Aurora
Human Rouge (6) / Ranger (4) / Oracle (4)
Abilities
Str: 10(+0): (10[base])
Dex: 24(+7): (15[base] + 1[lvl] + 2[race] +6[magic])
Con: 14(+2): (10[base] +4[item])
Int: 14(+2): (14[base])
Wis: 14(+2): (13[base] + 1[lvl])
Cha: 16(+3): (15[base] + 1[lvl])
Attack
Initiative: +7 (+9 in urban environments)
BAB: +12 = +5(rouge) +4(ranger) +3(oracle)
CMB: +9
Standard attack: +22 = +7[dex] + 12[bab] +3[magic]
Full round attack (you haven't moved more than 5 feet this round):
Main hand: +22 / +17
Off hand: +20 / +15
Or
Damage:
Main hand: 1d4+3 (1d4+5 vs. dwarves)
Off hand: 1d4+1 (1d4+3 if used charge; 1d4+5 vs. dwarves)
Sneak attack: +3d6 damage
Attack conditions:
Lord Tantorn sings: +11 attack, +11 damage
Azel casts Haste: +1 attack, extra attack (see below)
Azel pokes you: +5 attack, +5 damage
If you are within 30 feet of the enemy: +1 attack (point blank shot)
Ekstra attack from Azel (replaces normal full attack):
Or
Defense
AC: 31 = 10 + 7(dex) +4(armor) +4(magic) +2(shield) +2(natural) +2(deflection), flat footed 21, touch 19; trap sense
Fort: +12 = +3(rouge) +4(ranger) +1(oracle) +2(magic) +2(con)
Ref: +20 = +6(rouge) +4(ranger) +1(oracle) +2(magic) +7(dex); trap sense
Will: +12 = +3(rouge) +1(ranger) +4(oracle) +2(wis) +2(magic)
CMD: 29 = 10 + 7(dex) + 12(bab)
Hit points: 113 = 10+4d10(ranger) +6d8(rouge) +4d8(oracle) +1(favorite class) +14×2(con)
Racial abilities
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Class abilities
Skills
Skills: 129/129 ([8+2]*6[rouge] + [6+2]*4[ranger] + [4+2]*4[oracle] +13[human])
K:Nature: 14 = 12[rank] + 2[int]
K:Local: 12 = 10[rank] + 2[int]
Handle animal: 15 = 12[rank] + 3[cha]
Acrobatics: 17 = 10[rank] + 7[dex]
Bluff: 13 = 10[rank] + 3[cha]
Disguise: 13 = 10[rank] + 3[cha]
Linguistic: 12 = 10[rank] + 2[int]
K:Religion: 14 = 12[rank] + 2[int]
Survival (urban): 14 = 10[rank] + 2[wis] + 2[ranger]
Sleigh of hand: 17 = 10[rank] + 7[dex]
Ride: 17 = 10[rank] + 7[dex]
Perception: 12 = 10[rank] + 2[wis]
Stealth: 10 = 3[rank] + 7[dex]
Feats
Calculation: 8 = 1[human] + 7[lvl]
Two-weapon fighting (ranger)
Evasion
Uncanny dodge
Track
Endurance
Favoured terrain (urban): Gain +2 to Initiative, Survival, K:Geography, Perception, Stealth in urban environments.
Weapon focus (Daggers): Gain +1 to hit with daggers
Improved two-weapon fighting
Favoured dodge: Add favoured enemy bonus to dodge to AC, when fighting favoured enemy.
Combat expertise: Take -2 to hit, and gain +2 dodge bonus to AC.
Improved Feint: Feint as a move action.
Butterfly’s Sting: Forego critical hit, and give it to another ally.
Improved favoured enemy: Gain additional +3 against favoured enemies.
Point blank shot: Gain +1 attack towards targets within 30 feet
Rapid shot: On full attack; gain 1 extra attack at full bab. All attacks this round is then at -2 attack.
Gang up: If two of your allies stand on each side of the villain (flanking), you may use an (sneak)attack like you were one of the allies.
Spells
Orizons
1st level
Cure light wound: Cure 1d8+3 hit points.
Weather forecast: Predict weather within the next 48 hours.
Enhance water: Turn water into alcohol.
Fairness: Prevent subjects from lying when trading.
Dancing lantern: You can animate a lantern and order it to follow you. It floats at shoulder height and remains within 5 feet of you, no matter how fast you move. It cannot support any additional weight.
2nd level
Early Judgement: You show one creature the effect of its life so far and what it might expect when it is at the end of it's life. If your target is good-aligned, it must save or be fascinated for 1d4 rounds. If your target is neutral-aligned, it must save or be confused for 1d4 rounds. If your target is evil-aligned, it must save or be shaken for 1d4 round.
Trail of the Rose: This spell creates an illusory trail in the form of a misty and visible scent coming from the rose used as this spell's material component. The scent ofthe rose leaves a faint pink-tinged illusion that ripples and flows in the area. Only you and up to six creatures you know well (like the group, not creatures you've just met) can see the illusion. If you cross your route, it will tell your designated creatures which way you went.
Calm Emotion: This spell calms agitated creatures. You have no control of the creature, but the spell can stop raging creatures from fighting or joyous ones from reveling. Calmed creatures cannot take violent actions (they can defend themselves though) or do anything destructive. Any aggresive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.
Items
Starting gold: 3.979 gp
Ingame gold: 170 gp
Gloves of dexterity (36.000 gp): +6 to dex
+2 Nimble, mithral chainshirt (10.100 gp): Gives a +4 armour AC bonus.
+2 Animated, mithral heavy shield (10.020 gp): +2 shield bonus to AC.
Ring of protection +2 (8.000): +2 deflection bonus to AC
Amulet of natural armor +2 (8.000): +2 natural armor bonus to AC
Gauntlets of extended range, infinite blades and continuos magic weapon (11.500): You can make a dagger appear with a moments notice. The dagger lasts for three rounds and is +1. Contains 5 charges (renewed each day). 1 charge: +3 dagger. 3 charges: +3 bane dagger. 5 charges: +3 bane seeking dagger. Double range increment.
+3 dagger (18.301): Gain +3 magical bonus to hit and damage
Boots of agile leaping (600): Stand up as a swift action. Use dex to jump.
Vest of resistance +2 (4000): Gain +2 magic enhancement to saves.
Bag of holding IV (10,000): Cary up to 680 kg which only weighs 27 kg.
Belt of Mighty Constitution (18,000): +4 Con.
Candle of Truth (2,500): when lit, all people in 5 feet tells the truth for one hour. if blown out, truth cancelled.