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<blockquote data-quote="taitzu52" data-source="post: 1928697" data-attributes="member: 21465"><p>Preliminary, needs background and equipment (sorry, just the skills alone makes me wanna take a nap):</p><p></p><p>Neville Rathbone</p><p></p><p>Appearance: </p><p></p><p>Background: </p><p> </p><p></p><p>Age: 65 (apparent)</p><p>Height: 5'10"</p><p>Weight: 145lbs</p><p>Hair: Grey</p><p>Eyes: Ice Blue</p><p></p><p>Human Ranger/Rogue</p><p>4th level Gestalt</p><p>Alignment: Neutral Good</p><p></p><p>Statistics:</p><p>STR: 10 (+0, costs 3)</p><p>DEX: 14 (+2, costs 8)</p><p>CON: 12 (+1, costs 5)</p><p>INT: 14 (+2, costs 5)</p><p>WIS: 20 (+5, costs 16 + 4th lvl.)</p><p>CHA: 12 (+1, costs 3)</p><p>(Age: -1 STR, DEX, CHA; +1 INT, WIS, CHA)</p><p>Hit Points: 30 (9+7+7+7)</p><p>Saving Throws: </p><p>Fortitude: +5 (base +4, CON +1)</p><p>Reflex: +6 (base +4, DEX +2)</p><p>Will: +8 (base +1, WIS +5, +2 Feat)</p><p>Armor Class: 14 (+2 Armor, +2 Dex); Touch: 12; Flatfooted: 12</p><p>Base Attack Bonus: +4</p><p>Initiative: +6 (+2 DEX, +4 Feat)</p><p></p><p>Attacks:</p><p>Shortspear: Attack Bonus +4, 1d6 dam, x2 crit, range 20, Type P</p><p>Throwing Axe: Attack Bonus +4, 1d6 dam, x2 crit, range 10, Type S</p><p></p><p>Skills:</p><p>Skill Points 91 (52 for 1st level rogue+13+13+13)</p><p>Balance +4, Bluff +6, Climb +5, Decipher Script +7, Diplomacy +5, Disable Device +9, Escape Artist +4, Handle Animal +6, Hide +7, Intimidate +3, Jump +7, Knowledge (Dungeoneering) +3, Knowledge (Nature) +5, Knowledge (Geography) +3, Knowledge (Local) +3, Listen +12, Move Silently +7, Open Lock +6, Perform (Oratory) +2, Profession (Guide) +6, Ride +4, Search +9, Spot +12, Survival +10, Swim +2, Tumble +9</p><p></p><p>Feats:</p><p>Track, Endurance, Rapid Shot, Renown, Iron Will, Improved Initiative, Combat Expertise, Improved Feint</p><p></p><p>Languages: Common, Elven, Giant, written and spoken</p><p></p><p>Class Features: </p><p>Sneak Attack: +2d6, The rogue's attack deals extra damage any time his target would be denied a Dexterity bonus to AC or when the rogue flanks her target. </p><p></p><p>Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.</p><p></p><p>Evasion- If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.</p><p></p><p>Uncanny Dodge- He retains her Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker.</p><p></p><p>Trap Sense +1: +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.</p><p></p><p>Wild Empathy-A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. </p><p></p><p>Favored Enemy (Humanoid: Elves)-The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.</p><p></p><p>Animal Companion:</p><p></p><p>DOG, RIDING: Wolfhound</p><p> Medium Animal </p><p>Hit Dice: 2d8+4 (13 hp) </p><p>Initiative: +2 </p><p>Speed: 40 ft. (8 squares) </p><p>Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 </p><p>Base Attack/Grapple: +1/+3 </p><p>Attack: Bite +3 melee (1d6+3) </p><p>Full Attack: Bite +3 melee (1d6+3) </p><p>Space/Reach: 5 ft./5 ft. </p><p>Special Attacks: — </p><p>Special Qualities: Low-light vision, scent </p><p>Saves: Fort +5, Ref +5, Will +1 </p><p>Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6 </p><p>Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1* </p><p>Feats: Alertness, Track, Trip*</p><p>Environment: Temperate plains </p><p>Organization: Solitary or pack (5–12) </p><p>Challenge Rating: 1 </p><p>Advancement: — </p><p>Level Adjustment: — </p><p></p><p>Carrying Capacity: A light load for a riding dog is up to 100 pounds; a medium load, 101–200 pounds; and a heavy load, 201–300 pounds. A riding dog can drag 1,500 pounds.</p><p>Combat</p><p>*If trained for war, these animals can make trip attacks just as wolves do (see the Wolf entry). A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.</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>Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.</p><p>Share Spells (Ex): At the druid's option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit.</p><p></p><p>Equipment:</p></blockquote><p></p>
[QUOTE="taitzu52, post: 1928697, member: 21465"] Preliminary, needs background and equipment (sorry, just the skills alone makes me wanna take a nap): Neville Rathbone Appearance: Background: Age: 65 (apparent) Height: 5'10" Weight: 145lbs Hair: Grey Eyes: Ice Blue Human Ranger/Rogue 4th level Gestalt Alignment: Neutral Good Statistics: STR: 10 (+0, costs 3) DEX: 14 (+2, costs 8) CON: 12 (+1, costs 5) INT: 14 (+2, costs 5) WIS: 20 (+5, costs 16 + 4th lvl.) CHA: 12 (+1, costs 3) (Age: -1 STR, DEX, CHA; +1 INT, WIS, CHA) Hit Points: 30 (9+7+7+7) Saving Throws: Fortitude: +5 (base +4, CON +1) Reflex: +6 (base +4, DEX +2) Will: +8 (base +1, WIS +5, +2 Feat) Armor Class: 14 (+2 Armor, +2 Dex); Touch: 12; Flatfooted: 12 Base Attack Bonus: +4 Initiative: +6 (+2 DEX, +4 Feat) Attacks: Shortspear: Attack Bonus +4, 1d6 dam, x2 crit, range 20, Type P Throwing Axe: Attack Bonus +4, 1d6 dam, x2 crit, range 10, Type S Skills: Skill Points 91 (52 for 1st level rogue+13+13+13) Balance +4, Bluff +6, Climb +5, Decipher Script +7, Diplomacy +5, Disable Device +9, Escape Artist +4, Handle Animal +6, Hide +7, Intimidate +3, Jump +7, Knowledge (Dungeoneering) +3, Knowledge (Nature) +5, Knowledge (Geography) +3, Knowledge (Local) +3, Listen +12, Move Silently +7, Open Lock +6, Perform (Oratory) +2, Profession (Guide) +6, Ride +4, Search +9, Spot +12, Survival +10, Swim +2, Tumble +9 Feats: Track, Endurance, Rapid Shot, Renown, Iron Will, Improved Initiative, Combat Expertise, Improved Feint Languages: Common, Elven, Giant, written and spoken Class Features: Sneak Attack: +2d6, The rogue's attack deals extra damage any time his target would be denied a Dexterity bonus to AC or when the rogue flanks her target. Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Evasion- If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Uncanny Dodge- He retains her Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. Trap Sense +1: +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Wild Empathy-A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. Favored Enemy (Humanoid: Elves)-The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. Animal Companion: DOG, RIDING: Wolfhound Medium Animal Hit Dice: 2d8+4 (13 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 Base Attack/Grapple: +1/+3 Attack: Bite +3 melee (1d6+3) Full Attack: Bite +3 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +5, Will +1 Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1* Feats: Alertness, Track, Trip* Environment: Temperate plains Organization: Solitary or pack (5–12) Challenge Rating: 1 Advancement: — Level Adjustment: — Carrying Capacity: A light load for a riding dog is up to 100 pounds; a medium load, 101–200 pounds; and a heavy load, 201–300 pounds. A riding dog can drag 1,500 pounds. Combat *If trained for war, these animals can make trip attacks just as wolves do (see the Wolf entry). A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. 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. Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Share Spells (Ex): At the druid's option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. Equipment: [/QUOTE]
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