Mad Hatter
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Ganshinji Quick-Axe Illum na’Altair Holyfire
Male Human
Ranger 9/ Horizon Walker 2
Chaotic Neutral
Size: M (6’2’’, 180 lb.)
HD: 11d8+ 33
HP: 86
Initiative: +4
Speed: 30 ft.
AC: 20 (+4 Dex, +5 armor, +1 Ring of Pro, [+5 natural armor])
XP:
Attributes:
Str: 14 (+2)
Dex: 18 (+4)
Con: 16 (+3)
Int: 14 (+2)
Wis: 14 (+2)
Cha: 12 (+1)
Base Attack Bonus: +11/+6/+1
Grapple: +13 (11 BAB + 2 mod)
Attacks:
Full Attack w/Rapid Shot:
+2 Flaming Hand-axe (+13) +13/+8/+3 1d8+4+1d6 x3
+1 Flaming Hand-axe +12/+7 1d6+2+1d6 x3
+1 Returning, Throwing Axe +12 1d6+3 x2
Full Attack w/o Rapid Shot:
+2 Flaming Hand-axe (+15) +15/+10/+5 1d8+4+1d6 x3
+1 Flaming Hand-axe +14/+9 1d6+2+1d6 x3
Saves:
Fort: +13 (+9 base, +3 mod, +1 magic)
Ref: +11 (+6 base, +4 mod, +1 magic)
Will: +6 (+3 base, +2 mod, +1 magic)
Skills:
Concentration: +9 (6 C + 3 mod)
Craft (alchemy): +14 (12 C + 2 mod)
Climb: +13 (11 C + 2 mod)
Handle Animal: +11 (10 C + 1 mod)
Hide: 18 (10 C + 4 mod + 4 misc)
Knowledge (Dungeoneering): +7 (5 C + 2 mod)
Knowledge (Geopgraphy): +15 (13 C + 2 mod)
Knowledge (Nature): +15 (13 C + 2 mod)
Knowledge (Planes): +7 (5 C + 2 mod)
Move Silently: +14 (10 C + 4 mod)
Spot: +15 (8 C + 2 mod + 5 misc)
Survival: +15 (8 C + 2 mod + 5 misc)
Use Rope: +13 (9 C + 4 mod)
Feats:
Quickdraw (human bonus)
Weapon Finesse (1st lvl)
Point Blank Shot (3rd lvl)
Precise Shot (6th lvl)
Rapid Shot (9th lvl)
Class Abilities:
1st Favored Enemy: Aberration +4
2nd Favored Enemy: Elves +2
Combat Syle: Two Weapon Fighting
Endurance
Animal Companion
Improved Combat Style: Improved Two-Weapon Fighting
Woodland Stride
Swift Tracker
Evasion
Track
Wild Empathy
Terrain Mastery: Forest
Terrain Mastery: Desert
Spells:
1st lvl- 2
2nd lvl- 1
Racial Abilities:
Bonus feat at 1st level
4 extra skill points at 1st level
1 extra skill point every level after 1st
Languages:
Common
Elven
Dwarven
Equipment:
+2 Flaming Hand-axe (18310 gp) [6 lbs]
+1 Flaming Handaxe (62310 gp) [3 lbs]
+1 Returning Throwing axe (8310) [2 lbs]
+1 Chainshirt (1100 gp) [25 lbs]
Circlet of Charisma +2 (4000 gp) [--]
Cloak of Resistance +1 (1000 gp)
Boots of SPD (12000)
Ring of Protection +1 (2000) [--]
Wand : Cure light wounds- 50 charges (750) [1 lb]
Vials: Warpaint (18 doses), (9000 gp)*
Holyfire Archon Signet Ring (--) ***
Backpack (2 gp) [2 lbs]
Skinning Knife (2 gp) [1 lb]
Bedroll and Tent (10 gp) [25 lbs]
Small Steel Mirror (10 gp) [1/2 lb]
Flint and Steel (1 gp) [--]
10-Fishing Hooks (1 gp) [--]
Grappling Hook ( 1 gp) [4 lbs]
Rope, silk 50 ft (10 gp) [5 lbs]
Boar's Tooth Necklace
3 Antler Knives
Explorer's Outfit (10 gp) [8 lbs]
82 lbs (medium load)
1155 gp remaining
***not always worn
*with your approval
Warpaint Stats (found in Dragonlance Campaign Setting):
+5 natural armor bonus
Fast Healing 5
When it has healed a total of 20 pts of damage, it loses it's effectiveness, no longer granting either the fast healing or the natural armor bonus
500 gp
Craft (Alchemy) DC-25
Description:
Ganshinji is a firm believer in the concept of survival of the fittest. He dislikes weakness in himslef and others. Ganshinji's armor is in the pelt of a dire wolverine that he slew himself when he went on his Trial of Survival. The Trial of Survival is the test that all youths in House Altair must go one before they can reach their majority and have a say in clan politics. Ganshinji has a deep and abiding love for the strength, grace, and power of nature. To desecrate it is blasphemy to him. Ganshinji listens to only those who have earned his respect either in strength, wisdom, or intelligence. If moved to anger, however, he will quickly demand a test of arms. He accepts defeat graciously and sees it as proof that he must learn and strive to be better. While Shinji is'n an overly cheerful man, he is a fellow that is generally easy going and willing to adapt to any given circumstance. After all every creature that hopes to survive in the mean world must be able to change as it does.
Background:
Ganshinji or Shinji to a select few is the Archon for House Altair, which means he leads it. However, House Altair doesn't require its Archon to be present. The Legate assumes House control. Ganshinji was Legate before he was Archon so he has effectively been Archon for a time. He has 4 wives and 12 heirs that he claims. He sees his younger children rarely, but when he is around Eagle's Nest, which is what the seat of governement for House Altair is called, he drills his children endlessly. In his own youth Shinji was not fostered out. He took ranger training at a young age. Recently, Shinji amicable parted ways with is animal companion. He is on a search to find another whose company he will enjoy and who will enjoy his. Shinji has found that his wanderlust has outgrown his plane, and thus seeks opportunities to move between planes. Ganshinji regularly leaves to go on adventures and improve both his mind and body.
Appearance:
Ganshinji is a wiry man. What he lacks in raw strength and power, he makes up with agility and grace. He is considered ruggedly handsome. Despite being something of a wild man, he takes great care with his appearance, which is not unlike the preening of a male beast on display for a mate. He likes looking good, strong, and attractive. This sometimes leads people to dismiss his abilities and fighting skills. Make no mistake he is quite willing to get dirty and bloody if it means destroying an enemy. His armor is aesthetically the pelt of a dire wolverine that he slew himself. The pelt retains its fur. He hollowed out the head, left the fans and wears it as a mask. Ganshinji wears leathers that look well worn and travelled; however, it is finely made.
Male Human
Ranger 9/ Horizon Walker 2
Chaotic Neutral
Size: M (6’2’’, 180 lb.)
HD: 11d8+ 33
HP: 86
Initiative: +4
Speed: 30 ft.
AC: 20 (+4 Dex, +5 armor, +1 Ring of Pro, [+5 natural armor])
XP:
Attributes:
Str: 14 (+2)
Dex: 18 (+4)
Con: 16 (+3)
Int: 14 (+2)
Wis: 14 (+2)
Cha: 12 (+1)
Base Attack Bonus: +11/+6/+1
Grapple: +13 (11 BAB + 2 mod)
Attacks:
Full Attack w/Rapid Shot:
+2 Flaming Hand-axe (+13) +13/+8/+3 1d8+4+1d6 x3
+1 Flaming Hand-axe +12/+7 1d6+2+1d6 x3
+1 Returning, Throwing Axe +12 1d6+3 x2
Full Attack w/o Rapid Shot:
+2 Flaming Hand-axe (+15) +15/+10/+5 1d8+4+1d6 x3
+1 Flaming Hand-axe +14/+9 1d6+2+1d6 x3
Saves:
Fort: +13 (+9 base, +3 mod, +1 magic)
Ref: +11 (+6 base, +4 mod, +1 magic)
Will: +6 (+3 base, +2 mod, +1 magic)
Skills:
Concentration: +9 (6 C + 3 mod)
Craft (alchemy): +14 (12 C + 2 mod)
Climb: +13 (11 C + 2 mod)
Handle Animal: +11 (10 C + 1 mod)
Hide: 18 (10 C + 4 mod + 4 misc)
Knowledge (Dungeoneering): +7 (5 C + 2 mod)
Knowledge (Geopgraphy): +15 (13 C + 2 mod)
Knowledge (Nature): +15 (13 C + 2 mod)
Knowledge (Planes): +7 (5 C + 2 mod)
Move Silently: +14 (10 C + 4 mod)
Spot: +15 (8 C + 2 mod + 5 misc)
Survival: +15 (8 C + 2 mod + 5 misc)
Use Rope: +13 (9 C + 4 mod)
Feats:
Quickdraw (human bonus)
Weapon Finesse (1st lvl)
Point Blank Shot (3rd lvl)
Precise Shot (6th lvl)
Rapid Shot (9th lvl)
Class Abilities:
1st Favored Enemy: Aberration +4
2nd Favored Enemy: Elves +2
Combat Syle: Two Weapon Fighting
Endurance
Animal Companion
Improved Combat Style: Improved Two-Weapon Fighting
Woodland Stride
Swift Tracker
Evasion
Track
Wild Empathy
Terrain Mastery: Forest
Terrain Mastery: Desert
Spells:
1st lvl- 2
2nd lvl- 1
Racial Abilities:
Bonus feat at 1st level
4 extra skill points at 1st level
1 extra skill point every level after 1st
Languages:
Common
Elven
Dwarven
Equipment:
+2 Flaming Hand-axe (18310 gp) [6 lbs]
+1 Flaming Handaxe (62310 gp) [3 lbs]
+1 Returning Throwing axe (8310) [2 lbs]
+1 Chainshirt (1100 gp) [25 lbs]
Circlet of Charisma +2 (4000 gp) [--]
Cloak of Resistance +1 (1000 gp)
Boots of SPD (12000)
Ring of Protection +1 (2000) [--]
Wand : Cure light wounds- 50 charges (750) [1 lb]
Vials: Warpaint (18 doses), (9000 gp)*
Holyfire Archon Signet Ring (--) ***
Backpack (2 gp) [2 lbs]
Skinning Knife (2 gp) [1 lb]
Bedroll and Tent (10 gp) [25 lbs]
Small Steel Mirror (10 gp) [1/2 lb]
Flint and Steel (1 gp) [--]
10-Fishing Hooks (1 gp) [--]
Grappling Hook ( 1 gp) [4 lbs]
Rope, silk 50 ft (10 gp) [5 lbs]
Boar's Tooth Necklace
3 Antler Knives
Explorer's Outfit (10 gp) [8 lbs]
82 lbs (medium load)
1155 gp remaining
***not always worn
*with your approval
Warpaint Stats (found in Dragonlance Campaign Setting):
+5 natural armor bonus
Fast Healing 5
When it has healed a total of 20 pts of damage, it loses it's effectiveness, no longer granting either the fast healing or the natural armor bonus
500 gp
Craft (Alchemy) DC-25
Description:
Ganshinji is a firm believer in the concept of survival of the fittest. He dislikes weakness in himslef and others. Ganshinji's armor is in the pelt of a dire wolverine that he slew himself when he went on his Trial of Survival. The Trial of Survival is the test that all youths in House Altair must go one before they can reach their majority and have a say in clan politics. Ganshinji has a deep and abiding love for the strength, grace, and power of nature. To desecrate it is blasphemy to him. Ganshinji listens to only those who have earned his respect either in strength, wisdom, or intelligence. If moved to anger, however, he will quickly demand a test of arms. He accepts defeat graciously and sees it as proof that he must learn and strive to be better. While Shinji is'n an overly cheerful man, he is a fellow that is generally easy going and willing to adapt to any given circumstance. After all every creature that hopes to survive in the mean world must be able to change as it does.
Background:
Ganshinji or Shinji to a select few is the Archon for House Altair, which means he leads it. However, House Altair doesn't require its Archon to be present. The Legate assumes House control. Ganshinji was Legate before he was Archon so he has effectively been Archon for a time. He has 4 wives and 12 heirs that he claims. He sees his younger children rarely, but when he is around Eagle's Nest, which is what the seat of governement for House Altair is called, he drills his children endlessly. In his own youth Shinji was not fostered out. He took ranger training at a young age. Recently, Shinji amicable parted ways with is animal companion. He is on a search to find another whose company he will enjoy and who will enjoy his. Shinji has found that his wanderlust has outgrown his plane, and thus seeks opportunities to move between planes. Ganshinji regularly leaves to go on adventures and improve both his mind and body.
Appearance:
Ganshinji is a wiry man. What he lacks in raw strength and power, he makes up with agility and grace. He is considered ruggedly handsome. Despite being something of a wild man, he takes great care with his appearance, which is not unlike the preening of a male beast on display for a mate. He likes looking good, strong, and attractive. This sometimes leads people to dismiss his abilities and fighting skills. Make no mistake he is quite willing to get dirty and bloody if it means destroying an enemy. His armor is aesthetically the pelt of a dire wolverine that he slew himself. The pelt retains its fur. He hollowed out the head, left the fans and wears it as a mask. Ganshinji wears leathers that look well worn and travelled; however, it is finely made.
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