Ok I did some work and came up with the following character. I still need to go through and check the numbers again (for instance I think I've spent too much gold), but I thought I should at least get him posted now that he's done.
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Jerek
Male Human
Fighter 9/Occult Slayer 5
True Neutral
Str 22 (+6) (16 base, +2 levels, +4 item)
Dex 20 (+5) (16 base, +4 item)
Con 20 (+5) (16 base, +4 item)
Int 10 (+0) (10 base)
Wis 8 (-1) (8 base)
Cha 8 (-1) (8 base)
Hit Points: 147 (9d10+5d8+70 con)
AC: 31 (10 base, +10 armor [+5 Mithral Breastplate], +5 dex, +3 deflection, +3 shield),
Touch: 18,
Flatfooted: 26
Initiative: +9 (+5 dex, +4 feat)
BAB: +14,
Grapple: +19
Speed: 30 feet
Saves
- Fort: +12 (+6 Fighter, +1 Occult Slayer, +5 con)
- Ref: +9 (+3 Fighter, +1 Occult Slayer, +5 dex)
- Will: +6 (+3 Fighter, +4 Occult Slayer, -1 wis)
Attacks
- +26/+21/+16 melee, +2 Adamantine Martial Discipline (Devoted Spirit) Spiked Chain, 2d4+11, 20/x2
- +20/+15/+5 ranged, +1 Composite (+6) Longbow, 1d8+6, 20/x3, 110' range
Skills (24 fighter, 10 occult slayer, 17 human, 51 total)
- Gather Information +15 (16 ranks [6 cc], -1 cha)
- Knowledge (Arcana) +4 (4 ranks [cc], +0 int)
- Ride +10 (6 ranks, +5 dex, -1 ACP)
- Spellcraft +3 (3 ranks[cc], +0 int)
- Listen -1 (0 ranks, -1 wis)
- Spot +? (0 ranks, -1 wis)
- Speaks Common
- Armor Check Penalty: -1 (-1 armor)
Feats
- Exotic Weapon Proficiency [Spiked Chain] (Level 1 – Human Bonus)
- Improved Initiative (Level 1 – Fighter Bonus)
- Weapon Focus [Spiked Chain] (Level 1 - Character)
- Combat Reflexes (Level 2 – Fighter Bonus)
- Stand Still (Level 3 – Character – Expanded Psionics Handbook)
- Power Attack (Level 4 – Fighter Bonus)
- Mage Slayer (Level 6 – Fighter Bonus – Complete Arcane)
- Deft Opportunist (Level 6 – Character – Complete Adventurer)
- Martial Study [Devoted Spirit – Crusader Strike] (Level 8 – Fighter Bonus – Tome of Battle)
- Martial Stance [Thicket of Blades] (Level 9 – Character – Tome of Battle)
- Robilar’s Gambit (Level 12 – Character – Player’s Handbook II)
Human Racial Traits
- Size: Medium
- Base Speed: 30 feet
- Skill Bonuses: +4 skill points at first level, +1 skill point each level thereafter
- One bonus feat
- Favored Class: Any
Special Abilities
- Magical Defense +3 (Occult Slayer 1,3,5)
- Weapon Bond (Occult Slayer 2)
- Mind over Magic 2x/day (Occult Slayer 2,4)
- Vicious Strike (Occult Slayer 2)
- Auravision (Occult Slayer 3)
- Nondetection Cloak (Occult Slayer 4)
- Blank Thoughts (Occult Slayer 5)
Equipment
- +2 Adamantine Martial Discipline (Devoted Spirit) Spiked Chain – 21,000 gp, 10 lbs.
- +1 Composite (+6) Longbow – 3,000 gp, 6 lbs.
- 100 Arrows – 5 gp, 15 lbs.
- Ammunition Type II, etc (weight)
- +5 Mithril Breastplate – 29,000 gp, 15 lbs.
- +1 Animated Heavy Steel Shield – 9,170 gp, 15 lbs.
- Amulet of Health (+4) – 16,000 gp, - lbs.
- Belt of Giant’s Strength (+4) – 16,000 gp, 1 lb.
- Boots of Dimension Door (3x/day) – 10,080 gp, 1 lb.
- Gloves of Dexterity (+4) – 16,000 gp, - lbs.
- Ring of Protection (+3) – 18,000 gp, - lbs.
- Ring of Sustenance – 2,500 gp, - lbs.
- Handy Haversack – 2,000 gp, 5lbs.
- Stowed Item (weight)
- Stowed Item (weight)
- ?? Platinum Pieces, ?? Gold Pieces, ?? Silver Pieces, ?? Copper Pieces (weight [1 lb/50 coins])
Background
Jerek Tarel alway
thought he wanted adventure. Born to a well-off merchant family in the security of a fortified and (at least in his district) well-policed city state created a craving in him to travel, see the world, even to face the wretched beasts of the sands outside the city walls.
Now 26 years old - having spent the last four of them guarding merchants as they travel between the city states of virtue (especially those worried about magical attackers, since Jerek has developed particular skills fighter such foes) - Jerek can't help but feel nostalgia for the safety inside city walls and the protection of hired guards. He
did set out looking for adventure though, so he can't hardly complain. Braving sandstorms, the all too common attacks of desert beasts on merchant caravans, and, worst of all, the attacks of marauding desertfolk whose survival depended on robbing the merchants he was hired to protect.
If excitement meant waking up each morning not knowing whether to expect wild hyena's trying to rip you limb from limb, a nomad shaman hexing you and boiling your blood, or a sandstorm thick enough bury the entire caravan, then Jerek had certainly found it! And of course if the escorting itself didn't offer the daily does of death and destruction to him and his companions, the inspections at each city state were nearly as bad. The paranoia and downright hostility of most gate-guards was enough to frighten even the most veteran warrior. Jerek had seen men with proper paperwork thrown in the dungeons (far worse than being eaten by a sand wyrm in his opinion) simply for seeming "mischievous."
All things considered, it was an easy decision for Jerek after finishing his last escort job - he quit working for merchant travelers. His taste for adventure and thrills sated, it was time to go home. So working for no one but himself, he prepared for one last trip into the desert...the journey home.