and do not suffer an arcane spell failure chance when casting magus spells while using a shield. They treat their magus levels as their fighter levels for the purpose of qualifying for shield-related feats.
Spellstrike (Su)
At 1st level, a skirnir may use this ability with a weapon or shield bash attack.
Whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Favored Enemies:
Human
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Combat Style Feat (Ex)
At 2nd level, a ranger must select one of two (seven, if styles from Advanced Player's Guide are allowed) combat styles to pursue: archery or two-weapon combat (Note: Advanced Player's Guide adds 5 new combat style options: crossbow, mounted combat, natural weapon, two-handed weapon, and weapon and shield).
The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Weapon and Shield If the Ranger selects weapon and shield [APG] style, he can choose from the following list whenever he gains a combat style feat: Improved Shield Bash, Shield Focus, Shield Slam and Two-Weapon Fighting. At 6th level, he adds Saving Shield [APG] and Shield Master to the list. At 10th level, he adds Bashing Finish [APG] and Greater Shield Focus to the list.
...[/sblock]
[sblock=Feats & Traits]
1st lvl-Improved Shield Bash
You can protect yourself with your shield, even if you use it to attack.
Prerequisite: Shield Proficiency.
Benefit: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.
Normal: Without this feat, a character that performs a shield bash loses the shield's shield bonus to AC until his next turn (see Equipment).
3rd lvl-
Traits:
a)Abendego Spell Piercer or Jenivere Crew
b) not allowed yet[/sblock]
[sblock=Skills]
Skill Ranks: 10 = [6 (class) + 03 (INT)] x 01 (LvL) + 00 (misc) + 01 (Favored Class)
Max Ranks: 01
ACP: -2
Skills:
() = class skill
^ = trained only
Code:
Total Stat Rank CS Misc ACP
+01 = Acrobatics +03 +00 +0 +00 -2 DEX
+03 = Appraise +03 +00 +0 +00 INT
-01 = Bluff -01 +00 +0 +00 CHA
+04 = Climb +02 +01 +3 +00 -2 STR
+03 = Craft:_____ +03 +00 +0 +00 INT
-01 = Diplomacy -01 +00 +0 +00 CHA
+na = Disable Device^ +00 +00 +0 +00 -0 DEX
-01 = Disguise -01 +00 +0 +00 CHA
+03 = Escape Artist +03 +03 +0 +00 -2 DEX
+03 = Fly +03 +00 +0 +00 -0 DEX
+na = Handle Animal^ +00 +00 +0 +00 CHA
+02 = Heal +02 +00 +0 +00 WIS
-01 = Intimidate -01 +00 +0 +00 CHA
+07 = Know:Arcana^ +03 +01 +3 +00 INT
+na = Know:Dungeoneering^ +00 +00 +0 +00 INT
+na = Know:Engineering^ +00 +00 +0 +00 INT
+07 = Know:Geography^ +03 +01 +3 +00 INT
+na = Know:History^ +00 +00 +0 +00 INT
+na = Know:Local^ +00 +00 +0 +00 INT
+07 = Know:Nature^ +03 +01 +3 +00 INT
+na = Know:Nobility^ +00 +00 +0 +00 INT
+na = Know:Planes^ +00 +00 +0 +00 INT
+na = Know:Religion^ +00 +00 +0 +00 INT
+na = Linguistics^ +00 +00 +0 +00 INT
+08 = Perception +02 +01 +3 +02 WIS
+00 = Perform:_____ +00 +00 +0 +00 CHA
+06 = Profession^:Sailor +02 +01 +3 +00 WIS
+03 = Ride +03 +00 +0 +00 -0 DEX
+02 = Sense Motive +02 +00 +0 +00 WIS
+na = Sleight of Hand^ +00 +00 +0 +00 -0 DEX
+na = Spellcraft^ +00 +00 +0 +00 INT
+05 = Stealth +03 +01 +3 +00 -2 DEX
+06 = Survival +02 +01 +3 +00 WIS
+07 = Tracking +01
+08 = Swim +02 +01 +3 +04 -2 STR
+03 = Use Magic Device^ -01 +01 +3 +00 CHA
[/sblock]
[sblock=Spellcasting]
0-2 Disrupt Undead, Prestidigitation
1-1 Color Spray
Spell book
0 level
All magus
1st level
Color Spray
Enlarge Person
Feather Fall
Frostbite
Magic Missile
Shocking Grasp
[/sblock]
[sblock=Equipment]
Code:
Equipment Cost Weight
Longsword 15 4lbs
Trident 15 4lbs
Studded Leather 25 20lbs
MW Heavy Wooden Shield n/a 10lbs
MW Backpack 50 4lbs
Bag, Waterproof 5sp .5lbs
Bedroll 1sp 5lbs
Spellbook, Magus, Travelling 10 1lb
Clothing, Explorer's n/a worn
2 weeks ration Wandermeal 14cp 7lbs
Ink 2 vials 16 ---
Parchment 10 sheets 2 ---
Pouch, Spell Components 5 2lbs
Shield Sconce 1 .5lbs
Torches 3 3cp 3lbs
Total weight carried:63.5 lbs
Treasure: gp, sp, cp Gems:
Carrying Capacity:
light-58lbs or less w/mw backpack 66lbs or less
medium-59lbs - 116lbs 67-133
heavy-117lbs - 175lbs 134-200 [/sblock]
[sblock=Details]
Size:medium
Gender:male
Age:145
Height:6'3"
Weight:135lbs
Hair Color:Blond
Eye Color: piercing green
Skin Color:dark tanned
Appearance:
Demeanor:[/sblock]
[sblock=Background]Always being at home around the water, Telethel has served many roles aboard ship. From lowly sailor to scout, to even served a tour as ship's navigator. [/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=Level Ups]
Level 2
Class:
BAB: +0 to +0
Fort: +0 to +0
Ref: +0 to +0
Will: +0 to +0
Feat:
Class Features:
HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
Skills:
Favored Class Bonus:[/sblock] [/sblock]