Human Marksman MkII Init : +6 Attack: +17/+12 120'x10 19-20x2 Pierce 1d10+1d6+6 Standard shot +19 120'x10 19-20x2 Pierce 1d10+1d6+17 Steady shot: +19 120'x10 19-20x2 Pierce 1d10+1d6+28 AC: 22 normal, 17 Vs Touch Fort:+10 Ref:+14 Will:+4 Hide:+20 Silent:+20 Listen:+14 Spot:+19 Sense:+0 HP: 71/88 Init: +10 Speed: 30' (6 squares)
Lvl Class BAB HP SP Saves Feats Class features 1 Marksman MkII 0 8 36 2/ 2/ 0 PBS, Rapid reload Ranged precision(Precise shot), Lesser shot 2 Marksman MkII 1 16 45 3/ 3/ 0 One eye open, Stance 3 Marksman MkII 2 24 54 3/ 3/ 1 Wfocus: Heavy Xbow Hunter's step(Woodland stride), Lesser shot 4 Marksman MkII 3 32 63 4/ 4/ 1 Improved shots +1, Improved Stance 5 Marksman MkII 3 40 72 4/ 4/ 1 Forceful arrows(Shots counts as siege weapons), Favoured shot 6 Marksman MkII 4 48 81 5/ 5/ 2 Crossbow sniper(PHBII) Ranged precision(Flank bonus against flanked targets), Lesser shot 7 Marksman MkII 5 56 90 5/ 5/ 2 Stance 8 Marksman MkII 6/1 64 99 6/ 6/ 2 Hunter's step(Trackless step), Favoured shot 9 Marksman MkII 6/1 72 108 6/ 6/ 3 Combat Acrobat (PHBII) Improved shots +2, Greater shot 10 Marksman MkII 7/2 80 117 7/ 7/ 3 Stance Mastery(Share stance), Improved Stance 11 Marksman MkII 8/3 88 117 7/ 7/ 3 Favoured shot, Ranged power attack.
Choices:
( 1st) Lesser shot: Steady shot
( 2nd) Stance: Hateful stance
( 3rd) Lesser shot: Ricochet shot
( 4th) Improved Stance: Sensing Hateful Stance
( 5th) Favoured shot: Frightening Steady shot
( 6th) Lesser shot: Exploding shot
( 7th) Stance: Spellshield stance
( 8th) Favoured shot: Alchemical Ricochet shot.
( 9th) Greater shot: Wraith shot
(10th) Improved Stance: Wraithstrike Spellshield Stance
(11th) Favoured shot: Weakening Exploding shot
Total Mod Enhance Race Lv Item Misc. Modded Original STR 14 +2 14 -1 15 DEX 22 +6 +2 +2 18 +1 17 CON 15 +2 15 +2 13 INT 18 +4 18 +3 15 WIS 10 10 -3 13 CHA 9 -1 9 -2 11
Saves 10/14/ 4 Marksman 7/ 7/ 3 Abilities 2/ 6/ Equipment 1/ 1/ 1
4+4+1 per level Skills Total Ranks Mod Item ACP Feat Misc -(DEX) Balance +13 7 +6 -(STR) Climb +12 10 +2 (CON) Concentration +5 3 +2 (INT) Craft Alchemy +18 14 +4 (CHA) Disguise -1 -1 (CHA) Gather information -1 -1 -(DEX) Hide +20 14 +6 -(STR) Jump +16 10 +6 (INT) Know: Nature +4 (INT) Know: Architecture +4 (WIS) Listen +14 14 -(DEX) Move silently +20 14 +6 (WIS) Profession (DEX) Ride +9 3 +6 -(DEX) Sleight of hand* +7 ½ +6 (WIS) Spot +19 14 +5 (WIS) Survival +10 10 (DEX) Use rope +6 +6 Untrained, nonclass skills INT +4 Appraise, Forgery, Search WIS Heal, Sense motive, CHA -1 Bluff, Diplomacy, Intimidate, Perform, Untrained nonclass skills with ACP STR +2 Swim(ACPx2) DEX +6 Escape Artist Untrained nonclass Trained only skills DEX - Disable Device, Open lock, Tumble(ACP), INT - Decipher script, Know:arcana, Know:dungeoneering, Know:geography, Know:history, Know:local, Know:nobility, Know:religion, Know:planes, Spellcraft CHA - Handle Animal, Use magic device Skill tricks: Extreme Leap Horizontal jump of at least 10 feet allows 10 extra feet of movement that round Leaping Climber Add jump distance to start of climb Speedy Ascent Climb 10 additional feet with successful check Up the Hill Move up slope or stairs at normal speed Wall Jumper Leap from wall as if making a running jump
CROSSBOW SNIPER You are skilled in lining up accurate, deadly shots with your crossbow. Perhaps you add custom-made sights to your weapon, or you have learned to maximize the stability and precision the weapon offers. Prerequisites: Proficiency with hand, heavy, or light crossbow, Weapon Focus with hand, heavy, or light crossbow, base attack bonus +1. Benefit: When using a crossbow for which you have the Weapon Focus feat, you gain a bonus on damage rolls equal to 1/2 your Dexterity bonus. If you have the skirmish or sneak attack ability, the maximum range at which you can make such attacks increases to 60 feet when you are using a crossbow for which you have the Weapon Focus feat. Special: A fighter can select Crossbow Sniper as one of his fighter bonus feats.
COMBAT ACROBAT Your acrobatics and agility in combat allow you to manoeuvre across the battlefield with ease. You stay on your feet and speed over difficult terrain due to your superior athleticism and acrobatic talents. Prerequisites: Balance 9 ranks, Tumble 9 ranks. Benefit: You gain several benefits from this feat to reflect your overall athletic ability and training in the skills vital to an acrobat. Acrobatic Recovery: If an effect causes you to fall prone, you can make a DC 20 Balance check to remain on your feet. Sure Footed Manoeuvre: With a DC 15 Balance check, you can ignore up to 4 squares of difficult terrain while moving. You treat these squares as normal terrain. You still endure any effects or hazards associated with the terrain. For example, a shallow pool of boiling water might deal fire damage and count as difficult terrain. You would still take damage from the water even if your Balance check allowed you to move through it at full speed. Special: A fighter can select Combat Acrobat as one of his fighter bonus feats.
All shots takes a standard action to perform, and requires the marksman to have a ranged weapon.
All shots adds the marksman's class level to damage, if they hit (10).
A stance takes a move action to activate and lasts one round.
( 1st) Lesser shot: Steady shot
( 5th) Favoured shot: Frightening Steady shot
Steady shot (EX):
As a standard action you can make a single attack against an opponent at your highest attack bonus.
This attack deals additional damage equals to your Marksman class level (Total: 20).
Frightening shot (EX):
When you select this enhancement to one of your shots, you can frighten any target of your shot.
Any target of the enhanced shot is shaken for a single round. (http://www.d20srd.org/srd/conditionSummary.htm#shaken)
( 3rd) Lesser shot: Ricochet shot
( 8th) Favoured shot: Alchemical Ricochet shot.
Ricochet shot (EX):
As a standard action you can make a single attack against an opponent at your highest attack bonus.
If this attack hits the target you may make an attack against a second (different) opponent that you can see.
All cover is calculated from the primary target towards the secondary target; concealment is still calculated from you.
The secondary target does not receive additional damage from this attack being part of a shot.
Alchemical shot (EX):
When you select this enhancement to one of your shots, you can add an alchemical item weighing no more than two pounds and fire it along with a shot.
If it is a grenade-like weapon, or a substance or item that can affect a creature, it affects the first creature hit by this shot. Otherwise it affects the area wherever the arrow or bolt lands.
( 6th) Lesser shot: Exploding shot
Exploding shot (SU):
As a standard action you can make a single attack against an opponent at your highest attack bonus.
If you hit with this ability you chose any corner of the target's space and place a 5' radius burst of fire damage.
The fire damage dealt by this ability is 3d6.
Weakening shot (EX):
When you select this enhancement to one of your shots, your shot debilitates the target and reduces its strength.
Any target of the enhanced shot receives a penalty to strength equal to your intelligence modifier for a single round.
This ability does not stack with other penalties to strength, but it does stack with ability damage and ability drain.
( 9th) Greater shot: Wraith shot
Wraith shot (EX):
As a standard action you can make a single attack against an opponent's touch AC at your highest attack bonus.
( 2nd) Stance: Hateful stance
( 4th) Improved Stance: Sensing Hateful Stance
Hateful stance (EX):
While this stance is active you receive a +3 insight bonus to damage.
If you also have the Stance Mastery class feature, allies adjacent to you gains a +1 insight bonus to damage rolls.
Sensing stance (EX):
When you select this enhancement to a stance you possess, the stance additionally grants Darkvision up to 30'.
( 7th) Stance: Spellshield stance
(10th) Improved Stance: Wraithstrike Spellshield Stance
Spellshield stance (EX):
While this stance is active you gain 5 fire, frost, acid, electricity resistance. This ability does not stack with any other ability that grants you resistance to an energy type. The highest energy resistance is used instead.
If you also have the Stance Mastery class feature, allies adjacent to you gains 2 fire, frost, acid, electricity resistance.
Wraithstrike stance (EX):
When you select this enhancement to a stance you possess, while the enhanced stance is active you do not suffer the normal miss chance from attacking incorporeal creatures. Even non-magical weapons and ammunition can strike such creatures without suffering any miss chance.
Defense 22 Base 10 Armor +5 Ability(DEX) +6 Items +1 Other Melee Base +8 Ability(STR) +2 Ranged Base +8 Ability(DEX) +6 Enhancement +3 Improved shots+2 Damage ½Dex(Feat) +3 Enhancement +3 Wep. Crystal +1d6 electric Attacks ToHit Range Crit Type DMG Notes Heavy Crossbow (Shot) +19 120'x10 19-20x2 Pierce 1d10+1d6+17 30/100 Standard bolts used Heavy Crossbow (Steady) +19 120'x10 19-20x2 Pierce 1d10+1d6+28 Heavy Crossbow (Basic) +17 120'x10 19-20x2 Pierce 1d10+1d6+6
Age: 19 years Race: Human Gender: Male Height: 172cm Weight: 87kg Build: Slender Hair: Light Brown Skin: Fair Eyes: Icy blue Dress: Practical, dark Distinguishing Marks: Dominant Hand: Right Languages: Common, Elven, Goblin, Giant, Sylvan
Magical items | ||||
---|---|---|---|---|
Cost | .Loc | Item | Source | Notes |
8550 | Hands | +3 Quick loading heavy crossbow (+2 pull) | (MiC.36) | |
600 | Weapon | Greater Electricity Energy assault weapon crystal | +1d6 Electricity dmg, and dazzle on hit. | |
2100 | Body | +1 Mithral chainshirt | ||
600 | Armor | Least Adaptive Armor crystal | Endure elements | |
4000 | Hands | Gloves of dexterity +2 | ||
1000 | Chest | Vest of resistance +1 | ||
600 | Feet | Boots of agile leaping | +Dex no-str to Jump, Stand from prone as swift with no AoO | |
2000 | Ring1 | Ring of protection +1 | ||
2500 | Ring2 | Ring of feather falling | Fall from any distance | |
4000 | Face | Mask of the tiger | (MiC.200) | Track, Low-light |
2500 | Eyes | Eyes of eagle | +5 Competence bonus to spot checks | |
2160 | Pack | Whisperstone | 1/day Whispering winds | |
350 | Pack | Everlasting rations | (MiC.160) | 1/day Trail rations |
200 | Pack | Everful mug | (MiC.160) | 3/day Water, Wine, or Mead |
2500 | Belt | Bag of holding I | (Bag1) | |
150 | Bag1 | Magisk teflon ildtændergryde | Ignites touched prepared bonfire, presto-cleans itself | |
800 | Gumle | Everlasting feedpouch | 1/day feed gumle | |
Mundane items | ||||
Cost | .Loc | Item | Source | Notes |
75 | Lighthorse/Camel (Gumle) | Stats som lighthorse (Speciel kamel) | ||
10 | Scab1 | Short sword | ||
15 | Hidden | 3x Daggers | ||
5 | Bag1 | Artisan's tools | Alchemical artisan's tools | |
1 | Pack | Waterskin | ||
3 | Pack | Grappling hook, collapsible | (A&EG.29) | |
10 | Pack | Small magnet | (A&EG.29) | In metal box |
0,2 | Hollow marbles | |||
4 | Money belt | (A&EG.29) | ||
10 | Quiver scabbard | (A&EG.29) | (Scab1) | |
3 | Shriek rock | |||
30 | Elven tree tent | |||
0,1 | Twine roll | |||
8 | Gumle | 8x Waterskin | ||
Alchemical items | ||||
Cost | .Loc | Item | Source | Notes |
Other/Misc. items | ||||
Cost | .Loc | Item | Source | Notes |
500 Alchemy in ingredients Alchemy name MPrice Weight CraftDC Time Amount Cost Spent Acid (flask) 10 gp 1 lb. 15 20h 3 10 Alchemist’s fire (flask) 20 gp 1 lb. 20 30h 30 200 Antitoxin (vial) 50 gp — 25 60h 6 100 Smokestick 20 gp ½ lb. 20 30h 15 100 Sunrod 2 gp 1 lb. 25 3h 30 20 Tanglefoot bag 50 gp 4 lb. 25 60h 12 200 1 Thunderstone 30 gp 1 lb. 25 37h 6 60 Tindertwig 1 gp — 20 1½h 30 10 Total 124,5 2847 128 700 Progress <del>80 Days, 8 hours a day: 80*8 hours = 640 / 2847 hours.</del> Done Remaining 2847-640 = 2207 hours Notes 56 hours in a week Time is in hours with a check of 26 (16+10) from taking ten. On average you can work 8 hours a day during travel, while resting.
Starting magic items
8550 +1 Quick loading heavy crossbow (+2 pull) (MiC.36) 600 Least fire Energy assault weapon crystal (+1 fire dmg) 2100 +1 Mithral chainshirt 600 Least Adaptive Armor crystal (Endure elements) 4000 Gloves of dexterity +2 1000 Vest of resistance +1 600 Boots of agile leaping (Dex instead of str to Jump, Stand fro,mprone as swift with no AoO) 2000 Ring of protection +1 2500 Ring of feather falling (Fall from any distance) 350 Everlasting rations (MiC.160) (1/day Trail rations) 200 Everful mug (MiC.160) (3/day Water, Wine, or Mead 4000 Mask of the tiger (MiC.200) (Track, Low-light)
Total: 8550+600+2100+600+4000+1000+600+2000+2500+350+200+4000=26500
Starting Mundane items
-9 9x Waterskin -3 Grappling Hook, Collapsible: -10 Magnet, Small: -0,2 Marbles: -4 Money Belt: -10 Quiver Scabbard: -3 Shriek Rock: -30 Tree Tent, Elven: -0,1 Twine, Roll:
+2000 Løn -10 Troldmand's fortælling. -50 Trækhest +2000 løn -800 +everlasting feedpouch -10 Short sword -15 3xDaggers -70 Hæst til Freya +5000 Loyalty bonus -2500 Bag of holding -5 Artisan's tools (Alchemy) -400 Ingredienser til alchemy -150 Magisk Selv-rensende tænde-ild gryde -100 krukke-fodder -2160 Whisperstone (Whispering wind 1/day) -2500 Eyes of eagle + Planeshift talisman -2 Gehennea inn stay -4 Sunrods -1 Sunrod -2 thunderstone -3 alchemist fire -6 bolt +1 +2 longbow(Ranger's) +1 Sværd(Ranger's) +1 +2 Breastplate(Ranger's) +1 Kogger(Ranger's) Pileløs +100 black arrows Black bolts -73 bolts +20000 +20000gp Mineloot -400 Identification -1 +2 longbow(Ranger's) -1 Sværd(Ranger's) -1 +2 Breastplate(Ranger's) -1 Kogger(Ranger's) Pileløs +10000 Rangersælgloot -17 Black bolts +100 bolts +10000 commonloot sold -24000 Upgrading crossbow to +3 (+4 total) -5400 Upgrading least energy assault crystal to greater energy assault crystal of electricity. -16 bolts -150 KRIGSKAMEL! -1 Antitoxin +2000 Heian's prinsessefindeløn +1 dragetand
NonHeianloot +780 Platinium dungeonloot +XXX Gems dungeonloot
-50 pp til heian
27000-26500+2000-10-50+2000-800-10-15-70+5000-2500-5-400-150-100-2160-2500-2-1-3-10-0,2-4+10-3-30-0,1+20000-400+10000+10000-24000-5400=10886,7