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Revenge of the Monsters D&D Pathfinder Faerun 3.5 Updated!

Should erotica be used in this rp? (players only please)

  • Yes

    Votes: 9 75.0%
  • No

    Votes: 3 25.0%

  • Total voters
    12
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May 4, 2009
For generations "adventurers" have tracked down the "savage" and "evil" races to loot them and slaughter them in some type of perverse culling ritual before stealing all of their hard won items, food, and trade. Orcs have been refused the right to trade because elves find them offensive, goblins are seen like large versions of cockroaches and exterminated in droves with no care to if they are man, woman, or child, and kobolds are destroyed by gnomes for some age old slight that their very God started! Well, enough is definitely enough!

You will be portraying one of the "monstrous" or "evil" races that has been wronged by humans, dwarves, elves, halflings, and gnomes. Your tribes have been kept sociologically stunted thanks to the puerile racism of the so called "advanced" races that keeps anything they view as unattractive or just disdainful from fully realizing themselves. Who is to say that orcs could not be as smart and talented as any elf if given the right education? But no, the slender bigots keep their "hated foe" in savage and tribal locations. Who is to say that goblins cannot understand love and affection the way humans can? Humans, the youngest of the vicious species, are more a plague than any goblin tribe has ever been!

You and your friends, family, and other close friends were gathered at a meeting of trading and culture. It was a festival between myriad races and other groups who were shunned by the "decent" humanoids of the world. Except something went wrong. The local communities got word of the gathering and got both frightened and greedy. There was gold and food and magic at this gathering, along with lots of slave labor. Thus, during the third day, it was attacked.

You saw your family and friends and strangers slaughtered before your very eyes. Your siblings, your parents, children of all types. Under the corpses where you hid you saw elves and humans rape young and wounded people of your race and others. You saw gnomes fastening slaves for their mines along with dwarves. You saw Halflings looting everything they could get their hands on. You had to wait, you hadn't been seen. A day later you found out you were not the only survivors, others had lived and not been captured. You knew you had to do something! This type of barbarism could not go unanswered! You would no longer be preyed upon by thrill seeking "adventurers," no more be a practice shield for squires, and your riches would not feed a lazy mob! It is time to right the balance of power.

This will be going on in AIM on Fridays, time yet to be decided. Add me to AIM and I'll get people situated.

Note 2: I have decided against Psionics, just too much bookwork.

So, mechanically, the rules are thus: Your race must be "monstrous" in some ways. Here are the examples:
Half-orcs
Tiefling
Goblin
Half-Ogre
Orc
Kobold
Savage Species Drider
Skulk
Zombified any race
(Note: Pretty much every race will be house ruled in some way or another, I would prefer no modifiers to Level outside of +2 without a great background/reasoning or a savage species approach. If you want to play a race that is not up there be sure to ask about it and I will see how it works. Though, no drow.)

The acceptable Classes:
Arcane: Sorcerer, Warlock, Wu Jen, Witch
Divine: Cleric, Druid, Favored Soul, Oracle
Fighting: Barbarian, Hexblade, Fighter, Ranger
Sneaky: Artificer, Beguiler, Rogue, Scout
Tricky: Bard, Dragon Shaman, Monk, Summoner

The books these appear in are:
Complete Divine: Favored Soul
Players Handbook 2: Beguiler, Dragon Shaman
Complete Arcane: Warlock, Wu Jen
Complete Warrior: Hexblade
Complete Adventurer: Scout
Eberron Campaign Core: Artificer
Also, check here for some fun: <!-- m --><a class="postlink" rel="nofollow" href="http://www.crystalkeep.com/d20/index.php">http://www.crystalkeep.com/d20/index.php</a><!-- m -->


Now that that is out of the way, here is the more numerical issues: You will start at level five (or with five levels) which gives you numerically nine-thousand in gold worth of objects and simple cash.

I want to set this up Pathfinder-like, so some classes will be reworked, as will races. Choose a race you wish to know of and I'll give you my rework, as with the class. This way I don't have to deluge with rules that may or may not ever be used.

Here is the general: Fighter Base Attack: d10 hit die (d12 for Barbarians or any class that gets it)
Rogue Base: d8
Wizard Base: d6
Feats: Every odd level (1st, 3rd, 5th, 7th, etc)
Ability Increase: One every fourth level

Favored Class: Choose a favored class for your character, that is your favored class.

Skills will be the Pathfinder skill set, so you are limited to your class level in rating but get a +3 if it is a class skill. At character creation you just get Class Bonus+ Intelligence in skill points. (Example, a Rogue would get 8+ Int Bonus at character creation and could have a rank of one in every skill. At level 2 they'd get the same but could raise the skills to 2.)
Check here for more info: <!-- m --><a class="postlink" rel="nofollow" href="http://www.d20pfsrd.com/skills">http://www.d20pfsrd.com/skills</a><!-- m -->

Roll seven d6, drop the lowest score. Do not start with a stat lower than 10 on the die rolls. If you have a negative modifier after that (say a Half-ogres -2 charisma and a 10 charisma = 8) that is fine. If you have nothing above a 14 re do your rolls. If you do not have at least one eighteen turn your highest score into an 18. Do it in that order.

Do not roll your hit die, you will get the maximum points per level for a more "epic" feel.

Sneak attacks will only not effect the following: certain Abominations, oozes, plants, and any specific class that grants immunity. Everything else can be sneak attacked. Sneak attack stacks with spells as well as other abilities (eldritch blast, scorching ray, etc).

The rest will be handled by a race and class basis.

I'd say a maximum of about five to six. Four positions are already taken, they are thus:
Neurok_Shinobi Water Genasi Monk
Broomhandle45: Tiefling Fighter Dropped
Hero: Tiefling Warlock Dropped
Dramamine: Kobold Druid
Minthulf: Half-Minotaur Diabolus Oracle/Bard
Arcturus: Goblin Rogue

And now for a game. PM/IM the answer to any one of these and your character will get a boost of some kind. Yays.
If I had a manatee what would I name him?
Who first chat married me on Blue Moon?
What song has the lyrics "I see you baby; shakin' dat ass?" Neurok
Finish this lyric: "I have something to put in you-" Minthulf
Tomyris beat which legendary commander?
Name an anime I actually enjoy
Who was the ACTUAL protagonist of the book House of Leaves?
What was Ranavalona the Cruel's original name? Arcturus
 
Re: Revenge of the Monsters (D&D 3.5/Pathfinderish idea)

Well Raiden, choose a character type and ask about it to see what rules will be made for it.

Also since they are popular: Tieflings:
Abilities: Tieflings have varied heritages, thus each one is different, gaining two +2s in any two abilities.
Their natures also fluctuate their resistances, Tieflings choose three of the following: +5 cold resistance, +5 fire resistance, +5 Sonic Resistance, +5 Acid resistance, and/or +5 electricity resistance
+2 to Bluff and Stealth
Please make their appearance visibly demonic in some way (check out the demons/devils and go wild)!
Everything else is by the normal 3.5 ruling in Races of Destiny
As two people have chosen Tieflings I'd prefer everyone else chose something different so as not to have a Tiefling heavy party


Warlock changes: d8 Hit Die
Skills: Bluff, Concentration, Craft, Disguise, Intimidate, Knowledge (Arcana), Knowledge (the planes), Knowledge (religion), Profession, Sense Motive, Spellcraft, and Use Magic Device
Skill points: 2+Int Modifier each level
Other adjustments: None, play as it is in Complete Arcane

Hexblade Changes:
Skills: Bluff, Concentration, Craft, Diplomacy, Intimidate, Knowledge (Arcana), Profession, Ride, Spellcraft
Skill points: 2+Int per level
Changes: Hexblade curse usage once per 3 levels, Greater Curse at sixth level, Dire curse at 17th.
Bonus feats every fourth level, feats can come from the Fighter feats, Hexblade specific, or the general Hexblade allotment.
 
Re: Revenge of the Monsters (D&D Faerun 3.5/Pathfinderish idea)

Neriko
Half-Orc
Dark Companion Hexblade.

19-cha
18-str
16-dex
16-con
12-int
11-wis
ac- 10 (base) +6 (+2 chain shirt)+3 (dex bonus)=19 ac... sad

Improved Critical-doubles crit range

Short Haft- can choose to lose reach property

Accurate strike-adds 1/2 dex mod to attacks

Weapon Focus Sharrash.+1 attack

Weapon specialization Sharrash +1 damage

arcane resistance-+4 to resist spells

+2 chain shirt

Keen Sharrash-double crit range, crit=X4, reach.

langauges: common, Dragon.

Spells:
Magic weapon level 1 spell Item gets a +1 for 1 minute per 1/2 caster level (3)
Phantasm threat level 1 spell Target creature is treated as flanked until saves.
Hexblade curse 2/day-Target suffers -2 penalty to all attacks, saves, ability/skill checks, and weapon damage rolls until saves.

skills-
8 arcane knoweldge
10 Intimidate
6 diplomacy

Basic attack bonus-4 (str)+5 (5th level Hexblade)+2(accurate strike-1/2 dex mod)+1 (Magic weapon is considered masterwork)=12
Crit range of 15-20
Damage- 4 (str)+1 (Weapon focus)+1d10 (default weapon damage)=5+1d10
 
Re: Revenge of the Monsters (D&D Faerun 3.5/Pathfinderish idea)

Name: Kairon
Race: Half-Orc/Half-Vampire
Alignment: Chaotic Neutral
Deity: None currently. But Likely Shaundakal
Sex: Male
Height: 5'11"
Weight: 164 lbs
Age: 21
Class: Ranger
Hp: 42

Strength: 22 [+5] (+2 Half Orc, +2 Half-Vampire)
Dexterity: 19 [+4] (+2 Half-Vampire)
Constitution: 18 [+4]
Intelligence: 17 [+3]
Wisdom: 17[+3]
Charisma: 15 [+2] (+2 Half-Vampire)

Skills:

Intimidate: +9 (3 Ranks+ 2 Cha +3 Class)
Knowledge (Nature): +9 (3 Ranks+ 3 Int+ 3 Class)
Knowledge (Geography): +9 (3 Ranks+ 3 Int +3 Class)
Perception: +11 (+3 Ranks +3 Wis +3 Class +2 Half Vampire)
Survival: +9 (+3 Ranks +3 Wis +3 Class)
Stealth: +11 (+3 Ranks, +4 Dex, +3 Class, +2 Half-Vampire)
Swim: +11 (+3 Ranks, +5 Str, +3 Class)
Climb: +11 (Same as Swim)
Acrobatics: +7 (+3 Ranks, +4 Dex)

Feats: (From the PFsrd)

Improved Unarmed Strike
Improved Grapple
Blindfight (First Level Bonus)
Endurance (Ranger Bonus Feat)
Two-Weapon Fighting (Ranger Combat Track)
Improved Initiative (Half-Vampire Racial Bonus)
Track (Ranger Class Feature)

Saves:

Fortitude: +8 = +3 Base +4 Con +1 Resilient
Reflex: +7 = +3 Base +4 Dex
Will: +4 = +1 Base +3 Wis

Attack Bonuses:

+8 Melee (+3 BaB +5 Str) (+6/+6 Two-Weapon Style)
+7 Ranged (+3 BaB +4 Dex)

AC: 17 (10 + 2 Natural Armor + 4 Armor + 1 Extra)
Initiative: +9 (+4 Dex +4 Improved Initiative +1 Survivor)

Half-Orc:

+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
# Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
# Normal Speed: Half-orcs have a base speed of 30 feet.
# Darkvision: Half-orcs can see in the dark up to 60 feet..
# Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
# Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
# Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word â??orcâ? in its name as a martial weapon.
# Languages: Orc, Common, Abyssal, Goblin, Giant

Half-Vampire:

+2 Str, Dex, Cha
+2 Natural Armor
Cold and Electrical Resistance 5
+2 Bluff, Stealth, Perception (Hide, Move Silently, Spot, Listen in 3.5)
1d6+Str Slam Attack as a natural attack
Improved Initiative as a Bonus Feat
Fast Healing 1 as long as Current Hp >50% (it stops when he reaches half max health again)
Supernatural Ability: Blood Drain: If pinning an opponent, the vampire can make a bite attack that does 1d4 Constitution damage each round & the vampire gains 5 temporary hp each round. If you do not drain at least 1 Constitution point of Blood each day from a living creature, you are Fatigued (FortNeg, DC 15 + number of days since you last drunk). If you still do not drink, you become Exhausted (FortNeg, DC 20 + number of days since you last drunk). Drinking blood removes the Fatigue â??orâ?? reduces Exhaustion to Fatigue (DC to Resist: 14) [ 10+ 1/2 HD + Cha mod]

Ranger Class:

Favored Enemy (Humans +2)
Wild Empathy
Track (Bonus Feat)
Combat Style (Two-Weapon Fighting style)
Favored Terrain (Forest)

Equipment:

Claw Bracers x 2 (4 gp total)

Claw Bracer of Frost (+1 Magical Weapon: 1d4+5 +1d6 Cold Damage, 1 lb., Piercing)
Claw Bracer of Human Bane (+1 Magical Weapon: 1d4+5 Damage| against Humans: +3 weapon 1d4+5 +2d6 Damage, 1 lb, Piercing)

Mithral Chain Shirt (+4 AC, +6 Max Dex Bonus, no armor check penalty, 10% Arcane Spell Failure, 10 lbs.) [1,100 gp]

Ring of Protection +1 (1,000 gp)
Standard Adventurer's Pack
Backpack
Bedroll
Fishing Tackle
Flint and Steel
3 Day's Trail Rations
Tent
Waterskin
Preserved chunks of Meat
2 Loaves of Bread
Healy Myrrh (50gp)

3 Potions of Cure Light Wounds (150 gp Total)
2 Potions of Cure Moderate Wounds (600 gp Total)
[2,000 gp paid for +1 Weapons]

Remaining Money: 1,594 gp worth in gems (Easier to Carry)

Traits:

Resilient: Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. Youâ??ve built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves

Survivor: Years of living in violent squalor have sharpened your senses and given you an ardent distrust of humanity. You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.

Background:

Kairon was born to a human woman and a vampiric Orc (which was later destroyed by a cadre of paladins and clerics, damn humans) and was hated and feared by both his mother and the villagers of his home. His mother would go on to neglect him for the most part and abused him when he was a child. When he was about 13 years old he was taken by his mother and abandoned in the nearby forest where he learned to survive on his own and more or less educated himself in how to fight, what was safe to eat and drink, track prey, etc. Every now and then he would be visited in his dreams by a veiled figure that put information about the forest and other minor things into his mind through his subconscious via hsi dreams. (the Goddess Mielikki taking pity on the poor bastard basically.) He would grow up to be fearsome and a near terror of anyone that entered the forest, earning nicknames like the "Forest Demon" or the "Blood Wolf" by how he would hunt down people that entered his domain and the way they'd be found, bleed to death with the fang marks in the neck or throat. However, he was forced out when humans began to cut back the forest to expand the village he'd been born in. So now he is currently fighting a losing battle against civilization.

During his battles, he would be captured and eventually sold into gladiatorial slavery in a nation that traded with his own home village. Savage and bloodthirsty, he is still a terror to deal with, but isn't without a sense of who and what he is. His pale green skintone, wild long black hair streaked with green (Algae actually, harmless though but provides natural camouflage when in a forest) and noticeable fangs (as a result of his mixed heritage, his tusks are more like sabertooth cat fangs that are just short of his jawline.)

During the chaos that ensued when the "noble races" turned against the monstrous humans and the other monsters that were in the area. Kairon satiated his blood thirst on the local magistrate's daughter before using her bloody corpse as a distraction by hurling it at the pursuers and managed to slip away into the generalized chaos that had erupted in the city and had gone into hiding.

When it was said and done, he'd come out and look around to see whom survived and seeing as nobody he knew had, he set off and soon came across a small band of others that'd been shunned and victimized like he had been....
 
Re: Revenge of the Monsters (D&D Faerun 3.5/Pathfinderish id

Zyzzix, the Dragonwrought Druid and her faithful steed Flubbles


Name: Achaukiejir [Birth name] Zyzzix [Chosen name] Edarmolik [Last/Tribal name]
Race: Green Kobold
Alignment: LN
Deity: Kurtulmak
Sex: Female
Height: 2' 3"
Weight: 35 lbs
Age: 12
Class: Druid
Hp: 45

Stats:

Strength: 10 [+0]
Dexterity: 16 [+3]
Constitution: 12 [+1]
Intelligence: 12 [+1]
Wisdom: 18 [+4]
Charisma: 14 [+2]


Skills:

Climb: +0 (0 Ranks + 0 Str)
Craft (Trapmaking [racial]): +3 (0 Ranks + 1 Int + 2 Racial)
Craft (Jewelry): +8 (+ 4 Ranks + 1 Int + 3 Class)
Fly: +3 (0 Ranks + 3 Dex)
Handle Animal: +2 (0 Ranks + 2 Cha)
Heal: +10 (+ 3 Ranks + 3 Wis + 3 Class + 1 Extra)
Knowledge (Geography): +7 (+ 3 Ranks + 1 Int + 3 Class)
Knowledge (Nature): +9 (+ 3 Ranks + 1 Int + 3 Class + 2 Druid)
Knowledge (Planes): +2 (+ 1 Rank + 1 Int) [CC]
Perception: +14 (+ 5 Ranks + 4 Wis + 3 Class + 2 Racial)
Profession (Miner [racial]): +6 (0 Ranks + 4 Wis + 2 Racial)
Profession (Jewelcrafter): +4 (0 Ranks + 4 Wis)
Ride: +11 (+ 5 Ranks + 3 Dex + 3 Class)
Spellcraft: +1 (0 Ranks + 1 Int)
Stealth (racial): +11 (0 Ranks + 3 Dex + 8 Racial)
Survival: +6 (0 Ranks + 4 Wis + 2 Druid)
Swim: +0 (0 Ranks + 0 Str)


Feats:

LV1: Dragonwrought (Races of the Dragon [Low-light vision, changes subtype to Dragon, Kobold only])
LV3: Mounted Combat (PFSRD [Allows character to avoid attacks while mounted])
LV5: Trample (PFSRD [Character may choose target who cannot avoid said trample. Mount makes 1 hoof{claw/bite?}, if target is prone, +4 to mount's attack])


Saves:

Fortitude: +5 = 4 Base + 1 Con
Reflex: +4 = 1 Base + 3 Dex
Will: +8 = 4 Base + 4 Wis


Attack Bonuses:

+ 4 Melee (+ 3 BaB + 0 Str + 1 Size)
+ 7 Ranged (+ 3 BaB + 3 Dex + 1 Size)

AC: 24 (10 + 7 Armor + 2 Armor + 3 Dex + 1 Size + 1 Natural Armor)
Initiative: +5 (+ 3 Dex + 2 Trait)


Kobold:

-4 Str, +4 Dex, -2 Con, +2 Cha: While Kobolds lack physical presence, they are quite nimble of tongue and hand.
# Small: Kobolds are Small creatures gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a â??1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
# Normal Speed: Kobolds have a base speed of 30 feet.
# Darkvision: Kobolds can see in the dark up to 60 feet in black and white.
# +1 Natural Armor bonus.
# Crafty: Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold.
# Green kobolds gain an additional +4 racial bonus on Stealth checks
# Weakness: Light sensitivity.
# Languages: Kobolds begin play speaking only Draconic. Kobolds who have high Intelligence scores can choose any of the following bonus languages: Common, Dwarven, Gnome, and Undercommon.


Druid Class:

Domain: Earth
Nature Bond
Nature Sense
Orisons
Woodland Stride
Trackless Step
Resist Natureâ??s Lure
Aspect of Nature


Druid Class Variants:

Aspect of Nature

Instead of taking animal form, a druid with this variant form of wild shape takes one more more aspects of nature when she uses her wild shape ability. Each aspect taken on counts as one daily use of the druidâ??s wild shape ability. Multiple versions of the same aspect
donâ??t stack. Taking on one or more aspects is a standard action (which does not provoke attacks of opportunity), and the effect lasts for 1 minute per druid level.

At 5th level, a druid may take on one aspect from those described below. At 8th level, the druid can take on up to two aspects simultaneously. At 11th level, she can take up on to three
aspects simultaneously, and at 15th level the limit in creases to its maximum of four simultaneous aspects. (Some aspects can only be combined with certain other aspects, as indicated in their descriptions.)

Aspects Available (at current level):

Aquatic: The druid grows gills, enabling her to breathe underwater (while retaining her ability to breathe air). Webbing between her fingers and her toes grants her a swim speed of 40
feet (or 30 feet if wearing medium or heavy armor or carrying a medium or heavy load) and a +8 bonus on her Swim checks.

Flight: The druid grows wings (feathery or bat-like, at her option) that enable her to fly at a speed of 40 feet with average maneuverability (or 30 feet if wearing medium or heavy armor or carrying a medium or heavy load).

Poison: The druid gains a bite attack that deals bludgeoning, piercing, and slashing damage equal to a dagger of the druidâ??s size (1d4 for a Medium druid, or 1d3 for a Small druid). In addition, the bite delivers a toxic venom (Fortitude save DC 10 + 1/2 druidâ??s level + druidâ??s Con modifier; initial and secondary damage 1d6 Con).

Scent: The druid gains the scent ability, as described on page 314 of the Monster Manual.

Speed: The druid gains a +30-foot enhancement bonus to her base land speed.

Tooth and Claw: The druid gains a primary bite attack (at her full base attack bonus) and two secondary claw attacks (at her base attack bonus â??5 and adding only half her Strength
bonus on damage rolls). The bite attack deals bludgeoning, piercing, and slashing damage equal to a short sword of the druidâ??s size (1d6 for a Medium druid, or 1d4 for a Small druid),
while the claws deal piercing and slashing damage equal to a dagger of the druidâ??s size (1d4 for a Medium druid, or 1d3 for a Small druid).
(Unearth Arcana pg. 67)


Elemental Companion

Every druid reveres nature, but some pay more respect to the fundamental building blocks of the natural world than to its flora and fauna. By forgoing her bond with the animal kingdom, a druid can instead take on an elemental creature as her companion.

Class: Druid.
Level: 1st.
Special Requirement: Knowledge (the planes) 1 rank, Speak Language (Auran, Terran, Ignan, or Aquan)
Replaces: You do not gain an animal companion, nor do you gain wild empathy.
Benefit: You gain the companionship of a Small elemental (air, earth, fire, or water; your choice). You must speak the language of your chosen elemental companion (Auran, Terran, Ignan, or Aquan, respectively).

Your elemental companion has the normal statistics of an elemental of its kind. It does not gain any extra HD, natural armor adjustment, Strength or Dexterity adjustment, or extra tricks (it is intelligent enough to follow your spoken commands and thus needs no tricks). It gains all other special abilities normally granted to an animal companion, with the exception of Multiattack.

At 4th level, your elemental grows into a Medium elemental of the same kind. Its statistics change appropriately. At 10th level, you can choose for your elemental companion to grow to a Large elemental of the same kind, with the appropriate changes to its statistics. If you choose for your elemental to remain Medium, it instead gains 2 HD, +2 Strength, +2 Constitution, and damage reduction 5/â??. At 16th level, you can choose for your elemental companion to grow to a Huge elemental of the same kind, with the appropriate changes to its statistics. If you choose for your elemental to remain at its current size, it instead gains an additional +4 HD, +4 Strength, +4 Constitution, and damage reduction 5/â??. All these benefits stack with existing statistics except for the damage reduction.


Traits:

1: Caretaker - As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.

2: Reactionary - You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.


Equipment:

Armor: +1 Chitin mail (1,135gp)
Shield: Heavy Wooden Shield of Blinding (1,307gp 25sp)
Weapon 1: Gnome Bane Warhammer (2,309gp)
Weapon 2: +1 Ghost Touch Sickle (Bonus item)
Weapon 3: Sling (No cost)
Ammo: 2 2lb. bags of caltrops (64 total) (2gp)

Amulet of Warmth (Races of the Dragon [Keeps character at 70F at all times]) (1,000gp)
Sundark goggles (Races of the Dragon [Prevents effects of light sensitivity]) (10gp)

Exotic Military Saddle (+ 2 on Ride checks related to staying in saddle, 75% if knocked unconscious to stay in saddle) (60gp)
Bit and Bridle (2gp)
Saddle Bags (4gp)

10 days of Good Meals (50sp)
Waterskin (4gp)
Tent (Small) (7gp 50sp)
Miner's Pick (Small) (2gp 25sp)
Hemp Rope 50ft (1gp)
Grappling Hook (1gp)
Hammer (5sp)
Bedroll (1sp)
Winter Blanket (5sp)
Bell (1gp)
Signal Whistle (8sp)

Bag of Holding - Type 1 (2,500gp)
4 Potions of Mage Armor (200gp Total)
4 Potions of Hide from Undead (200gp Total)
2 doses of Blue Whinnis poison (Injury DC 14, 1 - 1 Con, 2 - Unconsciousness) (240gp)

REMAINING: 15gp 31sp

Flubbles

Size/Type: Large Animal
Hit Dice: 9d8+9 (79 hp)
Initiative: +4
Speed: 50 ft.
Armor Class: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +2/+4
Attack: Bite +6 melee (1d8+3)
Full Attack: Bite +6 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Attach, blood drain
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +7, Will +4
Abilities: Str 17, Dex 19, Con 13, Int 2, Wis 12, Cha 11
Skills: Hide +8, Perception +8, Stealth +8
Feats: Alertness, Stealthy, Weapon Finesse

Dire weasels stalk their prey in the dark and then leap on it, biting and clawing.

Attach (Ex)

A dire weasel that hits with its bite attack latches onto the opponentâ??s body with its powerful jaws. An attached dire weasel loses its Dexterity bonus to AC and thus has an AC of 12. An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature.

Blood Drain (Ex)

A dire weasel drains blood for 1d4 points of Constitution damage each round it remains attached.

Mahkah

Size/Type: Medium Elemental (Earth, Extraplanar)
Hit Dice: 7d10+21 (91 hp)
Initiative: -1
Speed: 20 ft., burrow 20 ft.
Armor Class: 18 (-1 Dex, +9 natural), touch 9, flat-footed 18
Base Attack/Grapple: +3/+8
Attack: Slam +8 melee (1d8+7)
Full Attack: Slam +9 (1d8+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Earth mastery, push
Special Qualities: Darkvision 60 ft., earth glide, elemental traits, tremorsense 60 ft.
Saves: Fort +7, Ref +0, Will +4
Abilities: Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Skills: Climb +10, Perception +7, Stealth +3
Feats: Cleave, Improved Bull Rush, Power Attack

Elemental Traits

An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water. An elemental has the following features.

  • -Immunity to paralysis, poison, sleep effects, and stunning.
    -Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
    -Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
    -Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. -Elementals are proficient with shields if they are proficient with any form of armor.
    -Elementals do not breathe, eat, or sleep.[/list:u]

    Earth Mastery (Ex)

    An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
    Push (Ex)

    An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elementalâ??s opposed Strength checks.

    Earth Glide (Ex)

    An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

    Tremorsense (Ex)

    A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground and within range. If no straight path exists through the ground from the creature to those that itâ??s sensing, then the range defines the maximum distance of the shortest indirect path. It must itself be in contact with the ground, and the creatures must be moving. As long as the other creatures are taking physical actions, including casting spells with somatic components, theyâ??re considered moving; they donâ??t have to move from place to place for a creature with tremorsense to detect them. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The abilityâ??s range is specified in the creatureâ??s descriptive text.


    Background:

    Zyzziz, hatched as Achaukiejir to her simple mining tribe, was raised on the surface world by the holiest of kobold clerics. Her childhood consisted of daily prayer to Kurtukmak for wisdom and power to strike her enemies down. From a young hatchling, Zyzzix found herself more comfortable in the surrounding forests than in the stuffy caves she was kept in at night. She could never understand how her whole race enjoyed living beneath the earth.

    The more she learned about her race's culture and habits, Zyzzix liked the kobolds as a whole less and less. She found a calling to be a steward of the Earth and was blessed by Kurtulmak as she was not struck down upon being exiled. Zyzzix didn't agree with the pillaging against the earth, so she engineered some traps to slow the thieves down. Her dragonwrought blessing kept her from being outwardly killed, so she was exiled to allow her to live as the sacred cow she had been trained to be. Her exile was a direct punishment for sabotaging some of the mines and caverns to collapse.

    Out on her own, Zyzzix found herself with he trusted dire weasel steed, Flubbulaxnarz ("Sausage of War"). Flubbles for short. Being allowed to explore life on her own, she found life amongst the rocks and trees to be a more suitable life. While living life abroad, she found out the truth of the things the clerics taught her. Zyzzix found herself under attack by sever different types of humanoids up to and including gnomes, her race's number one enemy. She also found that the attacks were only brought on by their misunderstandings about kobolds. Or at least that's what she tried to tell herself.

    After several weeks of prayer, Zyzzix felt that Kurtulmak had a purpose for her. She felt that she was to learn the ways of the druid. For the druid was the protector of the land, something that meant so much to her. Seeking the path of druids, Zyzzix found herself fortunate to be in the forest of some 'monstrous' folk who knew the way of Earth. The small band of goblins that took her in (in exchange for her trapmaking and jewelry making talents), showed her the divine path of druidic power under the blessing if her patron, Kurtulmak.

    A few years lapsed and the goblin band was slaughtered while she was out for morning meditation. She returned to find her dearest friends dead and dying at the hands of some band of 'adventurers'. From that point, Zyzzix found herself moved to educate the world about kobolds and to stop this age old ignorance. Determined to stop this unneeded cycle of waste and violence, she sought out someone who shared her ideals. Zyzzix found this to be rather difficult as most would attack on sight, screaming something about her being a monster.

    It was then that Zyzzix came across a traveling band of ogres with a pair of hobgoblins. Permitted to camp with them for safety, Zyzzix told them of what had happened only days prior. The group spoke of a festival they were attending for those not of 'advanced' status. It was like a retreat for those not accepted in the mainstream society. Zyzzix was glad things had happened they way they had. She decided that she would attend this festival with these people.

    The group arrived to the festival a day late because of the half-ogre's desire to spar with each other until someone submitted. That was a minor set back, but the kobold enjoyed herself none the less. She made several acquaintances, including some kobolds who fawned over her just like the clerics had. Finding herself in a wonderful environment, she absorbed the good times and fun folk for the next 2 days. Then tragedy struck.

    After the fires and looting died down, Zyzzix removed herself from the hollowed tree she managed to dive into. Finding the place nearly leveled and full of the dead, the kobold came to know hate for the first time in her short life. Her new friends had perished at the hands of gnomes and elves. She felt sickened by their longevity still breeding ignorance. That thought cemented her convictions to educate... through violence if needed. This needed to stop.

    Finding survivors amongst the rubble, Zyzzix went about healing those still alive, hoping that there would be some amongst these ragged few who would rally against these actions.

 
Re: Revenge of the Monsters (D&D Faerun 3.5/Pathfinderish idea)

Since the Hexblade sucks, i'm swapping out for Nerin.

Info:
First name: Nerin
Tribal name: Veltar
Race: Water Genasi (+2 wis, +2 dex -2 int)
Deity: >.> <.< Shaundakul
Sex: Yes please.
Gender: Male
Height: 6'0
Weight 180 lbs
Age: 28
Class: Monk.
HP 50 ((5d8+(con modx5)+5 favored class)

Ability scores:
20-Wisdom (+5) 18 on the roll +2 racial
18-str (+4) 16 base+ gauntlet's of ogre strength
18-dex (+4) 16 base+ 2racial
12-con (+1) 11 base +1 level 4
10-int (0) 12 base -2 racial
16-cha (+3) 16 base

Skills:
Acrobatics-5rank+4mod+3class skill=12
Climb-5rank+4mod+3class skill=12
Profession (Fishing)-5rank+5mod+3class skill=13
Perception-5rank+4mod+3class skill=12

Feats:
combat reflexes- (Bonus feat)
1. You may make Attacks of Opportunity while Flat-Footed.
2. You may make up to your Dexterity modifier in extra Attacks of Opportunity per round (instead of the
normal limit of 1), but only one such attack per creature each round

Scopion style- (bonus feat)
To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target's base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier).

Extra Ki-
You can use your ki pool more times per day than most.
Prerequisite: Ki pool class feature.
Benefit: Your ki pool increases by 2.
Special: You can gain Extra Ki multiple times. Its effects stack.

Weapon Focus Unarmed strike. +1 attack rolls.

Weapon specialization unarmed strike- +2 damage rolls

Saves:
Fortitude- 4base+3stat+1cloak=8
Reflex- 4base+4stat+1cloak=9
Will- 4base+5stat+1cloak=10

Attacks
3base(6 with flurry)+4(mod)+1feat=8(11 with flurry).
Damage-1d8+4+2=1d8+6 dmg per strike
+5 to any CMB performed while unarmored.

AC
10 base+4 dex+2(bracers)+5(AC monk bonus-wis mod)+2 (class bonus)+1 (Penis Ring of Protection=24

Class/Racial abilities
Flurry of blows11 (Class feature)-
Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes. For the purpose of these attacks, the monk's base attack bonus is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

Improved unarmed strike-(Class feature)
A monk applies his full str bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blow1s.

Evasion
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement

At 3rd level, a monk gains an enhancement bonus to his land speed

Manuever training
At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Still Mind

A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.

Ki Pool
At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. modifier.

By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Slow Fall
At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

High Jump

At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.

Purity of Body (Ex)

At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Darkvision 60'
Waterbreathing

Traits:
Agent of Dusk
You spent a portion of your childhood working for the Dusk, the guild responsible for policing and watching over all trade that takes place in the notorious night markets. You have quite a bit more spending cash than most others of your age as a result, and start with twice the normal amount of starting gold. In addition, your reputation remains strong in the night market, and any transactions you make there are always beneficial to you; items you sell net you an additional 10% profit, and items you purchase there are 10% cheaper than normal. This discount also applies to your starting gear.

Charming
Blessed with good looks, you’ve come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Equipment:
Gauntlets of Ogre Power +2 (+2str) 4000 gp
Bracer's of armor +2 (+2 ac) 4000 gold
Cloak of resistance (+1 all saves) 1000 gold
Penis Ring of Protection (+1 ac) Granted and attached by the lovely Misan
Backpack 2 gp
Tindertwig (20) 20 gp
bedroll 1 gp
belt pouch (2) 2gp
waterskin 1gp
Alchemists fire (10) 200 gp
10 good meals 50 sp
Potion-sanctuary (6) 300gp
potion-cure light wounds (7) 350
10% from items leaves me with a whopping 137.15 gp

Background:

Nerin was born of the Veltar Water Genasi tribe, even though his parents had technically left the tribe many years even before his conception. He was raised in a port city that had a fair tolerance to the various species that lived and did business there, so long as coin was to be had, and no one made a fuss. His parents were fisherman, often going out on expeditions to catch bigger game.

There wasn't always enough money left by them to get food for himself though, so he took to the streets. He quickly found that his natural good looks tended to keep people from harassing him as normal, and was drawn to the Agents of Dusk, a guild that oversaw the shadier forms of business. After a rather succesful assignment, a demon appeared before him one night, claiming to be of the material plane. He had taken a special intrest in Nerin, already haveing been working with the guild for some time, many of Nerin's assignments having been assigned by the demon.

The demon informed the Genasi that he just been given the ability to tap into the arcane, of a style that suited his charismatic nature. Nerin had no intrest in such thing though, having heard the horrible stories of the magic. The demon had already given him the power, but the refusal angered him. As he was about to be struck down, a monk from a near by Monestary approached, and bartered with the demon for Nerin's safety, and soon, he was taken from his parents to become a monk.

He spent the rest of his childhood there, slowly but surely adapting to the new life style, finding that even amongst teh monks, his charm was not lost. He had never noticed it, but soon after his arrival, many more races were arriving at the monestary, some of them he even recognized from the port. The deal that was struck, was that other children were to be taken in as well. A local village noticed this though, and was unfurriated that so many 'savages' were so close to their home, and learning to fight. By the end of the day, they had managed to drive them off, but several of his freinds had been killed in the proccess.

The monks were going to move to a new location, but Nerin refused, and left on his own in the middle of the night. He found that his natural looks, and charisma served even more as he grew older, having a knack for bartering prices, and how much he got for the fish he recieved. He still stayed near the shore line of his old home, purposely avoiding his parents though. The citizens of the port seemed to understand, and said nothing, he brought in extra business after all.

He was approached by the demon once again, and Nerin eventually agreed to try and find a teacher to awaken his arcane potential, leaving the port city alltogether finally. He had heard rumors of a gathering, a festival of sorts, and figured that would be a good place to start, surely there would be a sorcerer, or wizard amongst such a large group.

He found that he enjoyed the festivities, selling the few fish he had brought with him. On the second day, he had found a teacher, and was arranging for his training when suddenly, the gathering had been attacked. It felt like the fight went on for days but eventaully, his exhaustion led to a drop in his gaurd, and he was knocked out. When he woke, most of the others were dead, but he did his best to help whomever he could, offering a silent prayer to those lost, the built up rage at the unwarrented attack driving him.
 
Name: Akij Dezarun
Race: Half-Minotaur Diabolus
Alignment: Chaotic Good
Deity: Illanis
Sex/Gender: Male/Masculine
Height: 7' 8" (Large)
Weight: 270 lb
Age: 23
Class: Bard 1 / Oracle 3
Languages: Common, Abyssal, Diabolan, & Diaboli Tail Code

Abilities:
Strength 16+4 (template) = 20 (+5)
Dexterity 11+0 =11 (+0)
Constitution 17+2(template)+1(level4)=20 (+5)
Intelligence 14-2(template)=12 (+1)
Wisdom 12+2(template)=14 (+2)
Charisma 18+2(race)=20 (+5)

Skills:

Bluff 0 +4 +1 (if sexualy attracted) =5 (4)
Concentration 0 +4 =4
Diplomacy +5 +4 -2 (with non-Diaboli) +1 (if sexualy attracted) =7 (10)
Intimidate 0 +4 +2 (with non-Diaboli) =4 (6)
Kn. (arcana) +5 +1 +1 (Bard) =7
Kn. (religion) +5 +1 +1 (Bard) =7
Pr (throat singing) +5 +4 -2 (with non-Diaboli) =7 (9)
Sense Motive 0 +2 -2 (with non-Diaboli) =0
Perception +2 +2 +3 (Half-minotaur) =8

Feats:
Improved Natural Attack: One natural attack gets treated as if creature were one size category larger
(Gore: from 1d8 to 2d6)
Improved Natural Armor : +1 to natural armor
(from +2 to +3)
Scribe Scroll

Traits:
Darkvision: 60ft black & White (Diabolus trait)
Minotaur Heritage: +4 bonus on checks to escape a Maze spell & always know which direction is North.
Hedge Magician: magical craft 5% cheaper
Charming: +1 to sexy diplomacy & bluff, +1 to language-dependant spell save dc's

Bardic Traits:
Bardic Preformance: 9 times per day
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su) : At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bardâ??s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bardâ??s Perform check result for the save. Distraction does not work on effects that donâ??t allow saves. Distraction relies on visual components.
Fascinate (Sp): At 1st level a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 bardâ??s level + bardâ??s Cha modifier) to negate the effect. If a creatureâ??s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a â??4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat requires the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su) : A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bardâ??s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Oracle Traits:
Oracleâ??s Curse: Lame
One of your legs is permanently wounded, reducing your base land speed by 10 feet (5 feet if you are Small). Your speed is never reduced due to encumbrance. At 5th level, youare immune to the fatigued condition (but not exhaustion). At 10th level, your speed is never reduced by armor. At 15th
level, you are immune to the exhausted condition.

Oracle Focus: Heavens


Saves:
Fortitude save: 1 [base] +5 [constitution] +1(vs spells) [race] = +6(+7)
Reflex save: 3 [base] +1(vs spells) [race]= +3(+4)
Will save: 5 [base] +2 [wisdom] +1(vs spells) [race] = +7(+8)

Combat:
Primary Attack: 1 [base] +5 [strength] +1 = +7

Gore: 2d6 (improved natural attack)

Secondary Attack: -4 [base] +5 [strength] +1 = +2

Poison tail: 1d6
(DC10+1/2 HD+ 5, sickened for 2 rounds, sickened= -2 to all rolls)
Armor Class:
Base: 10[base] +6[+2 chain shirt]+4[+1 shield]+2[natural armor]+1[improved natural armor]-1=22
Flatfooted: 10[base] +6[+2 chain shirt] +4[+1 shield]+2[natural armor]+1[improved natural armor]-1=22
Touch: 10[base]-1=9

Initiative: +0

Speed: 40 (large)-10(lame)=30


Magic:
Bard Spells per Day: -,4,1,1,1 (+2(tier1), +1(tiers 2,3,4) for charisma)
Oracle Spells per Day: -,7,1,1,1 (+2(tier1), +1(tiers 2,3,4) for charisma)

Bard Spells Known: 4 (cantrips), 2 (tier 1)
0) Prestidigitation, Dancing Lights, Mage Hand, Open/Close
1) Charm Person, Comprehend Languages

Oracle Spells Known: 5 (orisons), 3(tier 1)
0) Create water, Light, Mending, Read Magic, Detect Magic
1) Sanctuary, Command, Cure Light Wounds, Color Spray (oracle focus spell)

Oracle Revelations:
Coat of Many Stars (Su): You conjure a coat of starry radiance that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/slashing. You can use this coat for 10 minutes per day per oracle level. The duration does not need to be consecutive; it can instead be spent in 10-minute increments.

Lure of the Heavens (Su): Your connection to the skies above is so strong that your feet barely touch the ground. At 1st level, you no longer leave tracks. At 5th level, you can hover up to 6 inches above the ground or even above liquid surfaces, as if levitating. At 10th level, you gain the ability to f ly, as per the spell, for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

Belongings:
+1 shield
Clear spindle iounstone (4000 gp) (needs no food or drink)
A heavy linen kilt
Quarterstaff [1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning]
+2 Chain Shirt (4000 gp)
1,000 gp left over
Carrying Capacity:

Light load:76 lb. or less
Medium load:77-153 lb.
Heavy load:154-230 lb.
Lift over head:230 lb.
Lift off ground:460 lb.
Push or drag:1150 lb.


Akij Dezarunâ??s appearrance:
Akij's ancestry of Diaboli and Minotaur has left him covered in lavander fur from the waist up, broken only by white tufts from his chin and crown; starting at his navel white fur spreads down his legs. His face is broad and is an interesting mix of Diabolan and Minotaur heritages featuring a prominent nose with fine nostrils that faintly evokes that of an oxâ??s, big moist reptilian eyes, like two amber globes, and a large honest grin. His ears, long and pointed, he has pierced, the left one three times and his right only once. While his legs are fairly muscular, his right one is badly damaged and healing magic does not work on said injury. Both of them terminate in hooves.

Backstory:
I grew up with mother in a fairly isolated household up in the mountains, the nearest neighbor was a day's walk, thus we were mostly self reliant. My mother, !ifathiz, spun tales about my father, telling me he was a great sage that had left to explore the world. She also told me stories of the other planes and how her kind had had to left their ancestral home, of how she got to the mountains and loves their views and air and the freedom they grant. Every so often we would host travelers that managed to find their way to our home, asking stories and news as pay. To get some more tradable goods I learned how to repair magical items from the wu-jen giant that was our rather distant neighbor. This led to him wanting me to become his apprentice. The attempts for apprenticeship, however, failed as I lacked the discipline of mind to focus the arcane forces. When I was beginning to (and failing to) learn magic beyond basic mending, I was walking back home at night. Even though the stars and moon were out the path was treacherous and steep. I should have paid more attention, but I walked this way often enough and the stars were so bright. Hooves weren't best suited for the terrain and thus I slipped. I am not too sure how long I was at the bottom of that ravine. A few days to be certain, but I remember little from then, the stars seemed to swim even during the day, and rain fell without a cloud in the sky, that was what kept me alive, the water that came from nowhere. After some time both my mother and mister Levian managed to get me out. I felt more in-touch with the gods after that, but Levian refused to teach me any more magic, said it wouldn't take hold on me now, not if the gods had claimed me.
As I grew older a desire to see more of the world, see the sky in other places, smell other winds. The instinct that had driven my father away from my mother was still there. Making a solemn vow to write to her often I parted, carrying what little I owned and using a tree-branch as a staff to stabilize myself. So, as I traveled, shunning no-one for company, but never spending long with anyone. Some while I traveled with a dwarven cleric-monk who taught of Sune and her divine love, both through word and deed. We parted ways as he was asked to return to his abbey, and while I considered joining him I was informed that his order might not accept me. This I found deeply wounding and accounted for our bitter parting, I found comfort in the less superficial creed of Illanis. For some time I traveled with a band of tinkers, learning the basics of music and of how to turn my voice into song, and I heard of a large celebration where several races were getting together. I was intrigued and said farewell to them, trotting off to the feast-site. Perhaps there someone had heard of my father, and in any case it seemed to be something very interesting. The tinker-leader, an orc called Amanda, gave me a shield they had acquired some time ago, and had never, thank the providence, needed to use. I was deeply hurt. While I had not been much wounded I was unable to help much those that were, and I saw that peace would not be as easily gained as the cleric or the tinkers hoped. Meditation and non-violence were not the exclusive routes. One had to take action, to attempt to right wrongs and then educate the guilty
 
Character:

Name: Nurg Silver-Eye
Race: Goblin
Tribe: Plains Goblin - Plague Winds Tribe
Deity: Beshaba
Gender: Male
Alignment: Neutral Evil
Height: 2'10"
Weight: 38 lbs
Age: 15
Class: Rogue
Favored Class: Rogue
HP: 40

Stats: 12, 10, 13, 15, 11, 15, 10
Strength - 8 (Was 10, minus two racial modifier)
Bonus: -1
Dexterity - 20 (15 raised to 18 per rules, plus two racial modifier)
Bonus: +5
Constitution - 11
Bonus: +0
Intelligence - 17 (15 raised to 17 due to Tribe/Race modifier)
Bonus: +3
Wisdom - 12 (+1 Fourth Level Ability Increase)
Bonus: +1
Charisma - 13
Bonus: +1

30 ft Land speed. +4 survival. +4 stealth. +1 with bows/crossbows. Dark vision 60'. +4 to Perception. +2 Stealth at night/darkness.

Skills: 8 + 3 per level.

Skills: Swim (+3 for Class Skill, +5 skill points, -1 Strength Modifier), Hide (+3 Class Skill, +5 Skill points, +5 Dexterity Modifier), Open Lock (+3 for Class Skill, +5 skill points, +5 Dex Modifier), Disable Device (+3 Class Skill, +5 Skill Points, +3 Intelligence Modifier), Search (+3 for Class Skill, +5 Skill Points, +3 Int Modifier), Sleight of hand (+3 for Class Skill, +5 Skill Points, +5 Dex Modifier), Climb (+3 for Class Skill, +2 Skill Points, -1 Str Modifier), Bluff (+3 Class Skill, +5 Skill Points, +1 Charisma Modifier), Spot (+3 for Class Skill, +5 Skill Points, +1 Wisdom Modifier), Escape Artist (+3 for Class Skill, +5 Skill Points, +5 Dex Modifier), Move Silently (+3 for Class Skill, +5 Skill Points, +5 Dex Modifier), Ride (+3 for Class Skill, +3 Skill Points, +2 Trait Bonus, +5 Dex Modifier)

Feats: 4
Run (Retain Dex modifier to AC while running, may run up to 5 times my speed when lightly loaded, or 4 times if carrying a medium or heavy load) (Player's Handbook)
Point Blank Shot (+1 bonus on attack and damage with ranged weapons at ranges of up to 30 feet) (Player's Handbook)
Precise Shot (Shoot into melee without the standard -4 to the attack roll) (Player's Handbook)
Rapid Reload: Hand Crossbow (Reload time reduced to a free action for hand crossbows) (Player's Handbook)

Class Features: Sneak Attack: 3d6, Uncanny Dodge, Trap Sense +1, Trapfinding, Evasion.

Base Attack Bonus: +3
Fort Save: +1 (Class Bonus)
Ref Save: +4 (Class Bonus) +5 (Dexterity Modifier)
Will Save: +1 (Class Bonus) +3 (Wisdom Modifier)

Traits: Dirty Fighter (When you hit a foe you are flanking you deal an additional 1 damage, this damage is multiplied by critical hits)
Militia Veteran (Ride gets a +2 trait bonus and Ride is always a class skill)

Equipment:
+1 Elfbane Shocking Hand Crossbow (1d3 damage, 19-20/x2 Critical, 30 ft range increment, piercing damage. +2 bonus against Elves, +2d6 damage against elves. Extra 1d6 Electrical damage upon command word until dismissed)
40x Hand Crossbow Bolts (4 GP)
Keen dagger (2002 GP) (1d3 damage, 17-20/x2 critical, 10 ft range increment, piercing or slashing damage)
5x Dagger (10 GP) (1d3 damage, 19-20/x2 critical, 10 ft range increment, piercing or slashing damage)
+2 Studded leather armor (4025 GP) (+5 armor bonus, +5 max dex bonus, -0 Armor Check Penalty)
Backpack (2 GP)
Crowbar (2 GP)
Flint and Steel (1 GP)
3x Waterskin (3 GP)
5x Oil Flask (5 SP)
Bedroll (1 SP)
5x Bag of Caltrops (5 GP)
Rope, Hempen: 100 ft (2 GP)
Masterwork Thieves' Tools (100 GP)
Climber's Kit (80 GP)
Goblin Dog for Lootin' (150 GP)
Goblin Dog for Killin' (150 GP)
Military Saddle for a Goblin Dog (60 GP)
Studded leather barding for a Goblin Dog (50 GP)
Rodents of Unusual Size? Priceless.
Peasant outfit (Free)
4x Tanglefoot Bag (200 GP)
5x Alchemist's Fire (100 GP)
5x Trail Rations (25 SP)
10x Chunk of "Meat" (30 SP)
2x Cure Light Wounds Potions (100 GP)
Signet Ring (5 GP)
Potion Belt (65 GP)
Cloak of Resistance +1 (1,000 GP)
8x Blue Whinnis Poison (960 GP)
116 GP, 9 SP remaining.

Background:

Nurg Silver-Eye was born 9th of a litter of 15, not a particularly notable Goblin in the warrens. His name, given to him by the name his mother made when he popped out, his surname a simple descriptor of his appearance, a strange gray eye color his iris's turned when using dark vision, rather than the normal black of his light seeing eyes.

He had no real family, as other species think of it. The Plague Winds tribe traveled extensively, children were passed around at the drop of a hat, spending time with whatever adult in the tribe was stupid enough to get saddled with them until (s)he could figure out a way to trick someone else into taking them. He picked up what were the best traits of his tribe quickly enough, brutality, cunning, stealth, trickery, and the value of a good partner to draw attention while you set up your prey. His favored partner in crime was his one liter-mate, Klug One-Eye. They ran scams together from the time they could run, starting out small, stealing food from other, larger goblins, looting shiny trinkets that caught their eyes, sneaking into places that they were not supposed to go. As they grew they moved to larger scams. From petty theft to larceny and thuggery, time honored traditions of his people, ones they had dealt with themselves at the hands of the older, larger goblins. Klug was the larger, and stronger of the two, and Nurg the brains, such as it was, his brilliant plans usually involving "Hit them while Klug holds them down".

The tribe's travels over the years brought them towards more civilized lands. Humans, halflings, and even some elves were encountered for the first time in many years. Nurg and Klug were among many of the younger goblins who had more guts than caution when it came to the new people, daring to invade their villages, loot what they could, burn anything they could put a flame to. Nurg and Klug delighted in the strangeness of the "Soft" races and their trinkets, spending much of their time rifling through junk piles, and anything else they could get their hands on. Nurg proved quite nimble and quick with the Soft Races and their goods, learning ways through thier traps and security through trial and mostly error. Mostly Klug's errors, his partner in crime getting burned more than once just so Nurg could figure out a way around to the trinkets of other races.

It all came to a head during a little visit to an elven glade. Nurg had seen signs of the pointy eared pricks around the area for a few days, and had been trying to track down their lair, knowing some nice elven trinkets would be a great trophy, and a real envy among others in the tribe. Klug as usual went along, ready to jump a nice, defenseless elf, or at least keep one busy until Nurg put a knife between their shoulders. They reached a glade that had obviously been tended by the Fair Ones, no signs of predators or proper animals, just the usual array of "Cute" animals and food, carefully sculpted plants, shaped into pleasing images to the elvish eye, rather than allowed to grow free and wild. The two were instantly ill at ease so far from the squalor and violence that was the real world. As usual Klug took the lead, letting Nurg watch over him as he ventured further into the elven land. Something bright and shiny drew the eyes of both of the goblins, Nurg starting to walk out of his hiding place, Klug drawn right towards it. A small silver broach of awe inspiring detail and craftsmanship, even apparent to the crude eyes of the goblins. As Klug bent down to pick up his trophy, several arrow shafts just appeared on his body. The goblin fell, and Nurg, never even seeing the archer/s, ran as far and as fast as he could from that glade.

He returned to the tribe without a trinket, but with a burning desire to burn that ugly, smelly, horrible mockery of a forest to the ground. He parted with several of his trinkets to buy some loyalty, volunteered for the chief's militia to get some extra muscle and practice with real warfare and raiding. Fire, poisons, and swift strikes and brutal offenses all drew his attention. His Goblin Dog became his new, most trusted friend. A fierce, cruel creature who delighted in ripping and shredding apart flesh from bone as much as his master enjoyed fire and slow, agonizing death. Nurg joined several other goblins of the tribe, taking to their hounds to ride out and unleash hell upon the Soft Races. They struck first at a human farm, setting their fields to fire, slaughtering their livestock and capturing several others. Raids like this continued, building in ambition, and as time went on, Goblin casualties as the softer targets learned to defend themselves against the raiders. Heroes were eventually drawn to the conflict, petty Soft Races who thought to sate their blood lust on easy goblin kills, and steal their rightfully stolen trophies.

Nurg was one of the goblins harassing these so called "heroes", giving his tribe time to relocate to a place with easier pickings and with less of these tall, angry warriors hunting them down. He suffered many wounds through the battle, and in the end was pulled away by his mount, slumped in his saddle and on his way to death's door. He remained unconscious for several days as the Goblin Dog brought him back to the tribe, what witch doctors and herbalists were available to tend him doing what they could to nurse him back to health. As he regained consciousness he found himself with several new scars, a burning hatred of not just the pointy ears, but other Soft Races, and his tribe making their way towards a grand gathering of like minded creatures.



Thar it be Boss Misan.
 
Rerolled Stat Numbers, per Boss Misan's orders:

9, 17, 13, 11, 9, 11, 15

Best Six results:

17, 15, 15, 13, 13, 12.

New Generated Stats:

Strength: 10 (-2 Race modifier) Bonus: 0
Dexterity: 20 (17 raised to 18, plus 2 Race modifier) Bonus: +5
Constitution: 13 Bonus +1 ((New HP Total: 45))
Intelligence: 17 (+2 Race Modifier) Bonus: +3
Wisdom: 14 (+1 fourth level ability increase) Bonus: +2
Charisma: 15 Bonus: +2

New Save Totals:
Fort Save +2 (+1 Class, +1 Con Bonus)
Ref Save +9 (+4 Class Bonus, +5 Dex Bonus)
Will Save +4 (+1 Class Bonus, +3 Wis Bonus)

Skills: Swim: 8 (+3 for Class Skill, +5 skill points), Hide: 13 (+3 Class Skill, +5 Skill points, +5 Dexterity Modifier), Open Lock: 13 (+3 for Class Skill, +5 skill points, +5 Dex Modifier), Disable Device: 11 (+3 Class Skill, +5 Skill Points, +3 Intelligence Modifier), Search: 11 (+3 for Class Skill, +5 Skill Points, +3 Int Modifier), Sleight of hand: 13 (+3 for Class Skill, +5 Skill Points, +5 Dex Modifier), Climb: 5 (+3 for Class Skill, +2 Skill Points), Bluff: 10 (+3 Class Skill, +5 Skill Points, +2 Charisma Modifier), Spot: 10 (+3 for Class Skill, +5 Skill Points, +2 Wisdom Modifier), Escape Artist: 13 (+3 for Class Skill, +5 Skill Points, +5 Dex Modifier), Move Silently: 13 (+3 for Class Skill, +5 Skill Points, +5 Dex Modifier), Ride: 13 (+3 for Class Skill, +3 Skill Points, +2 Trait Bonus, +5 Dex Modifier)

Thus modified by the Boss Misan's orders.
 
Updated Character Sheet for Nurg Silver-Eye:

Name: Nurg Silver-Eye
Race: Goblin
Tribe: Plains Goblin - Plague Winds Tribe
Deity: Beshaba
Gender: Male
Alignment: Neutral Evil
Height: 2'10"
Weight: 38 lbs
Age: 15
Class: Rogue
Favored Class: Rogue
HP: 54 Max, Currently 30.

Languages Spoken: Goblin (Standard Language), Common (Bonus Language for High Int), Draconic (Bonus Language for High Int), Orcish (Bonus Language for High Int). Undercommon (Bonus Lanugage for Linguistics), Elven (Bonus Language for Linguistics), Gnoll (Bonus Language for Linguistics), Giant (Bonus Language for Linguistics), and Sylvan (Bonus Language for Linguistics)

Strength: 10 (-2 Race modifier)
Bonus: 0
Dexterity: 20 (17 raised to 18, plus 2 Race modifier)
Bonus: +5
Constitution: 13
Bonus +1
Intelligence: 17 (+2 Race Modifier)
Bonus: +3
Wisdom: 14 (+1 fourth level ability increase)
Bonus: +2
Charisma: 15
Bonus: +2

Racial Stats: 30 ft land speed. +4 to Survival. +4 to Stealth. +1 attack with Bows and Crossbows. Dark vision 60'. +4 to Perception. +2 Stealth in Darkness/Night conditions.

Class Features: Sneak Attack 3d6. Trap Finding (Adds half of the rogue's level to Perception to find traps and Disable Device Checks, can disable magical traps). Evasion (Reflex saves for Half Damage deal no damage on a success). Rogue Talent: Finesse Rogue (Gains Weapon Finesse as a Bonus Feat). Trap Sense +2. Uncanny Dodge. Rogue Talent: Slow Reactions (Sneak Attacked target can't execute attacks of opportunity for one round). Rogue Talent: Weapon Focus (Gains the Weapon Focus Feat).

Skills:
Swim: 8 (3 Class Skill, 5 Skill points)
Stealth: 22 (3 Class Skill, 6 Skill Points, 5 Dex, +4 Race Bonus +4 Size Bonus)
Disable Device: 11 (3 Class Skill, 6 Skill Points, 5 Dex)
Perception: 15 (3 Class Skill, 6 Skill Points, 2 Wis, 4 Race Skill)
Slight of Hand: 13 (3 Class Skill, 5 Skill Points, 5 Dex)
Climb: 5 (3 Class Skill, 2 Skill Points)
Bluff: 11 (3 Class Skill, 6 Skill Points, 2 Cha)
Escape Artist: 13 (3 Class Skill, 5 Skill Points, 5 Dex)
Ride: 13 (3 Class Skill, 3 Skill Points, 2 Trait Bonus, 5 Dex)
Linguistics: 11 (3 Class Skill, 5 Skill Points, 3 Int)
Acrobatics: 14 (3 Class Skill, 6 Skill Points, 5 Dex)
Use Magic Device: 11 (3 Class Skill, 6 Skill Points, 2 Cha)
Sense Motive: 10 (3 Class Skill, 5 Skill Points, 2 Wis)

Level Six Skill Points applied to: 11 to spend. 1 to Stealth. 1 to Perception. 1 to Disable Device. 1 to Bluff. 1 to Acrobatics. 6 to Use Magic Device.

Feats: 6
Run (Retain Dex Modifier to AC while running, may run up to 5 times my speed when lightly loaded, or 4 times if carrying a medium or heavy load) (Player's Handbook)
Point Blank Shot (+1 bonus to attack and damage with ranged weapons at ranges up to 30 feet) (Player's Handbook)
Precise Shot (Shoot into melee without the standard -4 to the attack roll) (Player's Handbook)
Rapid Reload: Hand Crossbow (Reload time reduced to a free action for hand crossbows) (Player's Handbook)
Weapon Finesse (Granted by Rogue Talent - You may use your Dex modifier to attack rolls with light weapons rather than your Str.) (Player's Handbook)
Weapon Focus: Hand Crossbow (Granted by Rogue Talent - You gain +1 to attack rolls with the selected weapon) (Player's Handbook)

Base Attack Bonus: +4
Attack Bonus with Hand Crossbow: +10, within 30 feet, +11. Against Elves: +12, within 30 ft +13
Attack Bonus with Dagger: +9

Fort Save: +2 (Class Bonus) +1 (Con Modifier) +1 (Cloak of Resistance)
Ref Save: +5 (Class Bonus) +5 (Dex Modifier) +1 (Cloak of Resistance)
Will Save: +2 (Class Bonus) +2 (Wis Modifier) +1 (Cloak of Resistance)

Armor Class: 20 (10 +5 Dex + 5 Armor)

Traits:
Dirty Fighter (When you hit a foe you are flanking you deal an additional 1 damage, this damage is multiplied by critical hits)
Militia Veteran (Ride gets a +2 Trait Bonus, and Ride is always a class skill)


Equipment:
+1 Elfbane Shocking Hand Crossbow (1d3 damage, 19-20/x2 Critical, 30 ft Range Increment, Piercing damage. +2 bonus against Elves, +2d6 damage against elves. Extra 1d6 Electrical damage upon command word until dismissed)
37x Hand Crossbow Bolts
35x Magical Poison Bolts
Keen Dagger (1d3 damage, 17-20/x2 Critical, 30 ft range increment, piercing or slashing damage)
4x Dagger (1d3 damage, 19-20/x2 Critical, 10 ft range increment, piercing or slashing damage)
+2 Studded Leather Armor (+5 Armor Bonus, +5 Max Dex Bonus, -0 Armor Check Penalty)
Backpack
Crowbar
Flint and Steel
3x Waterskin
4x Oil Flask
Bedroll
5x Bag of Caltrops
Rope, Hempen: 100 ft
Masterwork Thieves' Tools
Climber's Kit
Goblin Dog for Lootin'
Goblin Dog for Killin'
Military Saddle for a Goblin Dog
Studded leather barding for a Goblin Dog
Peasant outfit
4x Tanglefoot Bag
5x Alchemist Fire
5x Trail Rations
9x Chunk of "Meat"
2x Cure Light Wounds Potions
Signet Ring
Potion Belt
Cloak of Resistance +1
8x Blue Whinnis Poison
One UnIDed Earring
One UnIDed Ring
One Former Robe of Skanky McBoobs
Staff of Healing
Bag of Ruby Dust
146 GP, 9 SP.
 
Re: Revenge of the Monsters D&D Pathfinder Faerun 3.5 Update

Session Gains: 4 Potions of Cure Light Wounds, 4 Potions of Cure Moderate Wounds, 1 Potion of Fly, 2 Rings UnIDed, 50 GP.

Session Losses: Sanity dealing with Goody Two Shoes and Pants Rager.

Updated Profile:

Name: Nurg Silver-Eye
Race: Goblin
Tribe: Plains Goblin - Plague Winds Tribe
Deity: Beshaba
Gender: Male
Alignment: Neutral Evil
Height: 2'10"
Weight: 38 lbs
Age: 15
Class: Rogue
Favored Class: Rogue
HP: 54 Max, Currently 30.

Languages Spoken: Goblin (Standard Language), Common (Bonus Language for High Int), Draconic (Bonus Language for High Int), Orcish (Bonus Language for High Int). Undercommon (Bonus Lanugage for Linguistics), Elven (Bonus Language for Linguistics), Gnoll (Bonus Language for Linguistics), Giant (Bonus Language for Linguistics), and Sylvan (Bonus Language for Linguistics)

Strength: 10 (-2 Race modifier)
Bonus: 0
Dexterity: 20 (17 raised to 18, plus 2 Race modifier)
Bonus: +5
Constitution: 13
Bonus +1
Intelligence: 17 (+2 Race Modifier)
Bonus: +3
Wisdom: 14 (+1 fourth level ability increase)
Bonus: +2
Charisma: 15
Bonus: +2

Racial Stats: 30 ft land speed. +4 to Survival. +4 to Stealth. +1 attack with Bows and Crossbows. Dark vision 60'. +4 to Perception. +2 Stealth in Darkness/Night conditions.

Class Features: Sneak Attack 3d6. Trap Finding (Adds half of the rogue's level to Perception to find traps and Disable Device Checks, can disable magical traps). Evasion (Reflex saves for Half Damage deal no damage on a success). Rogue Talent: Finesse Rogue (Gains Weapon Finesse as a Bonus Feat). Trap Sense +2. Uncanny Dodge. Rogue Talent: Slow Reactions (Sneak Attacked target can't execute attacks of opportunity for one round). Rogue Talent: Weapon Focus (Gains the Weapon Focus Feat).

Skills:
Swim: 8 (3 Class Skill, 5 Skill points)
Stealth: 22 (3 Class Skill, 6 Skill Points, 5 Dex, +4 Race Bonus +4 Size Bonus)
Disable Device: 11 (3 Class Skill, 6 Skill Points, 5 Dex)
Perception: 15 (3 Class Skill, 6 Skill Points, 2 Wis, 4 Race Skill)
Slight of Hand: 13 (3 Class Skill, 5 Skill Points, 5 Dex)
Climb: 5 (3 Class Skill, 2 Skill Points)
Bluff: 11 (3 Class Skill, 6 Skill Points, 2 Cha)
Escape Artist: 13 (3 Class Skill, 5 Skill Points, 5 Dex)
Ride: 13 (3 Class Skill, 3 Skill Points, 2 Trait Bonus, 5 Dex)
Linguistics: 11 (3 Class Skill, 5 Skill Points, 3 Int)
Acrobatics: 14 (3 Class Skill, 6 Skill Points, 5 Dex)
Use Magic Device: 11 (3 Class Skill, 6 Skill Points, 2 Cha)
Sense Motive: 10 (3 Class Skill, 5 Skill Points, 2 Wis)

Level Six Skill Points applied to: 11 to spend. 1 to Stealth. 1 to Perception. 1 to Disable Device. 1 to Bluff. 1 to Acrobatics. 6 to Use Magic Device.

Feats: 6
Run (Retain Dex Modifier to AC while running, may run up to 5 times my speed when lightly loaded, or 4 times if carrying a medium or heavy load) (Player's Handbook)
Point Blank Shot (+1 bonus to attack and damage with ranged weapons at ranges up to 30 feet) (Player's Handbook)
Precise Shot (Shoot into melee without the standard -4 to the attack roll) (Player's Handbook)
Rapid Reload: Hand Crossbow (Reload time reduced to a free action for hand crossbows) (Player's Handbook)
Weapon Finesse (Granted by Rogue Talent - You may use your Dex modifier to attack rolls with light weapons rather than your Str.) (Player's Handbook)
Weapon Focus: Hand Crossbow (Granted by Rogue Talent - You gain +1 to attack rolls with the selected weapon) (Player's Handbook)

Base Attack Bonus: +4
Attack Bonus with Hand Crossbow: +10, within 30 feet, +11. Against Elves: +12, within 30 ft +13
Attack Bonus with Dagger: +9

Fort Save: +2 (Class Bonus) +1 (Con Modifier) +1 (Cloak of Resistance)
Ref Save: +5 (Class Bonus) +5 (Dex Modifier) +1 (Cloak of Resistance)
Will Save: +2 (Class Bonus) +2 (Wis Modifier) +1 (Cloak of Resistance)

Armor Class: 20 (10 +5 Dex + 5 Armor)

Traits:
Dirty Fighter (When you hit a foe you are flanking you deal an additional 1 damage, this damage is multiplied by critical hits)
Militia Veteran (Ride gets a +2 Trait Bonus, and Ride is always a class skill)


Equipment:
+1 Elfbane Shocking Hand Crossbow (1d3 damage, 19-20/x2 Critical, 30 ft Range Increment, Piercing damage. +2 bonus against Elves, +2d6 damage against elves. Extra 1d6 Electrical damage upon command word until dismissed)
37x Hand Crossbow Bolts
35x Magical Poison Bolts
Keen Dagger (1d3 damage, 17-20/x2 Critical, 30 ft range increment, piercing or slashing damage)
4x Dagger (1d3 damage, 19-20/x2 Critical, 10 ft range increment, piercing or slashing damage)
+2 Studded Leather Armor (+5 Armor Bonus, +5 Max Dex Bonus, -0 Armor Check Penalty)
Backpack
Crowbar
Flint and Steel
3x Waterskin
4x Oil Flask
Bedroll
5x Bag of Caltrops
Rope, Hempen: 100 ft
Masterwork Thieves' Tools
Climber's Kit
Goblin Dog for Lootin'
Goblin Dog for Killin'
Military Saddle for a Goblin Dog
Studded leather barding for a Goblin Dog
Peasant outfit
4x Tanglefoot Bag
5x Alchemist Fire
5x Trail Rations
9x Chunk of "Meat"
6x Cure Light Wounds Potions
4x Cure Moderate Wounds Potions
Fly Potion
Signet Ring
Potion Belt
Cloak of Resistance +1
8x Blue Whinnis Poison
One UnIDed Earring
One UnIDed Ring (From Skanky McBoobs)
Two UnIDed Rings (From the Tiefling)
One Former Robe of Skanky McBoobs
Staff of Healing
Bag of Ruby Dust
196 GP, 9 SP.
 
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