Updated 9/8/07 9 skill points Charlotte Race: Human Class: Level: 9 (Scout 8 Ranger 1) XP: 44160 XP Needed: Gender: From: Age: Height: Weight: Eyes: Hair: Skin: Notes: Alignment: NG Disposition: Str: 14 (+2) Light: 58 or less Dex: 17 (+3) Medium: 59-116 Con: 12 (+1) Heavy: 117-175 Int: 12 (+1) Wis: 11 (+0) Cha: 11 (+0) HP: 53 (Rolled an 8, 2, 3, 2, 7, 2, 6, 6) AC: 20 (17 flat-footed) Speed: 30 feet. Hit Die: d8 (Scout) Bonuses: Base Attack: +7 Melee Attack: +9 Ranged Attack: +10 Init: +3 Fortitude Save: +4(Base) Reflex Save: +8(Base) Will Save: +2(Base) PP: GP: SP: CP: Bow: +11 to attack. 1d8+3P 1d6 Acid /x3, 100 ft. 83 arrows. Racial Abilities ============== Class Features ============== Skrimish (Ex): Deal an extra 3d6 points of damage on all attacks made during any round where moving at least 10 feet. This applies only to attacks taken during Scout's turn. The extra damage applies only to living creatures with a discernible anatomy. Ranged attacks can benefit if within 30 feet of the target. Also gains +3 competence bonus to Armor Class which applies as soon as the Scout has moved 10 feet and lasts until the start of the Scout's next turn. Trapfinding (Ex): Can use Search to locate traps with a DC over 20 and can use Disable Device to bypass or disarm magic traps. Favored Enemy (Ex) At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. First favored enemy: Undead. +4 bonus Second favored enemy: Constructs. +2 bonus Track A ranger gains Track as a bonus feat. Wild Empathy (Ex) A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check. Battle Fortitude (Ex): At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load. Uncanny Dodge (Ex): Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature, page 26 of the Player’s Handbook. Fast Movement (Ex): Starting at 3rd level, a scout’s gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. See the monk class feature, page 41 of the Player’s Handbook. Evasion (Ex): Beginning at 5th level, a scout can avoid damage from certain attacks with a successful Reflex save. See the monk class feature, page 41 of the Player’s Handbook. Flawless Stride (Ex): Starting at 6th level, a scout can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load. Camouflage (Ex): Hide in any natural terrain, but only when wearing light armor and carrying a light load. ===== FEATS ===== 1:Point Blank Shot [General] You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. 1:Precise Shot [General] You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. 3:Darkstalker feat. No clue what book. You can hide normally from all senses, and can flank creatures with All-Around Vision 5: Swift Hunter. Ranger and Scout levels stack for determining extra damage and AC bonus when skrimishing as well as for favored enemies. Skrimish damage applies against any favored enemy, even if it is normally immune to critical hits or skrimish attacks. 6: Improved Skrimish If you move at least 20 feet away from where you were at the start of your turn, your skirmish damage increases by 2d6 and your competence bonus to AC from skirmish improves by 2. Rapid Shot 9: Multishot ====== SKILLS ====== Ability Armor Misc Skills: Ranks Ability Mod Check Mod Total Balance 9 Dex +3 Climb 10 Str +2 Disable Device 5 Int +1 Escape Artist 9 Dex +3 Hide 10 Dex +3 Listen 10 Wis +0 Move Silently 10 Dex +3 Search 10 Int +1 Spot 10 Wis +0 Survival 6 wis +0 Tumble 9 Dex +3 Languages: Common Celestial ONE MORE Magic Items: Equipment: Armor: Weapons: Mounts: 1) Bow of the Wintermoon. +1 Composite Longbow that adjusts for any strength. - 1d8 /x3, 100 ft, Piercing. 3400 GP, 3 lb Acidic (+1d6 acid damage)(6000 GP) 2) Boots of the Mountain King. You ignore light and dense rubble, you can move up stairs and slopes at nromal speed, and run or charge downhill without a balance check. 1500 GP, 1 lb 3) Ring of Protection +1 - +1 Deflection Bonus to AC. 2000 GP 4) Amulet of Natural Armor +1 - +1 Enhancement bonus to natural armor class bonus. 2000 GP 5) Quiver of Ehlonna - This appears to be a typical arrow container capable of holding about twenty arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to sixty objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to eighteen objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as six objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can produce any item she wishes, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what’s placed inside it. 2 lb, 1800 GP 6) +1 Chain Shirt. - AC 5, Max Dex Bonus 4, Armor Check Penalty -2, 30ft, 25lb 1250 GP 7) Vest of Resistance +1 - +1 resistance bonus to all saving throws. 1000 GP. NEED WEIGHT 8) Armband of Elusive Action. 1/day, Immediate ACtion, you don't trigger a single AoO that you normally would. 800 GP, 1 lb 9) Healing Belt. 3 charges per day, renewed at dawn, charges heal by touch. 1 charge = 2d8 healing, 2 charges = 3d8, 3 charges = 4d8. 750 GP, 1 lb 10) 2x Lesser Crystal of Life Drinking. Attached to a weapon, the weapon restores 3 HP per hit to you, to a max of 30 HP per day. 3000 GP 12) 3x Smokestick (originally 4) This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally. 80 GP, .5 lb each 4675 GP Left [19:05:23] Charlotte (Ranger): Hunter: [19:05:23] [At first level, Charlotte gains One with Nature: Charlotte gains Skill Focus (Survival) as a Bonus Feat. [19:05:23] [At third level, Charlotte gains Practiced Hunter: Charlotte gains Skill Focus (Knowledge: unholy creatures) as a Bonus Feat. [19:05:23] [At sixth level, Charlotte gains Focused Hunter: Charlotte gains +1 to one Favored Enemy bonus. [19:05:23] Crack Shot: Charlotte can make one attack as a free action per encounter. Session Start: Fri Dec 08 16:06:01 2006 Session Ident: NinjaDebugger [16:06:01] Session Ident: NinjaDebugger (NinjaDebug@ip24-252-56-222.om.om.cox.net) [16:06:01] I will give you the one true fried chickin recipe [16:06:11] You need: [16:06:15] Saltine crackers. [16:06:18] Parmesan cheese [16:06:19] Salt [16:06:20] Pepper [16:06:25] Garlic powder [16:06:56] The saltines come in boxes of 4 smaller packages, you know? [16:07:04] Use from 1-4 of those, depending on how much you want to make. [16:07:24] put them in a food processor. Add generous portions of parmesan cheese. Add salt, pepper, and garlic powder to taste. [16:07:36] And then grind the shit all up until it's a fine powder. [16:07:39] Put it in a bowl [16:07:43] ooh. [16:07:49] Then [16:07:53] take a bowl [16:07:57] a different bowl, mind [16:08:20] Crack 2-3 eggs into it, and scramble them vigorously with a fork [16:08:33] Then add milk until the bowl's half full or so. (it shouldn't be a big bowl) [16:08:42] A cereal bowl works fine [16:08:58] Dip the chicken into the egg/milk mix, then into the breading. [16:09:09] Cover it with breading, pat it down well to make it stick [16:09:16] And then fry it. [16:09:33] ooh. [16:10:31] And by "fry" [16:11:01] I mean "take a frying pan, put a generous layer of vegetable oil in it, heat it thoroughly, but not to boiling, and then put the chicken in it and FRY UNTIL DONE." [16:11:09] Alternately, a deep fryer is fine, too. [16:11:12] * Demota nods. [16:11:14] Such as a fry daddy. [16:11:55] The chicken should be half-immersed in oil when you slide it in, so it's a fair amount of oil. Not like you'du se for frying an egg [16:12:11] * Demota nods. [16:12:31] And no matter what, no matter what ANYBODY tells you [16:12:35] under NO circumstances [16:12:37] should you EVER [16:12:40] add flour to that recipe [16:12:42] -anywhere- [16:12:49] Sucks up oil reaaal fast [16:12:55] Kills the flavor, too Session Close: Sat Dec 09 00:00:01 2006