Post by Cadic's Devoted on Jan 29, 2010 12:47:27 GMT -5
Er'Tol 'Hawkeye' Mishal
Elf Ranger/Wizard Gestalt 3
CN Medium Humanoid (Elf)
Init +4; Low Light Vision; Perception +10 (+12 under or above water)
Aura: N/A
Defense
AC 14, touch 14, flat-footed 10 (breakdown: +4 Dex)
hp 26 (3d10+3)
Fort +4, Ref +7, Will +5
Defensive Abilities ; DR:N/A ; Immune: N/A ; Resist:N/A ; SR:N/A
Weaknesses: N/A
OffenseSpeed 30 ft. (20 ft. in armor)
Scimitar +4 (1d4+1 18-20/×2)
Mwk Composite Longbow (Arcane Bonded) +9 (1d8+1 20/x3)
Space/Reach: 5ft/5ft
Special Attacks:
Hand of the Apprentice(SU): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Spell-Like Abilities: N/A
Spells Known/Prepared
Known:
0 – All
1 - (7) Feather Fall, Color Spray, Magic Missle, Comprehend languages , Silent Image, Endure Elements, Identify
2 - (2) Make Whole, Cat's Grace
Prepared Spells
0- Detect Magic
- Detect Poison
- Mending
- Whisper
1- Feather Fall
- Magic Missle
- Endure Elements
2- Cat’s Grace
- Cat’s Grace
StatisticsStr 12, Dex 18, Con 12, Int 14, Wis 14, Cha 7
Base Atk +3; CMB +4; CMD 18
Feats
Wizard: Scribe Scroll
1st: Point Blank Shot
Combat Style: Precise Shot
3rd: Weapon Focus Longbow
Ranger: Endurance
Skills: Ranks+Ability+Class skill bonus
Acrobatics: 1+4=+5
Climb: 3+1+3=7+2(Climber's Kit)=+9
Craft (Fletcher):1+2+3=6+2(Mwk Artisans Kit)=+8
Craft (Alchemy):1+2+3=6
Heal: 1+2+3=+6
Knowledge Arcana: 1+2+3=+6
Knowledge Religion: 1+2+3=+6
Knowledge Nature: 1+2+3=+6
Knowledge Geography: 1+2+3=+6
Linguistics: 1+2+3=+6
Perception: 3+2+3=8+2(race)=+10
Profession (Sailor):3+2+3=+8
Spellcraft:2+2+3=+7
Survival:1+2+3=+6
Swim:3+1+3=+7
Languages:
Common
Elven
Draconic
Orc
Goblin
SQ
Combat Gear
Arrows (x400) (Most are kept in his room. Keeps 2 quivers on him at all times.)
Other Gear
Spell Component Pouch
Climbers Kit
Mwk Fletchers Tools
Back pack
-Chalk x10
-Flask
-Water Skin x3
-Ink
-Inkpen
-Paper x10 sheets
-Rope, Silk 50 ft
-Sealing wax
-Vial x10
Belt Pouch
- Small Steel Mirror
- Whetstone
- Flint and Steel
Fire Arrows (20 GP 1CP ea)(401 Gp per 20): x20
Flame Arrows (1 SP 1CP ea)(3 GP per 20): x20
Sail Destroying Arrows (1 SP 1 CP ea)(3 GP per 20): x20
Line cutting Arrows (1 SP 1 CP ea)(3 GP per 20): x20
Pepper Arrows (Cost: 2 GP 1 CP ea)(41 GP per 20): x20
Caltrop Arrows (Cost: 1 GP 1 CP Ea)(21 GP per 20): x20
645 GP
7 SP
5 CP
Race:
Low-Light Vision
+2 vs Enchantment spells and effects
+2 VS SR. +2 Spellcraft to identify magic item properties.
+2 Perception
+2 dex, +2 int, -2 con
Ranger:
Favored Enemy: (Waiting to hear more about the area before I choose)
Track
Wild Empathy
Combat Style: Archery
Feat:Precise Shot
Bonus Feat Endurance
First Favored Terrain: Water (+2 Init, Perception, Stealth, Survival, and Know: Geo, when under or above water. Leave no trail.
Wizard:
Arcane Bond: Weapon: Mwk Composite Longbow
Wizards who selects a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: Amulet, ring, staff, wand or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a qizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20+The spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (See Arcane School).
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats, and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (See the craft magic arms and armor feat). If a bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enhancements of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item, except that the new magic item retains its abilities while gaining the benefits and drawbacks of becmoing a bonded item.
Cantrips:
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).
Arcane School: Universalist
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any Skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Hand of the Apprentice(SU): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Elf Ranger/Wizard Gestalt 3
CN Medium Humanoid (Elf)
Init +4; Low Light Vision; Perception +10 (+12 under or above water)
Aura: N/A
Defense
AC 14, touch 14, flat-footed 10 (breakdown: +4 Dex)
hp 26 (3d10+3)
Fort +4, Ref +7, Will +5
Defensive Abilities ; DR:N/A ; Immune: N/A ; Resist:N/A ; SR:N/A
Weaknesses: N/A
OffenseSpeed 30 ft. (20 ft. in armor)
Scimitar +4 (1d4+1 18-20/×2)
Mwk Composite Longbow (Arcane Bonded) +9 (1d8+1 20/x3)
Space/Reach: 5ft/5ft
Special Attacks:
Hand of the Apprentice(SU): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Spell-Like Abilities: N/A
Spells Known/Prepared
Known:
0 – All
1 - (7) Feather Fall, Color Spray, Magic Missle, Comprehend languages , Silent Image, Endure Elements, Identify
2 - (2) Make Whole, Cat's Grace
Prepared Spells
0- Detect Magic
- Detect Poison
- Mending
- Whisper
1- Feather Fall
- Magic Missle
- Endure Elements
2- Cat’s Grace
- Cat’s Grace
StatisticsStr 12, Dex 18, Con 12, Int 14, Wis 14, Cha 7
Base Atk +3; CMB +4; CMD 18
Feats
Wizard: Scribe Scroll
1st: Point Blank Shot
Combat Style: Precise Shot
3rd: Weapon Focus Longbow
Ranger: Endurance
Skills: Ranks+Ability+Class skill bonus
Acrobatics: 1+4=+5
Climb: 3+1+3=7+2(Climber's Kit)=+9
Craft (Fletcher):1+2+3=6+2(Mwk Artisans Kit)=+8
Craft (Alchemy):1+2+3=6
Heal: 1+2+3=+6
Knowledge Arcana: 1+2+3=+6
Knowledge Religion: 1+2+3=+6
Knowledge Nature: 1+2+3=+6
Knowledge Geography: 1+2+3=+6
Linguistics: 1+2+3=+6
Perception: 3+2+3=8+2(race)=+10
Profession (Sailor):3+2+3=+8
Spellcraft:2+2+3=+7
Survival:1+2+3=+6
Swim:3+1+3=+7
Languages:
Common
Elven
Draconic
Orc
Goblin
SQ
Combat Gear
Arrows (x400) (Most are kept in his room. Keeps 2 quivers on him at all times.)
Other Gear
Spell Component Pouch
Climbers Kit
Mwk Fletchers Tools
Back pack
-Chalk x10
-Flask
-Water Skin x3
-Ink
-Inkpen
-Paper x10 sheets
-Rope, Silk 50 ft
-Sealing wax
-Vial x10
Belt Pouch
- Small Steel Mirror
- Whetstone
- Flint and Steel
Fire Arrows (20 GP 1CP ea)(401 Gp per 20): x20
Flame Arrows (1 SP 1CP ea)(3 GP per 20): x20
Sail Destroying Arrows (1 SP 1 CP ea)(3 GP per 20): x20
Line cutting Arrows (1 SP 1 CP ea)(3 GP per 20): x20
Pepper Arrows (Cost: 2 GP 1 CP ea)(41 GP per 20): x20
Caltrop Arrows (Cost: 1 GP 1 CP Ea)(21 GP per 20): x20
645 GP
7 SP
5 CP
Race:
Low-Light Vision
+2 vs Enchantment spells and effects
+2 VS SR. +2 Spellcraft to identify magic item properties.
+2 Perception
+2 dex, +2 int, -2 con
Ranger:
Favored Enemy: (Waiting to hear more about the area before I choose)
Track
Wild Empathy
Combat Style: Archery
Feat:Precise Shot
Bonus Feat Endurance
First Favored Terrain: Water (+2 Init, Perception, Stealth, Survival, and Know: Geo, when under or above water. Leave no trail.
Wizard:
Arcane Bond: Weapon: Mwk Composite Longbow
Wizards who selects a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: Amulet, ring, staff, wand or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a qizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20+The spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (See Arcane School).
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats, and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (See the craft magic arms and armor feat). If a bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enhancements of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item, except that the new magic item retains its abilities while gaining the benefits and drawbacks of becmoing a bonded item.
Cantrips:
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).
Arcane School: Universalist
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any Skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Hand of the Apprentice(SU): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.