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<blockquote data-quote="Lou" data-source="post: 3851701" data-attributes="member: 51567"><p><strong>Mingo Frasse, Water Halfling at Play (Warsling Sniper in Training)</strong></p><p></p><p><strong>Mingo Frasse (female water halfling)</strong></p><p><strong>CL 10</strong> - Halfling Paragon 3 / Cleric 5 (Travel Domain & Water Domain) / Rogue 2 ; Alignment NG</p><p>Wayward Warden of Yondalla (The Protector and Provider)(Church of Heaven) & Cleric of Istishia (The Water Lord)</p><p></p><p>+0 : <strong>STR 10 </strong> (cost 4) -2 Race</p><p>+4 : <strong>DEX 18 </strong> (cost 6) +2 Race; +2 Paragon</p><p>+3 : <strong>CON 16 </strong> (cost 6) +2 Race</p><p>+1 : <strong>INT 12 </strong> (cost 4) </p><p>+3 : <strong>WIS 16 </strong> (cost 6) +1 L4;+1 L8</p><p>+2 : <strong>CHA 14 </strong> (cost 6) </p><p></p><p><strong>HP: 81</strong></p><p>BAB: +7/+2</p><p><strong><u>Melee to 30 ft:</u></strong></p><p>Warsling normal attack: +15/+10 / Damage 1d6+4 (20/x4) +1d6 cold (+skiprock bonus attacks at +13/+8 on 2nd opponent within 5 ft, same damage)</p><p>Warsling RapidShot attacks: +13/+13/+8 Damage/attack 1d6+4 (20/x4) +1d6 cold (+skiprock bonus attacks at +11/+11/+6 on 2nd opponent within 5 ft, same damage, each attack)</p><p>Dagger in hand: +8/+3 / Damage 1d3 (19-20/x2)</p><p>Dagger/Skiprock Thrown: +14/+9 (range 10 ft)/ Damage 1d3+3 (Dagger 19-20/x2)(Skiprock 20/x2-2nd attack upon a hit, -2 on another enemy within 5 ft.)</p><p>Dagger/Skiprock RapidShot: +12/+7 (range 10 ft)/ Damage 1d3+3 (Dagger 19-20/x2)(Skiprock 20/x2-2nd attack upon a hit, -2 on another enemy within 5 ft.)</p><p></p><p>+1 racial bonus on attack rolls against creatures of the fire subtype, including extraplanar creatures from the Elemental Plane of Fire. </p><p>+1d6 damage-sneak attack</p><p></p><p>AC: 26 <span style="font-size: 9px">[10 + 5 (armor) +2 (magic armor) +1 (darkwood shield) +2 (magic shield) + 4 (Dex) + 1 (size) +1 (ring of protection) = 26]</span></p><p>Flat Footed: 22</p><p>Touch: 16 <span style="font-size: 9px">[10 + 4 + 1 +1 (ring)= 16]</span></p><p></p><p>[sblock=Combat Calculations]</p><p>BAB +7/+2 = +2.25 P + 1.5 R + 3.75 C</p><p><u>Melee to 30 ft:</u></p><p><u>Warsling normal attack:</u> +7 BAB +1 race +1 SIZE +1 PBS +4 Dex +1 weapon = +15 / Damage 1d6 +2 race +1 weapon +1 PBS (20/x4) +1d6 cold (+skiprock bonus attack at -2 on 2nd opponent within 5 ft, same damage)</p><p><u>Warsling RapidShot attacks:</u> 1st Attack: +7 BAB +1 race +1 SIZE +1 PBS +4 Dex +1 weapon -2 RS = +13 / Damage 1d6 +2 race +1 weapon +1 PBS (20/x4) +1d6 cold (+skiprock bonus attack at -2 on 2nd opponent within 5 ft, same damage)</p><p> 2nd Attack: +7 BAB +1 race +1 SIZE +1 PBS +4 Dex +1 weapon -2 RS = +13 / Damage 1d6 +2 race +1 weapon +1 PBS+ 1d6 cold (20/x4) (+skiprock bonus attack at -2 on 2nd opponent within 5 ft, same damage)</p><p> 3rd Attack: +2 BAB +1 race +1 SIZE +1 PBS +4 Dex +1 weapon -2 RS = +8 / Damage 1d6 +2 race +1 weapon +1 PBS+ 1d6 cold (20/x4) (+skiprock bonus attack at -2 on 2nd opponent within 5 ft, same damage)</p><p><u>Dagger in hand: </u> +7 BAB +1 SIZE = +8 / Damage d3 (19-20/x2)</p><p> +2 BAB +1 size = +3 / Damage d3 (19-20/x2)</p><p><u>Dagger/Skiprock thrown:</u> +7 BAB +1 race +1 SIZE +4 dex +1 PBS = +14 (range 10 ft)/ Damage d3 +2 race +1 PBS (Dagger 19-20/x2)</p><p> +2 BAB +1 race +1 SIZE +4 dex +1 PBS = +9 (range 10 ft)/ Damage d3 +2 race +1 PBS (Dagger 19-20/x2)</p><p> SKIPROCKS (20/x2) HAVE 2nd attack each upon a hit, -2 on another enemy within 5 ft.</p><p><u>Dagger/Skiprocks RapidShot</u> +7 BAB +1 race +1 SIZE +4 dex +1 PBS -2 RS = +12 (range 10 ft)/ Damage d3 +2 race +1 PBS (19-20/x2) </p><p>Skiprocks (20/x2) HAVE 2nd attack each upon a hit, -2 on another enemy within 5 ft.</p><p>[/sblock]</p><p></p><p><u>Saves</u></p><p><strong>+11 : Fort</strong> (+2/3 RL +1 PL +4.5 CL +3 Con + 2 racial paragon)</p><p><strong>+12 : Ref</strong> (+3.0 RL +1.5 PL +1+2/3 CL +4 Dex + 2 racial paragon)</p><p><strong>+11 : Will</strong> (+2/3 RL +1 PL +4.5 CL +3 Wis + 2 racial paragon)</p><p>+2 morale bonus on saving throws against fear</p><p>-2 on all saving throws against spells, spell-like abilities, and supernatural abilities with the fire subtype or used by creatures of the fire subtype, including extraplanar creatures from the Elemental Plane of Fire. </p><p></p><p></p><p></p><p><u>Description</u></p><p>Mingo is 32 years old, 36" tall, and weighs 31 lbs. She has pale white skin, large black eyes characteristic of water creatures, and waist-length black hair with a bright blue-green sheen in sunlight.</p><p>She dresses in silk or linen, colored light blue when she wants to blend in or red-violet when she wants to stand out, accented with silver. She always wears a pair of black pearl earrings set in silver and multiple rings (one red iron, one platinum, one silver).</p><p>Mingo typically wears a Mithral breastplate covered with either a colored cloak or the yellow-green saffron cloak of the Wayward Wardens of Yondalla. Mingo wears two masterwork daggers on her belt.</p><p>Others may occasionally see that Mingo has a blue-colored tattoo across her back from shoulder to shoulder of a crashing ocean wave, a symbol of Istishia.</p><p></p><p><strong><u>Travelling Companion</u></strong></p><p>Anson, NG Male Human Ranger Level 8 (Age 25; 6' 1"; 195#)</p><p>Short dark curly hair cut straight across his forehead with bushy eyebrows on a square face. He wears clothes in shades of dark brown.</p><p>+4 : STR 16 +2 (Gauntlets) = 18</p><p>+2 : DEX 14 (+1 L4)(+1 L8)</p><p>+3 : CON 16</p><p>+1 : INT 12</p><p>+2 : WIS 14</p><p>-1 : CHA 8</p><p>HP: 72</p><p>BAB +8/+3 (+4 Str, +2 Dex)</p><p>AC 20 <span style="font-size: 9px">10 + 5 (armor) +2 (magic armor) + 1 (Dex) +2 ring</span></p><p>Flat Footed 20 / Touch 14 </p><p>Melee Attacks:</p><p>+2 Long Sword: +13/+8 (d8+6 dam)</p><p>+2 Long Sword/+1 cold iron short sword: +11/+6 (d8+6 dam) and +10/+5 (d6+5 dam)</p><p>Ranged Attacks with MW CLB (+3 str): +11/+6 (d6 +3 dam)</p><p>----v. Undead extra +1 to hit and +2 damage</p><p></p><p>[sblock=Anson Spells, Equipment, Feats, Skills]</p><p>1st-Level Ranger Spells</p><p>• Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls. </p><p>• Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. </p><p>2nd-level Ranger Spell</p><p>• Barkskin: +2 enchanement to natural armor (10min/lvl)</p><p>[sblock=Anson Equipment]</p><p>+2 Mithral Breastplate of Healing (as a healing belt) 15# (AC +5/Dex max +5/AC pen -1)</p><p><span style="font-size: 9px">[Healing Belt (+2 heal checks) 3 charges/day; each charge can be spent to heal the wearer or touched other as a standard action: 1 charge: 2d8; 2 charges: 3d8; 3 charges: 4d8]</span></p><p>Gauntlets of Ogre Power (+2 STR)</p><p>+2 Long Sword</p><p>+1 Cold iron Short Sword</p><p>+2 ring of protection</p><p>+1 amulet of natural armor (not worn)</p><p>Enemy Spirit Pouch (Undead) +1 to hit, +2 dam, +2 Bluff, Listen, Sense Motive, Spot, and Survival checks </p><p>Wand of CLW (gift from Mingo) 44 charges (per post 2410 MR)</p><p>MW Composite Long Bow (+3 Str) (gift from Mingo)</p><p>MW Alchemical sliver long sword</p><p>Arrows (20+20 silver)</p><p></p><p>GP: 306</p><p>[/sblock]</p><p>[sblock=Anson Feats]</p><p>FEATS:</p><p>L1: Combat Reflexes (You may make a number of additional attacks of opportunity equal to your Dexterity bonus. Make attacks of opportunity while flat-footed.)</p><p>BL1: Blind-Fight (In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however. You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.)</p><p>RL1: 1st Favored Enemy—Animal (+2)</p><p>RL1: Track (uses Survival skill)</p><p>RL1: Wild Empathy </p><p>RL2: Combat Style-Two-Weapon Fighting (-4 -4, but -2 -2 with light 2nd weapon)</p><p>L3: Power Attack (On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.)</p><p>RL3: Endurance</p><p>RL4: Animal Companion (+4 Handle Animal skill checks for AC)</p><p>RL5: 2nd Favored Enemy— Elemental (+4)</p><p>RL6: Improved Combat Style-Improved Two-Weapon Fighting (2nd Att with 2nd weapon at -5)</p><p>L6: Cleave (If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.)</p><p>RL7: Woodland Stride</p><p>RL8: Swift tracker</p><p>[/sblock]</p><p>[sblock=Anson's Skills]</p><p>Ranger Skills (6+1+1)*4 + (6+1+1)*6 = 32 + 48 = 80 + 8 L8</p><p>6 : Climb (Str) 3+3=6 (+2 using rope)</p><p>4 : Concentration (Con) 1+3=4 </p><p>2 : Craft (Int)(weaponsmithing) 1+1=2 </p><p>2 : Craft (Int)(armorsmithing) 1+1=2 </p><p>10 : Handle Animal (Cha) 11-1=10 (+2 on wild empathy checks)</p><p>3 : Heal (Wis) 1+2=3 (+2 when wearing his Breastplate)</p><p>1 : Hide (Dex) 0+1=1</p><p>4 : Jump (Str) 1+3=4</p><p>6 : Knowledge (dungeoneering) (Int) 5+1=6 (+2 survival checks underground)</p><p>7 : Knowledge (geography) (Int) 6+1=7 (+2 survival checks)</p><p>9 : Knowledge (nature) (Int) 6+1+2(??)=9 (+2 survival checks outdoors)</p><p>6 : Knowledge (local-Lanbadrig) (Int) 2+1+3 (Landsman) (+2 survival checks on Lanbadrig)</p><p>7 : Listen (Wis) 5+2=7</p><p>5 : Move Silently (Dex) 3+2=5</p><p>13 : Profession (Wis)(gardener) 7+2+4 (Landsman)=13</p><p>9 : Ride (Dex) 5+2+2 (Handle Animals)=9</p><p>6 : Search (Int) 5+1=6</p><p>7 : Spot (Wis) 5+2=7</p><p>13 : Survival (Wis) 11+2=13 (+2 in wild/below ground; +2 tracking; +2 lost; +2 local)</p><p>7 : Swim (Str) 4+3=7</p><p>6 : Use Rope (Dex) 5+1=6</p><p>L8 Survival 1, Handle Animal 1, Swim 1, Kn(geo) 1, Kn(nature) 1, MS 3</p><p>[/sblock]</p><p>[/sblock]</p><p></p><p>Anson's Animal Companion: Mig (Riding Dog)</p><p>[sblock=Mig's Stats]</p><p>Breed: female Boerboel</p><p>Color: solid pale tawny</p><p>Size/Type: Medium Animal (27” at shoulder; 125 lbs)</p><p>Hit Dice: 4d8+11</p><p><strong>HP=35</strong></p><p>Initiative: +3 </p><p>Speed: 40 ft</p><p><strong>AC: 19</strong> <span style="font-size: 9px">(10 +3 Dex, +6 natural)</span></p><p>Flat Footed 16; Touch 13</p><p>Base Attack/Grapple: +3/+6 </p><p>Attack: <strong>Bite +6 melee (1d6+4) </strong> </p><p>Full Attack: Bite +6 melee (1d6+4) </p><p>Space/Reach: 5 ft./5 ft. </p><p>Special Attacks: — </p><p>Special Qualities: Low-light vision, scent </p><p>Saves: Fort +6, Ref +7, Will +2</p><p>Abilities: Str 16, Dex 16, Con 15, Int 2, Wis 12, Cha 6 </p><p>Skills: Jump +9, Listen +5, Spot +5, Swim +4, Survival +3* </p><p>Feats: Alertness, Track(Bonus Feat), Toughness (+3 HP)</p><p></p><p>Amulet of Teamwork (Aid Another is +3 / flanking bonus of +2 dam / +5 to AC for wearer and adj ally 1/d)</p><p></p><p>Skills: Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.</p><p></p><p>Carrying: light up to 114 lbs; medium 115-229.5 lbs; heavy up to 345 lbs</p><p>Can Drag up to 1725 lbs.</p><p></p><p>Special Tricks:</p><p>#1 Attack all (no check)</p><p>#2 Track (no check)</p><p></p><p>Standard Tricks: (DC 10-13=-3)</p><p>Come, Down, Heel, Defend, Guard</p><p>[/sblock]</p><p></p><p>[sblock=Mingo's Cleric Spells & Powers]</p><p><strong>Travel Domain Granted Power</strong> (Su): 5 rounds/day</p><p><span style="font-size: 9px">For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were 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). </span> </p><p></p><p><strong>Water Domain Granted Power</strong> (Su): 5/day</p><p><span style="font-size: 9px">Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier.</span></p><p></p><p>Standard Prepared Spells</p><p>(5+0+0) 0 Level: Create Water; Guidance (x2); Mending; Read Magic</p><p>(3+1+1) 1 Level: Bless; Divine Favor; Endure Elements; Sanctuary + Longstrider</p><p>(2+1+1) 2 Level: Restoration; Shield Other; Spiritual Weapon + Locate Object</p><p>(1+1+1) 3 Level: Prayer; Summon Monster III + Water Breathing</p><p></p><p></p><p>[/sblock]</p><p></p><p>[sblock=Mingo's Equipment]</p><p>+1 Halfling Warsling of Frost (1#)</p><p>+2 mithral breastplate of healing (as healing belt)(7.5#)</p><p><span style="font-size: 9px">[Healing Belt (+2 heal checks) 3 charges/day; each charge can be spent to heal the wearer or touched other as a standard action: 1 charge: 2d8; 2 charges: 3d8; 3 charges: 4d8]</span></p><p>ring of major energy resistance (fire/20) (worn on LH)</p><p>+2 darkwood buckler (1.25#)</p><p>+1 ring of protection (worn on RH)</p><p>Brooch of Avoidance (+4 dodge v. AoO 3/d)</p><p>Floating, watertight handy haversack (5#)</p><p>Wand of CLW (charges: 50-6=44 at post#2410 MR) </p><p>5 skiprocks (1.25# HH/Outside 1)</p><p>10 cold iron skiprocks (2.5# HH/Outside 2)</p><p>20 alchemical silver skiprocks (5# HH/Outside 2)</p><p>MW silver dagger (0.5# hidden under cloak)</p><p>2 MW daggers (1# worn at belt)</p><p>5 thunderstones (5 # HH/Outside 2)</p><p>5 flasks of holy water (5# HH/Outside 2)</p><p>5 sunrods (5# HH/Middle) </p><p>2 silver holy symbols 1. Shil(1# HH/Middle & 1# worn on neck)</p><p>2 platinum rings (spell focus) (worn on LH) (50gp each)</p><p>silver powder for spells (100gp worth HH/middle)</p><p>divination sticks (HH/middle)</p><p>pair of black pearl earrings set in silver (worn) (1050 gp)</p><p>100 ft silk rope (10# HH/middle)</p><p>bedroll w/ silk heavy blanket (2# HH/middle) </p><p>small tent (5# HH/middle)</p><p>MW thieves tools (1# HH/middle)</p><p>spell component pouch (2# worn on belt)</p><p>cleric's vestments (1.5# HH/middle)</p><p>Courtier’s Outfit (1.5# HH/middle)</p><p>Explorer’s Outfit (2# worn)</p><p>Traveler’s outfit (1.25# HH/middle)</p><p>trail rations 10d (HH/middle)</p><p>waterskin (1# HH/middle)</p><p>military saddle for riding dog (20gp 30#)</p><p></p><p>GP: 771</p><p></p><p>total weight 21.25#</p><p>light 24.75 / medium 49.5 / heavy up to 75#</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Mingo's Feats]</p><p>FEATS:</p><p>L1. Point Blank Shot (You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet, including ranged touch spells and energy missiles)</p><p>Campaign Bonus: Sea Dog: Profession (Sailor) 4 levels; Knowledge (local-the sea) 2 levels; use rope 2 levels; swim 2 levels</p><p>RL1: Sneak Attack (1d6), less than 30 ft.</p><p>RL1: Trapfinding Ability</p><p>L3. Precise Shot (You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll, including ranged touch spells and energy missiles)</p><p>L6. Rapid Shot (You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.) </p><p>Campaign Bonus: Halfling Paragon L1: Exotic Weapon Proficiency: Skiprock</p><p>Campaign Bonus: Halfling Paragon L2: Exotic Weapon Proficiency: Halfling Warsling</p><p>L9. Leadership</p><p>RL2: Evasion (Reflex save for half damage yields no damage)</p><p></p><p>Potential Feats:</p><p>Defensive Archery--+4 to AC against AoO for ranged attacks in melee</p><p>Telling Blow--adds sneak attack damage to critical hits</p><p>Yondalla's Sense--Halflings add Wisdom bonus to Initiative</p><p>Sacred Outlaw--add Cleric and Rogue levels to determine turning and sneak attack dice</p><p> (need +2d6 sneak attack)</p><p>Razing Strike--sacrifice spell to add to attack and damage on undead</p><p> (need Cleric Level 6)</p><p>Augment Healing--+2 per level to all healing spells</p><p> (need heal 4)</p><p>Woodland Archer--ranged attack options</p><p></p><p>[/sblock]</p><p></p><p>[sblock=Mingo's Skills]</p><p><u>Mingo's Skills </u> </p><p>1 : Appraise (Int) 0+1 (Int) =1 (+2 weapons)</p><p>5 : Balance (Dex) 1+4 (Dex)=5</p><p>3 : Climb (Str) 0+3 (paragon)=3 (+2 using rope)</p><p>6 : Craft (Weaponsmithing) (Int) 5+1 (Int)=6</p><p>5 : Disable Device (Int) 4+1(int)=5</p><p>9 : Escape Artist (Dex) 5+4(dex)=9 (+2 using rope)</p><p>16 : Hide (Dex) 8+4 (size)+4(dex)=16</p><p>2 : Gather Information (Cha) 0 + 2(Cha)=2 (4 for local—the sea)</p><p>5 : Jump (Str) 0+3 (paragon)+2 (Tumble)=5</p><p>6 : Knowledge (arcana) (Int) 5+1(int)=6 *syn*</p><p>6 : Knowledge (religion) (Int) 5+1(int)=6 *syn* (+2 on turning checks)</p><p>6 : Knowledge (local-the sea) (Int) 3+2 (sea dog)+1(Int)=6 *syn*</p><p>5 : Listen (Wis) 0+2 (race) +3 (Wis)=5</p><p>17 : Move Silently (Dex) 10+3 (paragon) +4 (Dex)=17</p><p>8 : Open Lock (Dex) 4+4(Dex)=8</p><p>7 : Profession (Sailor)(Wis) 0+4 (Sea Dog)+3(Wis)=7</p><p>12 : Search (Int) 11+1 (Int)=12</p><p>8 : Spellcraft (Int) 5+1(int)+2(arcana)=8 *syn*</p><p>7 : Spot (Wis) 4+3 (Wis)=7</p><p>4 : Survival (Wis) 1+3(wis)=4 (+2 following tracks)</p><p>12 : Swim (Str) 2+2(Sea Dog)+8(race)=12 SPECIAL ABILITY AS A WATER HALFLING—Swim 20’ and can take automatically 10 even in rough conditions.</p><p>9 : Tumble (Dex) 5+4(Dex)=9</p><p>2 : Use Magic Device (Cha) 0 +2 (Cha)=2 (+2 scrolls)</p><p>9 : Use Rope (Dex) 3+2(Sea Dog)+4(Dex)=9 *syn* (+2 to bind EA)</p><p></p><p>[sblock=How she got there]</p><p>Rogue skills: Appraise (Int), Balance (Dex) 1, Bluff (Cha), Climb (Str) , Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int) 4, Disguise (Cha), Escape Artist (Dex) 4+1, Forgery (Int), Gather Information (Cha), Hide (Dex) 1, Intimidate (Cha), Jump (Str), Knowledge (local-the sea) (Int) 3, Listen (Wis), Move Silently (Dex) 4, Open Lock (Dex) 4, Perform (Cha), Profession (Wis), Search (Int) 4+7, Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis) 4, Swim (Str), Tumble (Dex) 4+1, Use Magic Device (Cha), and Use Rope 3 (Dex).</p><p>Total: 45 skills @ L1=36+9</p><p></p><p>Cleric Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int) 2+3, Knowledge (history) (Int), Knowledge (religion) (Int) 3+2, Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int) 1+3+1, and Survival (Wis)(Travel Domain).</p><p>Total: 15 skills for L1-5=15</p><p></p><p>Halfling Paragon Skills: Bluff (Cha), Climb (Str), Craft (Weaponsmithing) (Int) 5, Diplomacy (Cha), Hide (Dex) 7, Jump (Str), Listen (Wis), Move Silently (Dex) 6, Perform (Cha), Profession (Wis), Survival (Wis) 1, and Swim (Str) 2</p><p>Total: 21 skills for L1-3=21</p><p>[Next Rogue Level, add skills: Escape Artist 1, Search 7, Tumble 1]</p><p>[/sblock]</p><p></p><p></p><p>[/sblock]</p><p></p><p>[sblock=Mingo's XP]</p><p>Mingo XP 45,000 CL10</p><p></p><p>CL9 starting XP 36,000</p><p><a href="http://" target="_blank">+850 xp</a> for undead on ship</p><p><a href="http://www.enworld.org/showpost.php?p=4036801&postcount=219" target="_blank">+8150 xp</a> for assault on compound and lich (bonus to make next level)</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Lou, post: 3851701, member: 51567"] [b]Mingo Frasse, Water Halfling at Play (Warsling Sniper in Training)[/b] [B]Mingo Frasse (female water halfling)[/B] [B]CL 10[/B] - Halfling Paragon 3 / Cleric 5 (Travel Domain & Water Domain) / Rogue 2 ; Alignment NG Wayward Warden of Yondalla (The Protector and Provider)(Church of Heaven) & Cleric of Istishia (The Water Lord) +0 : [B]STR 10 [/B] (cost 4) -2 Race +4 : [B]DEX 18 [/B] (cost 6) +2 Race; +2 Paragon +3 : [B]CON 16 [/B] (cost 6) +2 Race +1 : [B]INT 12 [/B] (cost 4) +3 : [B]WIS 16 [/B] (cost 6) +1 L4;+1 L8 +2 : [B]CHA 14 [/B] (cost 6) [B]HP: 81[/B] BAB: +7/+2 [B][U]Melee to 30 ft:[/U][/B] Warsling normal attack: +15/+10 / Damage 1d6+4 (20/x4) +1d6 cold (+skiprock bonus attacks at +13/+8 on 2nd opponent within 5 ft, same damage) Warsling RapidShot attacks: +13/+13/+8 Damage/attack 1d6+4 (20/x4) +1d6 cold (+skiprock bonus attacks at +11/+11/+6 on 2nd opponent within 5 ft, same damage, each attack) Dagger in hand: +8/+3 / Damage 1d3 (19-20/x2) Dagger/Skiprock Thrown: +14/+9 (range 10 ft)/ Damage 1d3+3 (Dagger 19-20/x2)(Skiprock 20/x2-2nd attack upon a hit, -2 on another enemy within 5 ft.) Dagger/Skiprock RapidShot: +12/+7 (range 10 ft)/ Damage 1d3+3 (Dagger 19-20/x2)(Skiprock 20/x2-2nd attack upon a hit, -2 on another enemy within 5 ft.) +1 racial bonus on attack rolls against creatures of the fire subtype, including extraplanar creatures from the Elemental Plane of Fire. +1d6 damage-sneak attack AC: 26 [SIZE=1][10 + 5 (armor) +2 (magic armor) +1 (darkwood shield) +2 (magic shield) + 4 (Dex) + 1 (size) +1 (ring of protection) = 26][/SIZE] Flat Footed: 22 Touch: 16 [SIZE=1][10 + 4 + 1 +1 (ring)= 16][/SIZE] [sblock=Combat Calculations] BAB +7/+2 = +2.25 P + 1.5 R + 3.75 C [U]Melee to 30 ft:[/U] [U]Warsling normal attack:[/U] +7 BAB +1 race +1 SIZE +1 PBS +4 Dex +1 weapon = +15 / Damage 1d6 +2 race +1 weapon +1 PBS (20/x4) +1d6 cold (+skiprock bonus attack at -2 on 2nd opponent within 5 ft, same damage) [U]Warsling RapidShot attacks:[/U] 1st Attack: +7 BAB +1 race +1 SIZE +1 PBS +4 Dex +1 weapon -2 RS = +13 / Damage 1d6 +2 race +1 weapon +1 PBS (20/x4) +1d6 cold (+skiprock bonus attack at -2 on 2nd opponent within 5 ft, same damage) 2nd Attack: +7 BAB +1 race +1 SIZE +1 PBS +4 Dex +1 weapon -2 RS = +13 / Damage 1d6 +2 race +1 weapon +1 PBS+ 1d6 cold (20/x4) (+skiprock bonus attack at -2 on 2nd opponent within 5 ft, same damage) 3rd Attack: +2 BAB +1 race +1 SIZE +1 PBS +4 Dex +1 weapon -2 RS = +8 / Damage 1d6 +2 race +1 weapon +1 PBS+ 1d6 cold (20/x4) (+skiprock bonus attack at -2 on 2nd opponent within 5 ft, same damage) [U]Dagger in hand: [/U] +7 BAB +1 SIZE = +8 / Damage d3 (19-20/x2) +2 BAB +1 size = +3 / Damage d3 (19-20/x2) [U]Dagger/Skiprock thrown:[/U] +7 BAB +1 race +1 SIZE +4 dex +1 PBS = +14 (range 10 ft)/ Damage d3 +2 race +1 PBS (Dagger 19-20/x2) +2 BAB +1 race +1 SIZE +4 dex +1 PBS = +9 (range 10 ft)/ Damage d3 +2 race +1 PBS (Dagger 19-20/x2) SKIPROCKS (20/x2) HAVE 2nd attack each upon a hit, -2 on another enemy within 5 ft. [U]Dagger/Skiprocks RapidShot[/U] +7 BAB +1 race +1 SIZE +4 dex +1 PBS -2 RS = +12 (range 10 ft)/ Damage d3 +2 race +1 PBS (19-20/x2) Skiprocks (20/x2) HAVE 2nd attack each upon a hit, -2 on another enemy within 5 ft. [/sblock] [U]Saves[/U] [B]+11 : Fort[/B] (+2/3 RL +1 PL +4.5 CL +3 Con + 2 racial paragon) [B]+12 : Ref[/B] (+3.0 RL +1.5 PL +1+2/3 CL +4 Dex + 2 racial paragon) [B]+11 : Will[/B] (+2/3 RL +1 PL +4.5 CL +3 Wis + 2 racial paragon) +2 morale bonus on saving throws against fear -2 on all saving throws against spells, spell-like abilities, and supernatural abilities with the fire subtype or used by creatures of the fire subtype, including extraplanar creatures from the Elemental Plane of Fire. [U]Description[/U] Mingo is 32 years old, 36" tall, and weighs 31 lbs. She has pale white skin, large black eyes characteristic of water creatures, and waist-length black hair with a bright blue-green sheen in sunlight. She dresses in silk or linen, colored light blue when she wants to blend in or red-violet when she wants to stand out, accented with silver. She always wears a pair of black pearl earrings set in silver and multiple rings (one red iron, one platinum, one silver). Mingo typically wears a Mithral breastplate covered with either a colored cloak or the yellow-green saffron cloak of the Wayward Wardens of Yondalla. Mingo wears two masterwork daggers on her belt. Others may occasionally see that Mingo has a blue-colored tattoo across her back from shoulder to shoulder of a crashing ocean wave, a symbol of Istishia. [B][U]Travelling Companion[/U][/B] Anson, NG Male Human Ranger Level 8 (Age 25; 6' 1"; 195#) Short dark curly hair cut straight across his forehead with bushy eyebrows on a square face. He wears clothes in shades of dark brown. +4 : STR 16 +2 (Gauntlets) = 18 +2 : DEX 14 (+1 L4)(+1 L8) +3 : CON 16 +1 : INT 12 +2 : WIS 14 -1 : CHA 8 HP: 72 BAB +8/+3 (+4 Str, +2 Dex) AC 20 [SIZE=1]10 + 5 (armor) +2 (magic armor) + 1 (Dex) +2 ring[/SIZE] Flat Footed 20 / Touch 14 Melee Attacks: +2 Long Sword: +13/+8 (d8+6 dam) +2 Long Sword/+1 cold iron short sword: +11/+6 (d8+6 dam) and +10/+5 (d6+5 dam) Ranged Attacks with MW CLB (+3 str): +11/+6 (d6 +3 dam) ----v. Undead extra +1 to hit and +2 damage [sblock=Anson Spells, Equipment, Feats, Skills] 1st-Level Ranger Spells • Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls. • Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. 2nd-level Ranger Spell • Barkskin: +2 enchanement to natural armor (10min/lvl) [sblock=Anson Equipment] +2 Mithral Breastplate of Healing (as a healing belt) 15# (AC +5/Dex max +5/AC pen -1) [SIZE=1][Healing Belt (+2 heal checks) 3 charges/day; each charge can be spent to heal the wearer or touched other as a standard action: 1 charge: 2d8; 2 charges: 3d8; 3 charges: 4d8][/SIZE] Gauntlets of Ogre Power (+2 STR) +2 Long Sword +1 Cold iron Short Sword +2 ring of protection +1 amulet of natural armor (not worn) Enemy Spirit Pouch (Undead) +1 to hit, +2 dam, +2 Bluff, Listen, Sense Motive, Spot, and Survival checks Wand of CLW (gift from Mingo) 44 charges (per post 2410 MR) MW Composite Long Bow (+3 Str) (gift from Mingo) MW Alchemical sliver long sword Arrows (20+20 silver) GP: 306 [/sblock] [sblock=Anson Feats] FEATS: L1: Combat Reflexes (You may make a number of additional attacks of opportunity equal to your Dexterity bonus. Make attacks of opportunity while flat-footed.) BL1: Blind-Fight (In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however. You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.) RL1: 1st Favored Enemy—Animal (+2) RL1: Track (uses Survival skill) RL1: Wild Empathy RL2: Combat Style-Two-Weapon Fighting (-4 -4, but -2 -2 with light 2nd weapon) L3: Power Attack (On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.) RL3: Endurance RL4: Animal Companion (+4 Handle Animal skill checks for AC) RL5: 2nd Favored Enemy— Elemental (+4) RL6: Improved Combat Style-Improved Two-Weapon Fighting (2nd Att with 2nd weapon at -5) L6: Cleave (If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.) RL7: Woodland Stride RL8: Swift tracker [/sblock] [sblock=Anson's Skills] Ranger Skills (6+1+1)*4 + (6+1+1)*6 = 32 + 48 = 80 + 8 L8 6 : Climb (Str) 3+3=6 (+2 using rope) 4 : Concentration (Con) 1+3=4 2 : Craft (Int)(weaponsmithing) 1+1=2 2 : Craft (Int)(armorsmithing) 1+1=2 10 : Handle Animal (Cha) 11-1=10 (+2 on wild empathy checks) 3 : Heal (Wis) 1+2=3 (+2 when wearing his Breastplate) 1 : Hide (Dex) 0+1=1 4 : Jump (Str) 1+3=4 6 : Knowledge (dungeoneering) (Int) 5+1=6 (+2 survival checks underground) 7 : Knowledge (geography) (Int) 6+1=7 (+2 survival checks) 9 : Knowledge (nature) (Int) 6+1+2(??)=9 (+2 survival checks outdoors) 6 : Knowledge (local-Lanbadrig) (Int) 2+1+3 (Landsman) (+2 survival checks on Lanbadrig) 7 : Listen (Wis) 5+2=7 5 : Move Silently (Dex) 3+2=5 13 : Profession (Wis)(gardener) 7+2+4 (Landsman)=13 9 : Ride (Dex) 5+2+2 (Handle Animals)=9 6 : Search (Int) 5+1=6 7 : Spot (Wis) 5+2=7 13 : Survival (Wis) 11+2=13 (+2 in wild/below ground; +2 tracking; +2 lost; +2 local) 7 : Swim (Str) 4+3=7 6 : Use Rope (Dex) 5+1=6 L8 Survival 1, Handle Animal 1, Swim 1, Kn(geo) 1, Kn(nature) 1, MS 3 [/sblock] [/sblock] Anson's Animal Companion: Mig (Riding Dog) [sblock=Mig's Stats] Breed: female Boerboel Color: solid pale tawny Size/Type: Medium Animal (27” at shoulder; 125 lbs) Hit Dice: 4d8+11 [B]HP=35[/B] Initiative: +3 Speed: 40 ft [B]AC: 19[/B] [SIZE=1](10 +3 Dex, +6 natural)[/SIZE] Flat Footed 16; Touch 13 Base Attack/Grapple: +3/+6 Attack: [B]Bite +6 melee (1d6+4) [/B] Full Attack: Bite +6 melee (1d6+4) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision, scent Saves: Fort +6, Ref +7, Will +2 Abilities: Str 16, Dex 16, Con 15, Int 2, Wis 12, Cha 6 Skills: Jump +9, Listen +5, Spot +5, Swim +4, Survival +3* Feats: Alertness, Track(Bonus Feat), Toughness (+3 HP) Amulet of Teamwork (Aid Another is +3 / flanking bonus of +2 dam / +5 to AC for wearer and adj ally 1/d) Skills: Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent. Carrying: light up to 114 lbs; medium 115-229.5 lbs; heavy up to 345 lbs Can Drag up to 1725 lbs. Special Tricks: #1 Attack all (no check) #2 Track (no check) Standard Tricks: (DC 10-13=-3) Come, Down, Heel, Defend, Guard [/sblock] [sblock=Mingo's Cleric Spells & Powers] [B]Travel Domain Granted Power[/B] (Su): 5 rounds/day [SIZE=1]For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were 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). [/SIZE] [B]Water Domain Granted Power[/B] (Su): 5/day [SIZE=1]Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier.[/SIZE] Standard Prepared Spells (5+0+0) 0 Level: Create Water; Guidance (x2); Mending; Read Magic (3+1+1) 1 Level: Bless; Divine Favor; Endure Elements; Sanctuary + Longstrider (2+1+1) 2 Level: Restoration; Shield Other; Spiritual Weapon + Locate Object (1+1+1) 3 Level: Prayer; Summon Monster III + Water Breathing [/sblock] [sblock=Mingo's Equipment] +1 Halfling Warsling of Frost (1#) +2 mithral breastplate of healing (as healing belt)(7.5#) [SIZE=1][Healing Belt (+2 heal checks) 3 charges/day; each charge can be spent to heal the wearer or touched other as a standard action: 1 charge: 2d8; 2 charges: 3d8; 3 charges: 4d8][/SIZE] ring of major energy resistance (fire/20) (worn on LH) +2 darkwood buckler (1.25#) +1 ring of protection (worn on RH) Brooch of Avoidance (+4 dodge v. AoO 3/d) Floating, watertight handy haversack (5#) Wand of CLW (charges: 50-6=44 at post#2410 MR) 5 skiprocks (1.25# HH/Outside 1) 10 cold iron skiprocks (2.5# HH/Outside 2) 20 alchemical silver skiprocks (5# HH/Outside 2) MW silver dagger (0.5# hidden under cloak) 2 MW daggers (1# worn at belt) 5 thunderstones (5 # HH/Outside 2) 5 flasks of holy water (5# HH/Outside 2) 5 sunrods (5# HH/Middle) 2 silver holy symbols 1. Shil(1# HH/Middle & 1# worn on neck) 2 platinum rings (spell focus) (worn on LH) (50gp each) silver powder for spells (100gp worth HH/middle) divination sticks (HH/middle) pair of black pearl earrings set in silver (worn) (1050 gp) 100 ft silk rope (10# HH/middle) bedroll w/ silk heavy blanket (2# HH/middle) small tent (5# HH/middle) MW thieves tools (1# HH/middle) spell component pouch (2# worn on belt) cleric's vestments (1.5# HH/middle) Courtier’s Outfit (1.5# HH/middle) Explorer’s Outfit (2# worn) Traveler’s outfit (1.25# HH/middle) trail rations 10d (HH/middle) waterskin (1# HH/middle) military saddle for riding dog (20gp 30#) GP: 771 total weight 21.25# light 24.75 / medium 49.5 / heavy up to 75# [/sblock] [sblock=Mingo's Feats] FEATS: L1. Point Blank Shot (You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet, including ranged touch spells and energy missiles) Campaign Bonus: Sea Dog: Profession (Sailor) 4 levels; Knowledge (local-the sea) 2 levels; use rope 2 levels; swim 2 levels RL1: Sneak Attack (1d6), less than 30 ft. RL1: Trapfinding Ability L3. Precise Shot (You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll, including ranged touch spells and energy missiles) L6. Rapid Shot (You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.) Campaign Bonus: Halfling Paragon L1: Exotic Weapon Proficiency: Skiprock Campaign Bonus: Halfling Paragon L2: Exotic Weapon Proficiency: Halfling Warsling L9. Leadership RL2: Evasion (Reflex save for half damage yields no damage) Potential Feats: Defensive Archery--+4 to AC against AoO for ranged attacks in melee Telling Blow--adds sneak attack damage to critical hits Yondalla's Sense--Halflings add Wisdom bonus to Initiative Sacred Outlaw--add Cleric and Rogue levels to determine turning and sneak attack dice (need +2d6 sneak attack) Razing Strike--sacrifice spell to add to attack and damage on undead (need Cleric Level 6) Augment Healing--+2 per level to all healing spells (need heal 4) Woodland Archer--ranged attack options [/sblock] [sblock=Mingo's Skills] [U]Mingo's Skills [/U] 1 : Appraise (Int) 0+1 (Int) =1 (+2 weapons) 5 : Balance (Dex) 1+4 (Dex)=5 3 : Climb (Str) 0+3 (paragon)=3 (+2 using rope) 6 : Craft (Weaponsmithing) (Int) 5+1 (Int)=6 5 : Disable Device (Int) 4+1(int)=5 9 : Escape Artist (Dex) 5+4(dex)=9 (+2 using rope) 16 : Hide (Dex) 8+4 (size)+4(dex)=16 2 : Gather Information (Cha) 0 + 2(Cha)=2 (4 for local—the sea) 5 : Jump (Str) 0+3 (paragon)+2 (Tumble)=5 6 : Knowledge (arcana) (Int) 5+1(int)=6 *syn* 6 : Knowledge (religion) (Int) 5+1(int)=6 *syn* (+2 on turning checks) 6 : Knowledge (local-the sea) (Int) 3+2 (sea dog)+1(Int)=6 *syn* 5 : Listen (Wis) 0+2 (race) +3 (Wis)=5 17 : Move Silently (Dex) 10+3 (paragon) +4 (Dex)=17 8 : Open Lock (Dex) 4+4(Dex)=8 7 : Profession (Sailor)(Wis) 0+4 (Sea Dog)+3(Wis)=7 12 : Search (Int) 11+1 (Int)=12 8 : Spellcraft (Int) 5+1(int)+2(arcana)=8 *syn* 7 : Spot (Wis) 4+3 (Wis)=7 4 : Survival (Wis) 1+3(wis)=4 (+2 following tracks) 12 : Swim (Str) 2+2(Sea Dog)+8(race)=12 SPECIAL ABILITY AS A WATER HALFLING—Swim 20’ and can take automatically 10 even in rough conditions. 9 : Tumble (Dex) 5+4(Dex)=9 2 : Use Magic Device (Cha) 0 +2 (Cha)=2 (+2 scrolls) 9 : Use Rope (Dex) 3+2(Sea Dog)+4(Dex)=9 *syn* (+2 to bind EA) [sblock=How she got there] Rogue skills: Appraise (Int), Balance (Dex) 1, Bluff (Cha), Climb (Str) , Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int) 4, Disguise (Cha), Escape Artist (Dex) 4+1, Forgery (Int), Gather Information (Cha), Hide (Dex) 1, Intimidate (Cha), Jump (Str), Knowledge (local-the sea) (Int) 3, Listen (Wis), Move Silently (Dex) 4, Open Lock (Dex) 4, Perform (Cha), Profession (Wis), Search (Int) 4+7, Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis) 4, Swim (Str), Tumble (Dex) 4+1, Use Magic Device (Cha), and Use Rope 3 (Dex). Total: 45 skills @ L1=36+9 Cleric Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int) 2+3, Knowledge (history) (Int), Knowledge (religion) (Int) 3+2, Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int) 1+3+1, and Survival (Wis)(Travel Domain). Total: 15 skills for L1-5=15 Halfling Paragon Skills: Bluff (Cha), Climb (Str), Craft (Weaponsmithing) (Int) 5, Diplomacy (Cha), Hide (Dex) 7, Jump (Str), Listen (Wis), Move Silently (Dex) 6, Perform (Cha), Profession (Wis), Survival (Wis) 1, and Swim (Str) 2 Total: 21 skills for L1-3=21 [Next Rogue Level, add skills: Escape Artist 1, Search 7, Tumble 1] [/sblock] [/sblock] [sblock=Mingo's XP] Mingo XP 45,000 CL10 CL9 starting XP 36,000 [url=]+850 xp[/url] for undead on ship [url=http://www.enworld.org/showpost.php?p=4036801&postcount=219]+8150 xp[/url] for assault on compound and lich (bonus to make next level) [/sblock] [/QUOTE]
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