alright I went Rogue/Swash with the alternate rules later instead, since I think you already have two ranged and one is a scout combo.
Doral
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Doral
Sex:Male
Age:16
Race/Class:Human (Sabrian but raised in Thalamar)/ Rogue: 1/Swashbuckler: 1
Strength:8 (-1)
Dexterity:16 (+3)
Constitution:12 (+1)
Intelligence:14 (+2)
Wisdom:10 (0)
Charisma:15 (+2)
Soak:3 = 1[Con] + 1[padded armor] + 1[tougness]
(Constitution modifier + Armor bonus + Natural Armor bonus + Size modifier)
Defense:7 = 1[BAB] + 3[Ref] + 3[Dex]/ 4[flat-footed]
(Base Defense Bonus[BAB+Ref] + Dexterity Modifier + Size Modifier + Shield Modifier + Other Modifiers)
BAB:+1 = +0[rogue] +1 [swahbuckler]
Melee attack:0(Str) = +1[BAB] -1[STR]/+4(Dex) = +1[BAB] +3[Dex]
Ranged attack:+4 = +1[BAB] +3[Dex]
Attacks: Dagger/sling = +4 att./d4-1 dmg., sap/shortsword = +4 att./d6-1 dmg.
Base Speed:30 ft.
Saves
(1/2 lvl + 2 if good class save)
Fort:
4 = +3 [good save swashbuckler] +1 [con]
Ref:
6 = +3 [good save rogue] +3 [dex]
Will:
0 = 0 [base] +0 [wis]
Skills
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Appraise int:
2 = +2 [int]
Balance dex*:
3 = +3 [dex]
Bluff cha:
6 = +4 [ranks] +2 [cha]
Climb str:
2 = +3 [ranks] -1 [str]
Concentration con:
1 = +1 [con]
Craft() int:
2 = +2 [int]
Diplomacy cha:
7 = +3 [ranks] +2 [cha] +2 [sense motive 5+]
Disable Device int:
6 = +4 [ranks] +2 [int]
Disguise cha:
6 = +4 [ranks] +2 [cha]
Escape Artist dex*:
5 = +2 [ranks] +3 [dex]
Forgery int:
4 = +2 [ranks] +2 [int]
Gather Information cha:
5 = +3 [ranks] +2 {cha]
Hide dex*:
6 = +3 [ranks] +3 [dex]
Intimidate cha:
2 = +2 [cha]
Jump str*:
2 = +3 [ranks] -1 [str]
Knowledge(local) int:
2 = +2 [int]
Listen wis:
4 = +4 [ranks]
Move Silently dex*:
5 = +2 [ranks] +3 [dex]
Open Lock dex:
6 = +3 [ranks] +3 [dex]
Perform( ) cha:
2 = +2 [cha]
Profession wis: no rank class skill
Ride dex:
3 = +3 [dex]
Search int:
2 = +2 [int]
Sense Motive wis:
5 = +5 [ranks]
Sleight of Hand dex*:
6 = +3 [ranks] +3 [dex]
Spot wis:
5 = +2 [ranks] +3 [skill focus]
Swim str*:
-1 = -1[str]
Tumble dex*:
2 = +2 [dex]
Use Magic Device cha:
2 = +2 [cha]
Use Psionic Device cha:
2 = +2 [cha]
Use Rope dex:
2 = +2 [dex]
Speak Language int:
2 = +2 [dex]
(1pt, speak, 2pt literacy) [/sblock]
Speak: Thalaska, Sabrian
Literate: Thalaska
Feats:
[sblock]
Weapon finesse: Dex instead of Strength mod on attack rolls with lite weapons, rapiers, whips, chains
[swashbuckler class feature]
Skill Focus(spot): +3 skill check bonus on selected skill
[human bonus feat]
Toughness: +1 to soak, may be taken 3 times
[lvl 1 feat]
[/sblock]
Class features:
[sblock]
Rogue
Sneak attack +2 damage
Trapfinding
Swashbuckler
Weapon Finesse[/sblock]
Equipment:
[sblock]
Shortsword: 10s/2lb.
lt. weapon/d6 dmg./19-20 x2
Sling: -s/-lb.
ranged weapon/d4 dmg./x2
Sap: 1s/2lb.
lt. weapon/d6 dmg./x2
Dagger: 2s/1lb.
lt. weapon/d4 dmg./19-20 x2
Padded armor:
5s/10lb. +1 AC
Backpack: 2s/2lb.
Flint and steel: 1s/-lb.
Leather Belt & low cut boots: 2c/.5lb. (total 5 silver in regular D&D)
Sackcloth pants: 1s&1c/1lb.
Waterskin: 1s/4lb.
Belt pouch: 1s/.5lb.
Cotton Cloak: 1c/2lb.
Total: 25s 25lb.
Money: 50s[/sblock]
Carry:
lt.= 26lb.,
md.= 53lb.,
hvy.= 80 lb.,
lift= 160lb.,
drag= 400lb.
Appearance
[sblock]
Doral is a small frail young man from years of malnourishment and mistreatment. He has tangled red hair and sharp, intelligent green eyes. He posseses a slight, short build standing only 5foot 7 inches and weighing only 120lbs, this makes his clothes seem to barely fit him. He is soft spoken most of the time but his personality can change instantly as he adopts a number of mannerisms he has learned for different situations over the years. In prolonged company, a sense of skittishness and deference can be picked up from him.[/sblock]
History
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Born to a poor family in Consaber, Doral's parents sold him to a visiting merchant as an indentured servant. The merchant took him to his home in Thalamar, where he was mostly ignored for much of his young life. He was given little food and allowed to sleep in the merchants stall in town, provided there was no merchandise there of course. On those nights the stall was denied him, Doral would roam the streets of An-Thalamur searching for scraps of food where he could and fending off other street urchins with his speed, ability to maneuver and whatever weapons happened to be at hand and light enough for him wield.
Unlike other merchants servants in the city, Doral's master, being a greedy and suspicious man, never taught him anything of his craft and deemed him to small for any real work, his duties primarily consisted of cleaning, picking customer's pockets and fending off other street urchins who might vandalise the market stall. To this end he was given little enough protection but took to using heavy spindles and an old homemade sling.
His life continued like this for some years, until, while hiding from his master behind a shipping barrel, he learned where he had really come from while his master complained to a fellow merchant about the poor quality of servant available in Calnia. Shocked by the revelation, he determined to run away and try to find his true family. It wasn't long before he got the chance. The merchant one night, after an especially profitable shipment, passed out at the stall while drinking. Doral quickly relieved him of his purse and took the sword and dagger the merchant kept on him to protect his wares.
Over the next few weeks, Doral ran from city to city, always praying not to encounter any of his master's business associates as the man would surely have him beaten or slain for thievery. Once he finally crossed out of Thalamar, he took the opportunity to buy a few items he felt would be of use in his travels.
Unfortunately, he was eventually recognized while sleeping in the stables of an inn. The man, a traveling cloth merchant, owed his former a sizable sum of goods that he could not deliver and attempted to capture him, hoping it would forgive the debt. Doral, managed to escape the man's grasp but was chased into the inn proper. A man, inside named Delik saw the spectacle of a grown man chasing a mere boy and intervened however, offering the protection of his home for the night and, upon hearing his story, the opportunity to travel to Calnia with him. Doral quickly accepted, and the man feeling pity for the slight boy, began to teach him to use the arms he had stolen.
The man knew Doral had little chance of finding his family and little money, so as a final favor, he introduced the boy to a friend who often heard when people were employing mercenary workers. Doral has made good use of his slight build, the skills his traveling companion taught him, as wells as the talents of deception and sensing trouble he learned watching the merchant in a number of enterprises both legitimate and unsavory since that time.[/sblock]
Damage info for GnG
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LETHAL DAMAGE
Lightly
0 0 0 0 0
Moderately
0 0 0 0 0
Severely
0 0 0 0 0
Disabled
0 0 0 0 0
Dying
0 0 0 0 0
NON-LETHAL DAMAGE
Not Affected
0 0 0 0 0
Jolted
0 0 0 0 0
Jarred
0 0 0 0 0
Staggered
0 0 0 0 0
Unconscious
Lethal
Lightly Wounded: You have suffered some lethal damage, but are not impaired by it.
Moderately Wounded: You suffer a -1 penalty on all attack rolls, defense, ability checks, skill checks, and saving throws.
Severely Wounded: You suffer a -2 penalty on all attack rolls, defense, ability checks, skill checks, and saving throws.
Disabled: You suffer a -3 penalty on all attack rolls, defense, ability checks, skill checks, and saving throws. You can only take a single move or standard action each turn (but not both, nor can you take full-round actions). You can take move actions without further injuring yourself, but if you perform any standard action (or any other strenuous action) you take 1 point of damage after the completing the act.
Dying: You suffer a -5 penalty on all attack rolls, defense, ability checks, skill checks, and saving throws. You are unconscious. You can take no actions. You lose 1 lethal pip every round. This continues until you die or become stable.
Dead: Once you run out of pips in the Dying column and suffer any additional lethal damage, you are dead.
Non-Lethal
Not Affected: You are not impaired by non-lethal damage.
Jolted: You suffer a -1 penalty on all attack rolls, defense, ability checks, skill checks, and saving throws.
Jarred: You suffer a -2 penalty on all attack rolls, defense, ability checks, skill checks, and saving throws.
Staggered: You suffer a -3 penalty on all attack rolls, defense, ability checks, skill checks, and saving throws. You can only take a single move or standard action each turn (but not both, nor can you take full-round actions).
Unconscious: Once you run out of pips in the Staggered column and suffer any additional non-lethal damage, you are unconscious.
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[/sblock]
Let me know if I got everything right, it's a different system than I've used but seems pretty easy to pick up, also the skills need a double check with that many skill points.
BTW: Stringburka, if you house rule weapon finesse for light weapons could I trade out that first swashbuckler class feature (free weapon finesse feat) for something else that fits the class flavor.
If you guys need him great, if the player ahead of me shows back before start up he can have the spot no big deal either way
