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Started by Merc, June 20, 2005, 02:03:26 PM

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Merc

DECEASED

Basic Information
------------------
Name: Kethean Evenwood ~ Alignment: Lawful Neutral ~ Level: Mnk2/Clr3
Race: Human ~ Sex: Male ~ Age: 23 ~ Height: 5'7" ~ Weight: 168 lbs

Languages: Common, Chondathan (Home Region - Tethyr), Dwarven
Monastic Order: Sun Soul
Deity: Savras
Current EXP: 10,470
Lvl Up EXP: 15,000
Money: 421 GP, 3 SP

Stats & Derived Stats
----------------------
Str: 14 (+2)
Int: 12 (+1)
Dex: 16 (+3)
Wis: 16 (+3)
Con: 14 (+2)
Cha: 11 (+0)

Initiative: +3 (dex)
HP: 34/34
AC: 16 (10+Dex+Wis) <== Wis counts unless immobalized. Counts even when flatfooted.
Spd: 30 ft

Attack Bonus: +6 (+4/+4 Flurry of Blows)
Damage: 1d6+2 (Unarmed)

For: +8
Ref: +7
Wil: +9

Spells per Day: 0:4, 1:3+1, 2:2+1
Domains: Fate & Spell (Savras)

Skill Points: 38 = (4+Int)x4+4 + 2+Int+1 + 4+Int+1 + 2+int+1 + 2+int+1

Skills
--------
Balance (Dex) *** (Note: +2 comes from Tumble synergy)
Concentration (Con) ******** (Note: +2 come from Spell Domain)
Heal (Wis) ****
Hide (Dex) ****
Knowledge (Arcana) (Int) *****
Knowledge (Religion) (Int) ***
Spot (Wis) ******
Spellcraft (Int) ****** (Note: +2 come from Spell Domain)
Tumble (Dex) ******* (Note: +2 come from Jump synergy)
Jump (Str) ****** (Note: +2 come from Tumble synergy)

Abilities & Feats
-----------------
Uncanny Dodge (Fate Domain): Keep Dex AC bonus when flatfooted or vs invisible opponent
Aura (Cleric): Lawful Aura
Turn Undead (Cleric)
Spontaneous Casting (Cleric): Can convert prepared spells to cure spells of that level
Flurry of Blows (Monk)
Unarmed Strike (Monk)
Evasion (Monk): No damage on successful reflex roll to 'half-damage on roll' attacks
Stunning Fist (Monk Feat): A targetted opponent rolls fortitude if hit
- Fortitude check at DC 10 + 1/2 level + Wis mod
- If stunned, lasts 1 round, can't act, lose dex AC bonus, -2 to AC
- Can use two times a day
Combat Reflexes (Monk Feat): More Attacks of Opportunities.
- When foes leave themselves open to Attack of Opportunity, gain extra AoO attacks
- Number of Attacks of Opportunities equal to the one you get, plus dex modifier (so 4)
- You can still only attack one opponent once per AoO though.
Weapon Focus - Unarmed Strike (Human Race Bonus Feat): Attack Bonus +1 Unarmed
Dodge (1st Feat): +1 AC vs designated oponent
Mobility (2nd Feat): +4 AC vs Attacks of Opportunity

Equipment
---------
Monk's Outfit (2lbs)
Holy Symbol
Kama
Quarterstaff
Bedroll
Backpack
Blanket, Winter
Healer's Kit
Nunchukus+1

Domain Spells
-------------
Mage Armor (Spell): +4 AC for 1 hour/level (1 hour currently)
True Strike (Fate): Attack Bonus +20 to next attack

Silence (Spell): Negates sound in 15-ft. radius.
Augury (Fate): Learns whether an action will be good or bad.

Nunchukus+1
=========
Light/Dark Nunchuku? The name is unknown, but the powers seem evident.. somewhat. These nunchuku are a pair of orantely carved wooden sticks, looped together by a thin cord. When first found, they emnated darkness and shadow when wielded, but since leaving the shadow temple, the dark wood has turned white, and they emit a soft glow- light enough to read by. Though Kethean is unsure of their full effects, they are certainly potent- and particularly deadly against creatures of shadow.
+1 to hit, +1 damage, +2d6 vs shadowcats and possibly other shadow creatures.
<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.

Iron Dragoon

DECEASED
------------------------------
Name: Thaeos Longstrider
Class: Scout
Race: Human
Alignment: Lawful Neutral
Diety: Fharlanghn
Level: 3
Age: 22
Gender: Male
Height: 5' 6"
Weight: 130
Eyes: Green
Hair: Brown

HP- 30
AC- 17 (10 + 3 (DEX) + 4)

STR- 16
DEX- 17
CON- 16
INT- 14
WIS- 15
CHA- 8

Saving Throws:
FORT- +4
REFLEX- +7
WILL- +3

Intiative- +5
Speed- 40 FT.

Attack Bonus:
Melee- +6 (BAB: 3 + 3 (STR))
Ranged- +6 (BAB: 3 + 3 (DEX))

Skills:
Balance: +5 (Rank 2)
Climb: +4 (Rank 1)
Hide: +10 (Rank 7)
Jump: +4 (Rank 1)
Knowledge (dungeoneering): +9 (Rank 7)
Knowledge (geography): +9 (Rank 7)
Knowledge (nature): +9 (Rank 7)
Listen: +9 (Rank 7)
Move Silently: +10 (Rank 7)
Search: +9 (Rank 7)
Sense Motive: +9 (Rank 7)
Spot: +9 (Rank 7)
Survival: +9 (Rank 7)
Swim: + 4 (Rank 1)
Use Rope: +4 (Rank 1)

Feats:
Skirmish **
Track
Dodge
Weapon Focus: Shortbow
Quick Reconniter
Fast Movement *
Point Blank Shot
Precise Shot
Mobility

(* denotes number of Ranks in stated feat)
Skirmish (Make a Ranged Attack during a Double Movement Action, -4 at Rank 1, penalty decresing by 2 every rank until +0; +10 to Ranged Distance at levels 7, 11, 15, 19; +1 to AC at levels 9, 11, 13, 17)
Dodge (During Action, you designate an opponent and recieve a +1 dodge bonus to Armor Class against that opponent)
Weapon Focus: Shortbow (+1 to all Attack Rolls)
Quick Reconniter (One Listen and Spot check is a Free Action per round; +2 to Intiative)
Fast Movement (+10 ft. to Movement Speed per Rank)
Woodland Stride (Can traverse terrain without speed penalties)
Point Blank Shot (+1 Bonus on Ranged Attacks with in 30 ft.)
Precise Shot (negates the -4 penalty for firing into Melee Combat)
Mobility (Grants an extar +4 to AC against AoO)

Languages- Common, Elvish, Dwarvish

Equipment:
Weapons:

Masterwork Mighty Compound Shortbow-
Attack Bonus- +7 (+8 if within 30 ft.)
Damge: 1d6+3 (x3 Crit)
Range: 70 Ft.
Special Properties: +1 (Masterwork); + STR mod to Damage (Mighty)
Damage Type: Piercing

Masterwork Short Sword-
Attack Bonus- +6
Damage- 1d6+3 (19-20/x2 Crit)

Unknown Solid Silver Shortbow-
Who the hell knows?! I sure don't!

Armor:
+1 Studded Leather (Masterwork)
Type- Light
AC- +4
Check Penalty- 0
Max Dex Bonus- +5
Spell Failure- 15%

Gear:
Backpack-
-Bedroll
-Blanket, Winter
-Oil (x2)
-Waterskin
-Grapling Hook
-Lantern, Bullseye
-Mirror, Small Steel
-Rations, Trail (x2)
-Rope, Silk (50 Ft.)
-Tent
-Amyethist (x7 (100gp))
-Potion (cure light wounds) (x2)

Pouch, Belt-
-Fishhook
-Flint and Steel
-Signal Whistle

Quiver-
-20 Arrows

Quiver-
-20 Arrows

Currency:
Platinum-
Gold- 60
Silver- 45
Copper-
This is not the greatest post in the world, no... this is just a tribute.

Ebiris

In PCP format, since that's easier for me to update and keep track of.

Corwin

Al'Maz Nebes

Class: Wizard (level 5)/Cloistered Cleric (level 1)/RimeFire Witch (level 2)
Race: Tiefling
Alignment: Neutral
Deity: Hleid

XP: 36490 (updated to 29/12/2006)
XP (Next): 45000
GP: Communal Fund! (1317gp)

DC = 10 + spell lvl + Int mod (+2 [cold] descriptor spells)

STR: 10 (0)
DEX: 18 (4)
CON: 14 (2)
INT: 24 (7)
WIS: 15 (2)
CHA: 11 (0)

Fortitude: 8
Reflex: 5
Will: 13

MAB: 3
RAB: 7

HP (Max): 45
HP: 45/45
AC: 14 (+4, 4 hours; +8, 4 min)
Initiative: 4 (+9 with Nerveskitter)

Special:
Darkness 1/day (spell-like ability)
Darkvision 60 ft
Resistance (5) to Cold, Fire, Electricity
Turn or Rebuke Undead (+2 synergy from Knowledge: Religion)
Lore (Ex) -- This ability is identical to the bard's bardic knowledge class feature, using the cloistered cleric's class level in place of the bard level. (+2 synergy from Knowledge: History)
Proficiency with all simple weapons, with a trident and with light armor
Shadow Ability: Umbral Mind Apprentice Path 1-3 (As spell-like abilities, 2/day, CL8) *
Shadow Ability: Unbinding Shade Initiate Path 1 (As arcane spells, 1/day, CL8) *
* (page 139, Tome of Magic -- Pact, Shadow, and Truename Magic)

Feats:
Bloodline of Ice: +4 to saves vs Cold, +2 to DC of spells with Cold
Scribe Scroll
Craft Wondrous Item
Snowcasting: adds [cold] descriptor to spells, +1 caster level for already cold spells.
Mark of Hleid: cleric is favored class, +2 sacred bonus to AC against evil cold creatures, immunity to rimefire (mark in the form of a birthmark in the shape of a ragged white triangle with a vortex of blue flame in its center)
Iron Will: +2 to Will saves

Domains:
Healing, Knowledge, Winter

Familiar:
Alertness (when familiar within 5ft)

Languages:
Common (automatic), Damaran (regional, automatic), Infernal, Abyssal, Goblin, Orc, Draconic, Celestial, Elvish, Undercommon.

Spells Per Day:
Arcane (CL7):
lvl0: (4)
lvl1: (5) 3+2
lvl2: (5) 3+2
lvl3: (4) 2+2
lvl4: (2) 1+1
Divine (CL1):
lvl0: (3)
lvl1: (3) 1+1+1

Skills:

Bluff: (2 racial +2 Familiar) 4
Concentrate: (10) 12
Craft (Alchemy): (5 +2 Alchemist's Set, Masterwork) 14
Craft (Carpentry): (1) 8
Craft (Gemcutting): (1) 8
Decypher Script: (5) 12
Diplomacy: (1 +2 Familiar +2 Knowledge:Nobility and Royalty synergy) 5
Hide: (2 racial) 6
Knowledge (Arcana): (4) 11
Knowledge (Religion): (9) 16
Knowledge (The Planes): (2) 9
Knowledge (Demonology): (2) 9
Knowledge (Dungeoneering): (1) 8
Knowledge (Local -- Cold Lands): (1) 8
Knowledge (Geography -- Cold Lands): (1) 8
Knowledge (Geography -- Tethyr): (1) 8
Knowledge (Geography -- Underdark): (1) 8
Knowledge (History -- Narfell): (1) 8
Knowledge (History -- Tethyr): (1) 8
Knowledge (History -- Calimshan): (1) 8
Knowledge (History -- Mulhorand): (1) 8
Knowledge (History -- Silver Marshes): (1) 8
Knowledge (History -- Underdark): (1) 8
Knowledge (Nobility and Royalty): (5) 12
Listen: (2 Alertness) 4
Open Lock: (1) 5
Ride: (1) 5
Search (Int)
Sense Motive: (2) 4
Sleight of Hands: (1) 5
Speak Language: Celestial, Elvish, Undercommon
Spellcraft: (11 +2 Knowledge:Arcane synergy) 20
Spot: (2 Alertness) 4
Swim: (1) 1
Use Magic Device: (1) 1



Inventory:
1  Parakeet Familiar (Relly), speaks Common
1  Warcamel (Menchi)
1  Snowcaster (uses enspelled gems as ammo, loads up to 6 at a time, bestows Snowcasting on them, doesn't trigger Attacks of Opportunity when used, spell levels 1-3)
3  Pearls of Power I
1  Headband of Intellect +2
1  Robe of Displacement, Lesser (20% miss chance)
1  Bag of Holding I   
1  Bandoleer (holds 8 scrolls)
5  Pearls for Identify
*  Books of Shadow Magic
1  Wand: Detect Magic (17ch)   
1  Wand: Magic Missile, 3rd level caster, 19 charges (on loan to Lucia)
1  Wand: Fireburst, 5th level caster, 13 charges
1  Wand: Ray of Enfeeblement (lvl6, 5ch)
1  Masterwork Crossbow, Light
44 Crossbow Bolts      
1  Dagger         
1  Adventuring Kit (tm)      
1  Traveller's Outfit   
1  Ink (1 oz)         
*  Inkpen         
*  Parchment (sheets)   
*  Cheap Gems (5gp each)   
1  Case (maps or scrolls)   
5  Spellbooks
1  Spell Component Pouch   
1  Artisan's Tools
1  Alchemist's Set (Masterwork)
*  Alchemical Supplies (worth 100gp)      
5  Cure Light Wounds Potions
1  Cure Medium Wounds Potion
1  Aid Potion (1d8+3 temp hp, +1 to rolls, no fear)
1  Potion of Wonder (same as using Rod of Wonder)

Weapons:
Dagger, d4 19-20/x2, range (10ft)
Crossbow, Light (masterwork), d8, 19-20/x2, range (80ft)
<Steph> I might have made a terrible mistake

Iron Dragoon

Uhh.. This character is.. Away..
----------------------------
Name: Sigmundr Ingvinr
Class: Cleric
Diety: Tempus
Alignment: Chaotic Good
Race: Human
Level: 5 <Cleric: 4/ Fighter: 1>
Gender: Male
Height: 6' 3"
Weight: 220
Eyes: Grey
Hair: Grey

HP: 36
AC: 23 (10 + 9 Armor + 3 Shield + 1 Dex)

Str- 16
Dex- 13
Con- 14
Int- 10
Wis- 16
Cha- 10

Saving Throws:
Fortitude- 8
Reflex- 1
Will- 7

Intiative: +5 (4[Imp. Intiative] + 1 Dex)
Speed- 30 (20 w/Armor)

Attack Bonus:
Warhammer: +9 (BAB 4 + 3 Str Mod + 1 Masterwork +1 Focus)
Ranged: +5 (BAB 4 + 1 Dex Mod)

Skills:
Concentration:  5
Knowledge (Arcana): 3
Knowledge (History): 3
Knowledge (Religion): 5
Spellcraft: 3
Heal: 2
Ride: 6
Spot: 2

Feats:
Brew Potion
Combat Casting
Improved Initiative
Weapon Focus: Warhammer
Simple Weapons
Martial Weapons
Light/Med/Heavy Armor
Shields
Mounted Combat

Languages:
Common

Equipment:
Weapon-

Masterwork Warhammer:
Attack: +9
Damage: 1d8+3
Range: --
Special Properties: Masterwork
Damage Type: Bludgeoning

Armor-

+1 Full Plate:
Type: Heavy
AC Bonus: 9
Check Penalty: 6
Max Dex: 1
Special Properties: +1 Magic
Weight: 50

Tome of the Bulwark:
Type: Shield/Book
AC Bonus: 3
Check Penalty: 2
Special Properties: Serves as +1 Heavy Steel Shield
Weight: 15

Gear:
Backpack-
-Bedroll
-Flint and Steel
-Rations x5
-Tent
-Waterskin x2
-Rope, Silk
-Torch x2

Holy Symbol of Tempus, Silver

Currency:
1218 gold
-----------
Physical Description:
Sigmundr is a wall of a man, standing at six foot, three inches in hight and two hundred twenty pounds of mass. His jaw is solidly square and pronounced, with his nose being slightly crooked, looking to have been broken a number of times. His eyes are steel grey and deep set under a full head of once-black hair, now greying at the temples and peppered with grey throughout.

He's wide shouldered and well muscled, cutting an imposing figure, if not for the open grin he often carries. Walking with a confident gait, he drives his heels slightly as he walks, making his steps thumping and able to be felt in some floors. The armor which he uses is plate and is slate steel in color, not being buffed for sheen. Its shoulder guards taper to a points which end at equal hight to his ears. A three-quarters ring of steel rising from the breastplate to jaw level to protect his neck, and the breastplate its self seeming to be made of multiple plates layered on top of each other, two meeting over his chest at the breast bone, and curving away to his sides at his solar plexus, looking to have been forged ontop of a single, full sized piece. The crest of Tempus, a blood red shield, the top of which turning into same colored flames, with a sword of fire in front of it, blade to the sky, is etched into the left side of the chest piece, on display for all to see. The arms and legs of his armor are simlarly forged, seeming to be of a few plates forged onto a larger, solid backing piece of armor. He wears a massive dark red cloak, large enough to completely cover his armor from view, with a large hood on it, able to completely cover his face from view, similar to those often worn by traditional, temple dwelling priests.

He carries two items, in addition to his pack; a great religious tome and his chosen weapon, a Warhammer. The tome, thick enough so that the spine completely fills his hand, hangs from his left hip, attached by a thick cord of leather, which is easily detatched for use. The book, known as the Tome of the Bulwark, is believed to be one of the largest books in existance, easily dwarfing the great tomes used by mages for their spells. In it is written every holy writ of Tempus to ever be recorded, as well as the full, unabridged history of Tempus and his Church. Looking upon it from the front shows it to be massive, the size of a normal shield, and the leather of it draws the eye, having an unearthly look to it, easily showing it to be no normal book. Running down the length of the spine is a wide, flat strip of leather, which he can slip his hand through, furthing helping hold the book. On the front cover of the book is the crest of Tempus, tooled into the leather and colored.

On his right hip hangs a large and solidly imposing Warhammer. Looking much like a large, solid piece of rectangular stone, the head of it has few decorations worked into it, going for simplicity of use over eyecatching designing. The haft is fully wrapped in dark brown tanned leather, the commonly gripped parts of which blackened from use and staining by sweat and blood.
Quote
This is not the greatest post in the world, no... this is just a tribute.

Merc

Basic Information
------------------
Name: Korin Norovir
Class: Swashbuckler Lv5/Fighter Lv2
Alignment: Chaotic Good
Race: Tiefling (ECL+1)
Sex: Male

Current EXP: 28,480
Lvl Up EXP: 36,000
Money: 181gp, 6sp

Languages
---------
Common, Elven, Orc, Goblin, Infernal

Stats & Derived Stats
----------------------
Str: 12 (+1)
Dex: 22 (+6)=18+2 <== +2 gloves
Con: 16 (+3)
Int: 18 (+4)
Wis: 11 (+0)
Cha: 14 (+2)

For: +10 = +7+3
Ref: +8  = +2+6
Wil: +1  = +1 (+3 vs mind-effects)

HP: 79 HP
AC: 22 (25 vs one opponent)
Init: +6
BAB: +7

Skills
------------------
Balance (Dex) 12 = 10+2 (Tumble synergy)
Bluff (Cha) 12 = 10+2 (Racial bonus)
Diplomacy 11 = 7+2+2 (Bluff & Sense Motive Synergy)
Handle Animal (Cha) 5
Hide (Dex) 2 (Racial bonus)
Intimidate (Cha) 11 = 9+2 (Bluff Synergy)
Jump (Str) 7 = 5+2 (Tumble synergy)
Ride (Dex) 7 = 5+2 (Handle Animal synergy)
 Note: +2 bonus to stay in saddle related checks
Sense Motive (Wis) 10
Swim (Str) 3
Tumble (Dex) 12 = 10+2 (Jump synergy)

Feats & Abilities
-----------------
Combat Expertise: Trade Attack Bonus for AC (+5 max). (fighter)
Weapon Focus (Rapier): Get +1 Atk with rapiers. (fighter)
Weapon Focus (Short Sword): Get +1 with short swords.
Two-Weapon Fighting: Penalties for Two weapons is -2 on each hand.
Weapon Finesse: Use Dex instead of Str on attack rolls (swashbuckler).
Dodge: +1 to AC vs one opponent.
Grace: +1 to Reflex.
Insightful Strike: Add Int to damage.
Additional Favored Class: Make Swashbuckler a favored class.
Dreaming Furnace: Once per day as a swift action, for ten rounds, Korin can cause all attacks he makes to do

an extra 1d6 fire damage.
Luck of the Wind: Once per day, you can make any given roll twice, and take the better result. You must

declare Luck of the Wind before you take the roll.

Tiefling Racial Features
------------------------
Cold/Fire/Electricity Resistance 5
Darkness spell
Darvision 60ft
Native Outsider

Equipment          Cost
--------------------------------
Mithral Shirt+1      2,250 gp
Ring of Protection+1   2,000 gp

Masterwork Shortsword x2  620 gp
Dagger x2          4 gp

Backpack          2 gp
Bedroll             1 sp
Rations   x2         10 sp
Tent            10 gp
Traveler's outfit       1 gp
Waterskin          1 gp

Horse, light         75 gp
Feed x2            10 cp
Saddle, Military      20 gp

Gloves of Dexterity+2
Dreaming Clarity (+2 Rapier)
+1 Composite Longbow with +1Str rating

Stone of Alarm
Ring of Substenance

Potions
-------
Protection from Evil

Rapier
------
Attack: 1d20+16 (+14 two-weapon fighting)
Damage: 1d6+7
Critical: 18-20/x2
Type: Piercing

Short Sword
-----------
Attack: 1d20+15 (+13 two-weapon fighting)
Damage: 1d6+5 (1d6+4 in off-hand)
Critical: 19-20/x2
Type: Piercing

Longbow
-------
Attack: 1d20+14/+9
Damage: 1d8+2
Critical: x3
Type: Piercing
Range Increment: 110 ft

Dagger
------
Attack: 1d20+13 (+11 two-weapon fighting)
Damage: 1d4+5 (1d4+4 in off-hand)
Critical: 19-20/x2
Type: Piercing or Slashing

Dreaming Power
---------------
This power stems from the shadow-world, crossed with Korin's own dreams of flame. He instinctually realises

that as he grows in power, so will it... but, sometimes dreams come unbidden, as well.

Dreaming Furnace (Su): Once per day as a swift action, for ten rounds, Korin can cause all attacks he makes to

do an extra 1d6 fire damage.

Luck of the Wind (Su): Once per day, you can make any given roll twice, and take the better result. You must

declare Luck of the Wind before you take the roll.

Dreaming Clarity
----------------
+2 Rapier gives +2 AC boost vs single target & +2 to saves vs mind-affecting things.

Windrider
---------
Korin owns a horse that he's trained for riding and has named Windrider.

EXP
---
Base: 8,000
1) 2,350 (Lazarus vs Paladin)
2) 720 = 0.8 * 100+500+100+200 (Mansion Raid)
3) 1,160 = 0.8 * 250+1,200 (Slavers+Sand Devils)
4) 1,200 = 0.8 * 200+300+400+600 (tower start to genasi sisters)
5) 920 = 0.8 * 250+250+250+400 (puzzle room)
6) 880 = 0.8 * 300+300+500 (Lucia/Druid/Nightmare)
7) 2800 = 800+1000+1000 (Relly & Shadow cowls/Elric/Tower Clear)
8) 3850 = 750+450+525+100+100+200+225+400+200+400+500 (Husk+Kuo Toas)
9) 650 (The Three)
10) 2,200 = 2000+200 (Fearlorn+Mummies)
11) 4,250 = 4000+250 (Fearlorn Lv2+Special One Time Bonus)
<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.

Iron Dragoon

Name: Dorrin Marthas
Age: 23
Race: Human; Male
Class: Sorceror; 6
Alignment: Neutral Good

STR: 10
DEX: 17 (15 base +2 gloves)
CON: 15
INT: 12
WIS: 11
CHA: 19 (17 base +2 cloak)

HP: 32/32

Skills-

Bluff (Rank 9 +3 Cha): 12
Concentration (Rank 9 +2 Con): 11
Knowledge Arcana (Rank 9 +1 Int): 10
Spellcraft (Rank 9 +1 Int): 10

Languages: Common, Draconic

Feats/Abilities-

Improved Toughness: Gain hit points equal to number of HD; gain +1 HP every level

Improved Intiative: +4 on Intiative checks

Spell Penetration: +2 to caster level to defeat spell resistance
-Greather Spell Penetration: +4 to caster level to defeat spell resistance

Spells Known:

Level 0:
-Prestidigitation: Performs minor tricks
-Detect Magic: Detects spells and magic items within 60 ft.
-Light: Object shines like a torch
-Mage Hand: 5 pound telekinesis
-Message: Whispered Conversation at distance
-Arcane Mark: Inscribes a personal rune (visabile or invisible)
-Read Magic: Read Scrolls and Spellboks

Level 1:
-Shield: Invisible Disc gives +4 to AC; Blocks Magic Missiles
-Magic Missile: Deals 1d4+1 damage; +1 missile per two levels (max 5)
-Shelgarn's Persistent Blade: Summons a dagger of force to constantly attack target; deals 1d4; flanking bonus
-Mage Armor: +4 to AC

Level 2:
-Scourge of Force: Deals 1d8+(1 damage per two caster levels); One extra tendril per three caster levels; Melee touch attack
-Cat's Grace: Subject gains 1d4+1 Dex for 1 hour per level

Level 3:
-Haste: One creature per level; +1 on attack rolls, +1 to dodge AC. +1 to reflex saves; one extra attack when making a full attack

Spells Per Day:

Level 0 - 6
Level 1 - 7
Level 2 - 6
Level 3 - 5

Proficiencies:
Simple Weapons

Fort: 4 (2 base +2 Con)
Reflex: 5 (2 base +3 Dex)
Will: 5
BAB: 3

AC: 13

Equipment/Gear:

Money: 275 gold

Quarterstaff-
To Hit: +3
Damage: 1d6
Critical Range: x2

Sling-
To Hit: +5 (3 BAB +2 Dex)
Damage: 1d4
Critical Range: x2
Bullets: 20

Traveler's Outfit

Backpack:
-Bedroll
-Blanket, Winter
-Flint and Steel
-Lantern, Hooded
-Oil, x5
-Rope, Silk; 50 ft.
-Waterskin, x3
-Potion of CLW, x4

Gloves of Dexterity:
+2 Dexterity

Cloak of Charisma:
+2 Charisma

Wand of Invisibility:
Charges- 50/50
This is not the greatest post in the world, no... this is just a tribute.

Ebiris

Name: Grendel
Class: Wildshape Ranger (5), Master of Many Forms (3)
Deity: None
Alignment: True Neutral
Gender: Male
Height: 5'10"
Weight: 148lbs
Eyes: Black
Hair: Black
XP: 28,900

Stats

HP: 69
AC: 11 (11 touch, 10 flat footed)

STR: 9
DEX: 13
CON: 18
INT: 16
WIS: 16
CHA: 12

BAB: +7/+2
Melee to hit: +6/+1
Ranged to hit: +8/+3
Grapple: +10
Initiative: +1
Speed: 40

Fort: +11
Ref: +8
Will: +5


Feats

Able Learner (Human Bonus) (Races of Destiny)
- All cross-class skills cost only 1 point. Max ranks remains the same. Does not effect learning languages.
Improved Unarmed Attack
- Treated as armed when unarmed, can do lethal or subdual damage on unarmed attacks.
Alertness
- +2 to Listen and Spot checks.
Improved Grapple
- Don't provoke AoOs when grappling, +4 to all grapple checks.


Class Abilities

Favoured Enemy (Outsider - Evil) (Ex)
- Bluff, Listen, Sense Motive, Spot, and Survival checks, as well as Damage, all get +4 vs these foes.
Favoured Enemy (Outsider - Native) (Ex)
- Bluff, Listen, Sense Motive, Spot, and Survival checks, as well as Damage, all get +2 vs these foes.
Track
- Can find or follow tracks.
Wild Empathy (Ex)
- Diplomacy that works on animals (1d20+ranger level+cha).
Fast Movement (Ex)
- Movement is +10 when in no/light/medium armour and not carrying a heavy load.
Endurance
- +4 bonus to Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Can sleep in light or medium armour with no penalty.
Improved Wild Shape (Su)
- Can wild shape into Animals, Humanoids, Giants, and Monstrous Humanoids of Small, Medium, or Large size. Can use 4 times per day, each use lasting up to 8 hours and restoring HP as if having rested for a night.
Shifter's Speech
- Can speak normally when wild shaped, and can communicate with creatures of the same kind while in wild shape, so long as they can normally communicate with each other.
Fast Wild Shape (Ex)
- Can Wild Shape as a move action.


Spells per day

Level 1: 1 - DC 14


Skills (ranks are in parenthesis, synergies not counted in ranks but are noted)

104/104

Bluff: 6 (5) Synergy: +2 Diplomacy, Intimidate, and Disguise when acting in character
Climb: 4 (5)
Disable Device: 4 (1)
Disguise: 9 (8)
Gather Information: 6 (5)
Hide: 5 (4)
Jump: 5 (6) Synergy: +2 to Tumble
Knowledge (Arcana): 4 (1)
Knowledge (Dungeoneering): 9 (6) Synergy: +2 survival underground
Knowledge (Nature): 8 (5) Synergy: +2 survival in natural surroundings
Knowledge (The Planes): 8 (5) Synergy: +2 survival on other planes
Knowledge (Religon): 4 (1)
Knowledge (History): 4 (1)
Knowledge (Geography): 4 (1)
Knowledge (Nobility): 4 (1)
Listen: 14 (10)
Move Silently: 5 (4)
Search: 10 (7)
Sleight of Hand: 2 (1)
Spellcraft: 4 (1)
Spot: 14 (10)
Survival: 9 (6) Synergy: +2 to Knowledge (Nature)
Swim: 4 (5)
Tumble: 2 (1)
Speak Language: two extra languages (4)

Languages: Common, Orcish, Elvish, Dwarven, Abyssal, Undercommon


Inventory

Shadow Garment - Clothes that can change form into any kind of garment the wearer desires, will remain worn even when in an alternate form, and can hold up to 80lbs worth of stuff while only weighing 5lbs. Any item can be retrieved as a move action without incurring an AoO.

Ring of Prestidigitation

Hat of Disguise

Wand of Cure Light Wounds (40 charges remaining)

Morphing Quarterstaff +1 - Can change into any 2 handed weapon as a standard action. Only one end is enchanted if used as a double weapon.

Masterwork Chain Shirt - +4 Armour Bonus, -2 Armour Check Penalty

2 Bull's Strength potions
20 Arrows
20 Cold Iron Arrows
20 Alchemical Silver Arrows
Bedroll
Inkpen
Ink
Spellbook
Everburning Torch (110gp)