Hennett the gestalt Ranger/Druid
I started all over again with buying Hennett's stats and everything. Here's the way he came out. Oh, and I put Hennett at the minimum for 12th level, but I was wondering if he could have used his Craft Wand feat before the game starts??? (Hennett is just DYING to make a wand of Cure Serious Wounds as soon as he has the xp to burn)

Anyway, here he is:
Hennett Gestalt Ranger/Druid Level 12 XP: 66,000
S 16, +3
D 12, +1
C 12+L4increase+L8increase=14. +2
I 12, +1 Languages: common, giant (also speaks Elvish, Sylvan, and Gnoll, see skills below)
W16+L12increase=17, +3
C10,+0
AC: 20 [10+2(leather armor)+4(the enchantment of the armor)+1(dex)+1(amulet)+2(ring)]
Saving Throws: Fort:+8(class)+2(abil)=+10. Ref:+8(class)+1(abil)=+9. Will:+8(class)+3(abil)=+11
HP: 83 [
http://invisiblecastle.com/roller/view/1473857/ ]
BAB: +12/+7/+2
Total Bonus with +4Greataxe: +12+4(magic axe)+3(str)+1(wpn foc)=+20/+15/+10
Total Bonus with +1Composite Longbow: +12+1(magic bow)+2(str)+1(wpn foc)=+16/+11/+6
Feats: Human Bonus Feat - Weapon Focus Great Axe
1st level - Weapon Focus Composite LongBow
3rd level - Craft Wand
6th level - Power Attack (subtract x from attack roll, and add 2x to damage with Greataxe)
9th level - Mounted Combat
12th level - Mounted Archery
Ranger Abilities
Combat Style (archery) (treated as having rapid shot feat)
Endurance
Animal Companion (heavy horse, "Beavis")
Improved Combat Style (treated as having manyshot feat)
Woodland Stride
Swift Tracker
Evasion (no damage on successful save vs. area attack [fireball], full damage if failed save
Combat Style Mastery (Improved Precise Shot feat)
Skills (28+4 at first level, and 8 per level thereafter)
Climb +10 (armor check) (7 ranks + 3 strength)
Hide +10 (armor check) (9 ranks + 1 dex)
Know. Nature +16 (15 ranks +1 int)
Listen +18 (15 ranks +3 wis)
Move Silently +15 (14 ranks +1 dex)
Search +10 (9 ranks +1 int)
Sense Motive +11 (8 ranks +3 wis)
Speak Elvish
Speak Sylvan
Speak Gnoll
Spot +18 (15ranks +3 wis)
Survival +18 (15 ranks +3 wis) (skill that covers tracking)
Magic Items:
+4 Great Axe (d12+4+3Str damage) (crit on 20, x3 dam)
+1 Composite Longbow (which was already a +2 str bow) (1d8+1+2Str damage)
+4 Leather Armor (+6 total to AC)
+2 Ring of Protection
Amulet of Natural Armor +1
Spells Normally Memorized:
Ranger Spells:
First Level: Pass Without Trace; Resist Energy
Second Level: Protection From Energy; Protection From Energy
Third Level: Cure Moderate Wounds; Remove Disease
Druid Spells:
Orisons: Detect Magic; Detect Magic; Guidance; Guidance; Guidance; Purify Food and Drink
First Level: Cure Light Wounds; Cure Light Wounds; Cure Light Wounds; Jump; Pass Without Trace
Second Level: Delay Poison; Delay Poison; Bull's Strength; Bull's Strength; Resist Energy
Third Level: Neutralize Poison; Neutralize Poison; Protection From Energy; Protection From Energy; Remove Disease
Fourth Level: Cure Serious Wounds; Flame Strike; Freedom of Movement
Fifth Level: Cure Critical Wounds; Cure Critical Wounds; Baleful Polymorph
Sixth Level: Cure Light Wounds, Mass; Dispel Magic, Greater