Leif
Adventurer
For "The Colony" -- Hennett, 12th Level Gestalt Ranger/Druid
Hennett Gestalt Ranger/Druid. N/G. Level 12 -- XP: 66,000+5,000=71,000
S 16, +3
D 12, +1
C 12+L4increase+L8increase=14. +2
I 12, +1 Languages: Confederation (also speaks Elvish, Southern Gaulic, Trade Language see skills below)
W16+L12increase=17, +3
C10,+0
AC: 18 [10+5(+3 leather armor)+1(dex)+2(ring)]
Flat-Footed: 17 Touch: 13
Saving Throws: Fort:+10 [+8(class)+2(abil)]. Ref:+9 [+8(class)+1(abil)]. Will:+11 [+8(class)+3(abil)]
HP: 85
-48 (Sonic Blast/Rocks in city)
-12 (battle in city) =-60 total
+40 (cure critical) = 85-20= 65 hp
BAB: +12/+7/+2
Total Bonus with +4Greataxe: +12+4(magic axe)+3(str)+1(wpn foc)=+19/+14/+9 (+4.5+4 dam)
Total Bonus with +1Composite Longbow: +12+1(magic bow)+1(dex)+2(str)+1(wpn foc)=+17/+12/+7 (+1 dam)
Feats: Human Bonus Feat - Weapon Focus Great Axe
1st level - Weapon Focus Composite Shortbow
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 +18 (15 ranks +1 int +2 Druid's Nature Sense)
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 Southern Gaulic
Speak Trade Language
Spot +18 (15ranks +3 wis)
Survival +20 (15 ranks +3 wis +2 Druid's nature sense) (skill that covers tracking)
Magic Items:
+4 Great Axe (d12+4+4.5Str damage-2-hand wpn) (crit on 20, x3 dam)
+1 Composite Shortbow (which was already a +2 str bow) (1d6+1+2Str damage)
+3 Leather Armor (+5 total to AC)
+2 Ring of Protection
Wand of Pass Without Trace, CL: 11
Wealth: Hennett retains as "spending money" 20,000 sp of the money that he had initially, and hires the brokerage services of Edarin for the investment of the remaining 230,000sp, with Edarin receiving 10% of the income earned by the investment as a broker's fee. Nightbreeze (Edarin) and JA (DM) have both approved. Hennett, as arranged by Nightbreeze now holds 200 Silver Shares and 30 Golden Shares in the "Company" (colony).
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
Hennett Gestalt Ranger/Druid. N/G. Level 12 -- XP: 66,000+5,000=71,000
S 16, +3
D 12, +1
C 12+L4increase+L8increase=14. +2
I 12, +1 Languages: Confederation (also speaks Elvish, Southern Gaulic, Trade Language see skills below)
W16+L12increase=17, +3
C10,+0
AC: 18 [10+5(+3 leather armor)+1(dex)+2(ring)]
Flat-Footed: 17 Touch: 13
Saving Throws: Fort:+10 [+8(class)+2(abil)]. Ref:+9 [+8(class)+1(abil)]. Will:+11 [+8(class)+3(abil)]
HP: 85
-48 (Sonic Blast/Rocks in city)
-12 (battle in city) =-60 total
+40 (cure critical) = 85-20= 65 hp
BAB: +12/+7/+2
Total Bonus with +4Greataxe: +12+4(magic axe)+3(str)+1(wpn foc)=+19/+14/+9 (+4.5+4 dam)
Total Bonus with +1Composite Longbow: +12+1(magic bow)+1(dex)+2(str)+1(wpn foc)=+17/+12/+7 (+1 dam)
Feats: Human Bonus Feat - Weapon Focus Great Axe
1st level - Weapon Focus Composite Shortbow
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 +18 (15 ranks +1 int +2 Druid's Nature Sense)
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 Southern Gaulic
Speak Trade Language
Spot +18 (15ranks +3 wis)
Survival +20 (15 ranks +3 wis +2 Druid's nature sense) (skill that covers tracking)
Magic Items:
+4 Great Axe (d12+4+4.5Str damage-2-hand wpn) (crit on 20, x3 dam)
+1 Composite Shortbow (which was already a +2 str bow) (1d6+1+2Str damage)
+3 Leather Armor (+5 total to AC)
+2 Ring of Protection
Wand of Pass Without Trace, CL: 11
Wealth: Hennett retains as "spending money" 20,000 sp of the money that he had initially, and hires the brokerage services of Edarin for the investment of the remaining 230,000sp, with Edarin receiving 10% of the income earned by the investment as a broker's fee. Nightbreeze (Edarin) and JA (DM) have both approved. Hennett, as arranged by Nightbreeze now holds 200 Silver Shares and 30 Golden Shares in the "Company" (colony).
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
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