Lirianne

Cordula's page

32 posts. Organized Play character for kaervek78.


Race

Female N Half-Elf Ranger 1 | HP 11/11 | AC 18 T 12 FF 16 | CMB +4, CMD 16 | F: +3, R: +4, W: +2 (+2 vs ench., +2 trait vs charm and compulsion)

Classes/Levels

| Init +4 | Perc +8 (low-light vision) | SM: +2 | Speed 20ft

Gender

R4I's 09-00 Assault on Absalom - Subtier 1-2 CORE

About Cordula

PROFILE UNDER CONSTRUCTION

female half-elf CORE Ranger 1 / Rogue 1 / Fighter 1
Scenario Notes: NA

To Buy/Do: -
Done: BAB, Saves, Skills, Feat, Ability increase, Traits, Shopping for Equipment, Carrying Capacity, Faction, Header
To Buy (later): wand of bless (2 PP), Belt of Incredible Dexterity (at level 4 at the latest)

Shopping:
bought (scenario #6): ...

bought (scenario #5): wand of entangle (2 PP)

sold (scenario #4): Light Crossbow (35g, 4lb); (full price with rebuild)
bought (scenario #4): MW darkwood composite longbow (+3 Str) (2 PP);

bought (scenario #3): ??? wand of endure elements (2 PP)

already bought (scenario #2): Light Crossbow (35g, 4lb); 2x Crossbow Bolts (10) (1g, 1lb); cold iron Scimitar (30g, 4lb); cold iron Kukri (16g, 2lb); cold iron Dagger (4g, 1lb); cold iron Spiked Gauntlet (10g, 1lb); Sap (1g, 2lb); silvered Morningstar (98g, 6lb); Breastplate (200g, 30lb); Cold Weather Outfit (0g, 7lb); Backpack (2g, 2lb); MW Thieves' Tools (100g, 2lb); 5x Torches (1c, 1lb); Rope, silk (10g, 5lb); 1x Trail Rations (5s, 1lb); 1x Waterskin (1g, 4lb); Wand of CLW (50/50) (2 PP); Potion of CLW (50g, 0lb); 2x Acid (10g, 1lb); 2x Alchemist's fire (20g, 1lb)
TOTAL 619.55 gold and 2 PP

bought (scenario #1): nothing (pregen)

Special Abilities, Feats, Traits, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.

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DEFENSE
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CMD 16
AC 18, touch 12, flat-footed 16
hp 11
Fort +3, Ref +4, Will +2
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OFFENSE
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CMB +4
Speed 30 ft.
Ranged

To hit: BAB, Dex
Damage: Str, MW, Magic

MW Darkwood Composite Longbow (+3 STR) +4 (1d8+3/20/x3) 110 ft
[dice=MW Composite Longbow]1d20+3+1[/dice] for [dice=Piercing]1d8+3[/dice]

Light Crossbow +3 (1d8/20/x3) 100 ft
[dice=Light Crossbow]1d20+3[/dice] for [dice=Piercing]1d8[/dice]

Melee
[dice=Sneak Attack]1d6[/dice]

cold iron Scimitar +4 (1d6+3/18-20/x2)
[dice=cold iron Scimitar]1d20+4[/dice] for [dice=Slashing]1d6+3[/dice]
[dice=TWF cold iron Scimitar]1d20+4-2[/dice] for [dice=Slashing]1d6+3[/dice]

cold iron Kukri +4 (1d4+3/18-20/x2)
[dice=cold iron Kukri]1d20+4[/dice] for [dice=cold iron Slashing]1d4+3[/dice]
[dice=TWF cold iron Kukri]1d20+4-2[/dice] for [dice=cold iron Slashing]1d4+1[/dice]

cold iron Dagger +4 (1d4+3/19-20/x2)
[dice=cold iron Dagger]1d20+4[/dice] for [dice=cold iron Slashing OR Piercing]1d4+3[/dice]

cold iron Spiked Gauntlet +4 (1d6+3/20/x2)
[dice=cold iron Spiked Gauntlet]1d20+4[/dice] for [dice=Bludgeoning non-lethal]1d3+3[/dice]

silvered Morningstar +4 (1d6+3/20/x2)
[dice=silvered Morningstar]1d20+4[/dice] for [dice=Bludgeoning AND Piercing]1d6+3[/dice]

Sap +4 (1d6+3/20/x2)
[dice=Sap]1d20+4[/dice] for [dice=Bludgeoning non-lethal]1d6+3[/dice]

Unarmed Strike +4 (1d3+3/20/x2)
[dice=Unarmed Strike]1d20+4[/dice] for [dice=Bludgeoning non-lethal]1d3+3[/dice]

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STATISTICS
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Str 17, Dex 15, Con 13, Int 12, Wis 14, Cha 7
Str 16, Dex 15, Con 13, Int 12, Wis 14, Cha 8
BAB +1
AC Calc 6 Armor, 2 Dex
HP Calc 1) 10, 2) 5, Con 1, Feat 3
Save Calc Base +2/+2/+0, Ability +1/+2/+2
Feats Skill Focus (Disable Device)[Race], Two-Weapon Fighting
, Power Attack, Toughness[F1], Weapon Focus (Kukri)[RT1], Iron Will, Quick Draw[F2], Double Slice[CS], Improved Two-Weapon Fighting, Improved Critical (Kukri), Weapon Specialization (Kukri)[F4], Critical Focus[RT2]
Traits Reactionary, Birthmark
Languages Common, Elven; Draconic(B)
Favored Classes Rogue, Ranger 1) Skill Point
Favored Classes Rogue, Fighter 1) - 2) Skill Point

SKILLS:
8 + 1 + 1 = 10 ranks/level (Rogue)
6 + 1 + 1 = 8 ranks/level (Ranger)
2 + 1 + 1 = 4 ranks/level (Fighter)
[dice=Acrobatics - ACP]1d20+2-4[/dice] <0 ranks> (level 2: in class) xx
[dice=Appraise]1d20+1[/dice] <0 rank> (level 2: in class)
[dice=Bluff]1d20-1[/dice] (level 2: in class)
[dice=Climb - ACP]1d20+7-4[/dice] <1 rank>
[dice=Craft: Anything]1d20+1[/dice] <0 rank>
[dice=Diplomacy]1d20-1[/dice] <0 rank> (level 2: in class)
[dice=Disable Device t - ACP]1d20+6-4[/dice] <1 rank, +3 feat> (level 2: in class)
[dice=Disguise]1d20-1[/dice] <0 rank> (level 2: in class)
[dice=Escape Artist - ACP]1d20+2-4[/dice] <0 rank> (level 2: in class)
[dice=Fly - ACP]1d20+2-4[/dice] <0 rank>
[dice=Handle Animal t]1d20-1[/dice] <0 rank>
[dice=Heal]1d20+2[/dice] <0 rank>
[dice=Intimidate]1d20-1[/dice] <0 rank>
[dice=Knowledge: Dungeoneering t]1d20+5[/dice] <1 rank>
[dice=Knowledge: Engineering t]1d20+1[/dice] <0 rank> (level 3: in class)
[dice=Knowledge: Geography t]1d20+1[/dice] <0 rank>
[dice=Knowledge: Local t]1d20+1[/dice] <0 rank> (level 2: in class)
[dice=Knowledge: Nature t]1d20+5[/dice] <1 rank>
[dice=Linguistics t]1d20+1[/dice] <0 rank> (level 2: in class)
[dice=Perception]1d20+8[/dice] <1 ranks, +2 Keen Senses> x
[dice=Perform: Any]1d20-2[/dice] <0 rank>
[dice=Profession: Any t]1d20+2[/dice] <0 rank>
[dice=Ride - ACP]1d20+2-4[/dice] <0 rank>
[dice=Sense Motive]1d20+2[/dice] <0 rank> (level 2: in class)
[dice=Sleight of Hand t - ACP]1d20+2-4[/dice] <0 rank> (level 2: in class) x
[dice=Spellcraft t]NA[/dice]
[dice=Stealth - ACP]1d20+6-4[/dice] <1 rank> x
[dice=Survival]1d20+6[/dice] <1 rank>
[dice=Swim - ACP]1d20+7-4[/dice] <1 rank>
[dice=Use Magic Device t]1d20-1[/dice] <0 rank> (level 2: in class) xx

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EQUIPMENT AND GOLD
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Temporary items 1x Potion of CSW, 1x Potion of Fly, 1x +1 construct bane crossbow bolt (1)

On person
*Combat Gear Light Crossbow (35g, 4lb); 2x Crossbow Bolts (10) (1g, 1lb); cold iron Scimitar (30g, 4lb); cold iron Kukri (16g, 2lb); cold iron Dagger (4g, 1lb); cold iron Spiked Gauntlet (10g, 1lb); Sap (1g, 2lb); silvered Morningstar (98g, 6lb); Breastplate (200g, 30lb); - 52
*Other Gear Cold Weather Outfit (0g, 7lb); Backpack (2g, 2lb) - 2
*Adventuring Gear (in Backpack) MW Thieves' Tools (100g, 2lb); 1x Torches (1c, 1lb); Rope, silk (10g, 5lb); 1x Trail Rations (5s, 1lb); 1x Waterskin (1g, 4lb) - 13
*Alchemical/Magic Gear (in Backpack) Wand of CLW (50/50) (2PP); Potion of CLW (50g, 0lb); 2x Acid (10g, 1lb); 2x Alchemist's fire (20g, 1lb); - 4
Left at Lodge Cold Weather Outfit (0g, 7lb); 4x Torches (1c, 1lb);
Starting GP 150 - 0 (shopping #1) = 150 + 500 = 650 gold
Starting GP 650 - 619.55 (shopping #2) = 30.45 + ??? = ??? gold
Starting GP ??? - ??? (shopping #3) = ??? gold
Starting GP ??? - ??? (shopping #4) = ??? gold
Weight Carried 71 lb
Weight Carried without backpack (with all gear inside: 17 lbs) 54 lb
Carrying Capacity STR 16 Light (76 lb), Medium (153 lb), Heavy (230 lb), LoH (230 lb), Lift (460 lb), Drag/Push (1150 lb)
Carrying Capacity STR 17 Light (86 lb), Medium (173 lb), Heavy (260 lb), LoH (260 lb), Lift (520 lb), Drag/Push (1300 lb)
Carrying Capacity STR 18 Light (100 lb), Medium (200 lb), Heavy (300 lb), LoH (300 lb), Lift (600 lb), Drag/Push (1500 lb)
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APPEARANCE
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Age 27
Height 6'0"
Weight 150 lb
Eye Color violet
Hair Color rusty red
Skin Tone rose
Region of Origin unknown
Deity Pharasma

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SPECIAL ABILITIES
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Class Features Ranger:

Favored Enemy (Ex) At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. 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 below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) 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.
===> Undead
Track (Ex) A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex) A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus 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 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.
Combat Style Feat (Ex) At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
===> Double Slice


Class Features Rogue:

Sneak Attack If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Trapfinding A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion (Ex) At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Trap Sense (Ex) At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex) Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.


Class Features Fighter:

Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery (Ex) Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training (Ex) Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Weapon Training (Ex) Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.


Faction Rewards: none so far

Feats:

Skill Focus (Disable Device) You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
Two-Weapon Fighting Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Combat.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Toughness You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Weapon Focus (Kukri) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Iron Will You get a +2 bonus on all Will saving throws.
Quick Draw You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.
Double Slice Add your Strength bonus to damage rolls made with your off-hand weapon.
Normal: You normally add only half of your Strength modifier to damage rolls made with a weapon wielded in your off-hand.
Improved Two-Weapon Fighting In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
Weapon Specialization (Kukri)
Improved Critical (Kukri)
Critical Focus
Two-Weapon Rend If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. You can only deal this additional damage once each round.
???


Traits:

Reactionary (Combat) +2 bonus to Initiative
Birthmark (Faith) This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Racial Traits:

+2 to One Ability Score Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed Half-elves have a base speed of 30 feet.
Low-Light Vision Half-elves can see twice as far as humans in conditions of dim light.
Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses Half-elves receive a +2 racial bonus on Perception checks.
Multitalented Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.
Languages Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Botting Preferences:

Hello, if you are reading this my character has not responded within 24 hours and/or I have advised I am unavailable for a certain amount of time. In this case, please use the following instructions as guidance for botting this character.

Non-Combat
*Cordula has ranks in the following skills: Acrobatics, Climb, Disable Device, Handle Animal, Intimidate, Knowledge (Dungeoneering), Knowledge (Geography), Knowledge (Nature), Perception, Survival, Stealth, Swim, UMD
*to be done
Skill Checks are all preformatted in the Skills section

Combat
*Fire arrows if not in melee range range
*
*In melee: fight with 2 weapons
Combat Rolls should mostly be preformatted in the Offense section.


PFS Boons:

Placeholder: Placeholder.

Scenario List:

01) #06-05: Slave Ships of Absalom: 1 XP, 2 PP, 500 gold
02) #09-00: Assault on Absalom: 1 XP, 2 PP, ??? gold
03) ?????: ?????: 1 XP, 2 PP, ??? gold
04) ?????: ?????: 1 XP, 2 PP, ??? gold
05) ?????: ?????: 1 XP, 2 PP, ??? gold
Total XP: 1
Total Fame: 2 (0 gold cap, next at Fame 5: 500 gold, next at Fame 9: 1,500 gold, next at Fame 13: 3,000 gold, next at Fame 18: 5,250 gold)
Current Prestige: 2 (at the end of chronicle #1)

Chronicle Info:

Player: Chris N. aka kaervek78
Character Name: Cordula
PFS #: 331079-16
Faction: The Concordance
Day Job: none
Normal Progression

Test:

The ranger introduces herself with a simple "Cordula."

Cordula is a quiet young half-elf woman who keeps to herself.

Stat ideas:
only at level 1: STR 16 / DEX 14 / CON 14 / INT 12 / WIS 14 / CHA 8
level 2+: STR 17 / DEX 15 / CON 13 / INT 12 / WIS 14 / CHA 7

Plan:

Cordula will go the "STR two-weapon fighting, crit-fishing, skill monkey Rogue/Fighter" route with Power Attack. Also in there are two levels of Ranger for wand use, combat style and favored enemy (Undead). Lots of attacks with a pair of Kukri with a crit range of 18-20/x2 (later 15-20 from Improved Critical) and later a +4 bonus to crit confirmation from Critical Focus (and maybe on top of that +1 from a trait). She can also scout, disable traps and open doors.

Ranger 1/Rogue 1/Fighter 1/Rogue 2/Fighter 2/Ranger 2/Fighter 3/Rogue 3/Fighter 4/Rogue 4/Fighter 5+6/Rogue 5+6+7+8+9+10+11+12

Feats/class features at Level (work in progress)
1) Two-Weapon Fighting, Skill Focus(DD) [race], Favored Enemy: Undead
2) Sneak Attack +1d6, Trapfinding
3) Power Attack, Toughness [F1]
4) Evasion, RT: Weapon Focus (Kukri)
5) Iron Will, Quick Draw [F2], Bravery +1
6) Ranger Combat Style: Double Slice
7) Improved Two-Weapon Fighting, Armor Training 1
8) Trap Sense +1, Sneak Attack +2d6
9) Improved Critical (Kukri), Weapon Specialization (Kukri) [F4]
10) RT (Combat Trick): Critical Focus
11) Fighter Weapon Training (Kukri) +1
12) Two-Weapon Rend [F6], Bravery +2
13) ???, Sneak Attack +3d6
14) Trap Sense +2, RT: Resiliency
15) ??? Critical?, Sneak Attack +4d6
Additional Traits, Improved Initiative, Acrobatic, Greater Two-Weapon Fighting?