Catfolk

Greebins Higgo's page

291 posts. Alias of Dave Herman.


Classes/Levels

Stats:
HP 29/29; Perform 12/12; AC 21 (T:19/FF:12); CMD 20; Saves (F:5/R:8/W:5); Init +12; Perception +8, Sense Motive +5

Gender

Maneuvers Readied:
Hunting Party, Offensive Roll, Panther on the Hunt, Sun Dips Low, Tactical Strike

About Greebins Higgo

Theme: The Dance of Fire and Steel

Alignment: Neutral Good. Greebins will do the right thing, but isn't necessarily out to right any wrongs that don't immediately effect him or his companions (He is aware that this conflicts with the teachings of Sarenrae, but he is a lazy cat). He does not believe in unnecessary cruelty or violence, though this sometimes is a struggle due to his feline nature.

Personality:
Very much like a cat, Greebins is highly mercurial. He can switch to being haughty and aloof to fierce and companionable for reasons beyond the ken of mortal beings. He tends to keep to himself, or at least try and pretend he is keeping to himself, though he does have some need for friendship (even if he would never admit it out loud). He is a devout follower of the Dawnflower.

Character Creation (Stats and Race):

Stat Rolls, +10 (1:1)
Str 10 (+2 GM) --> 12
dex 16 (+4 Race) (+2 GM) --> 22
con 15 (+1 GM) --> 18
int 14 (+3 GM) --> 17
wis 14 (-2 Race) --> 12
cha 16 (+4 Race) (+2 GM) --> 22

Additional racial traits (21 rp points):
Advanced Charisma (4 rp)
Advanced Dexterity (4 rp)
Cat's Claws (2 rp)
Climber (2 rp)
Nimble Faller (2 rp)
Pyromaniac (3 rp)
Darkvision (2 rp)
Resistant (2 rp)

Male NG Catfolk Oracle (Flame Mystery) / Warlord / Bard (Juggler) 3 (Gestalt)
Age: 18 / Height: 5' 2" / Weight: 135 lbs.
Fur: Orange & red with black stripes / Eyes: Yellow
Deity: Sarenrae

Abilities and Stats:

STR: 12 (+1)/ DEX: 22 (+6)/ CON: 16 (+3)
INT: 18 (+4)/ WIS: 12 (+1)/ CHA: 22 (+6)
HP: 42 (Class +30, Con +9, Toughness +3)
Initiative: +12 (+6 Dec, +4 Improved, +2 trait)
Move Rate: 40 ft (+10 when charging or running); Climb 20 ft
Size: Medium; Reach: 5 ft
AC: 19, Touch: 17, Flat Footed: 12 (Armor +2, Dex +6, Dodge +1)
BAB: +3
CMB: +4 (Str +1, BAB +3)
CMD: 21 (Str +1, Dex +6, BAB +3, Dodge +1)
Conditional Modifiers: 22 vs bull rush, grapple, overrun, repositioning; 23 vs trip
Saves:
Fort: +6 (+3 Base, +3 Con)
Reflex: +9 (+3 Base, +6 Dex)
Will: +10 (+3 Base, +1 Wis, +6 Cha)
Conditional Modifiers: +2 vs Mind-affecting effects, Poison
Senses: Dark Vision 60 ft, Low-Light Vision
Primary Class: Oracle; Favored Class Bonuses: +3 Skill Rank
Hero Points: 2

Combat:

Melee
Agni (+1 Kukri) +11 (BAB +3, Dex +6, WF +1, enhancement +1)
1d4+8, 18-20 x2 (Mstwk +1, Dex +6)

Dhuaan (Masterwork Kukri) +10 (BAB +3, Dex +6, WF +1)
1d4+7, 18-20 x2 (Mstwk +1, Dex +6)

TWF +9/8

2 Claws +9/+9 or +4(BAB +3, Dex +6)
1d4+6, x2 (Dex +6)

Defensive Abilities: Evasion, Deflect Arrows

Special: +1 to nonlethal damage with slashing weapon, no neg to attack roll (see traits)

Skills:

18-Class, 12-Int, 3-Favored, 3 Bonus
Acrobatics +12 (+3 Rank, +3 Class, +6 Dex)
Bluff +10 (+1 Rank, +3 Class, +6 Cha)
Climb +13 (+1 Rank, +3 Class, +1 Str, +8 Racial)
Diplomacy +12 (+3 Rank, +3 Class, +6 Cha)
Escape Artist +12 (+3 Rank, +3 Class, +6 Dex)
Intimidate +10 (+1 Rank, +3 Class, +6 Cha)
Knowledge (Arcana)+8 (+2 Rank, +3 Class, +3 Int)
Knowledge (Local) +7 (+1 Rank, +3 Class, +3 Int)
Knowledge (Nature) +7 (+1 Rank, +3 Class, +3 Int)
Knowledge (Religion) +7[/b] (+1 Rank, +3 Class, +3 Int)
Perform (Dance) +11 (+2 Rank, +3 Class, +6 Cha)
Perform (Sing) +11 (+2 Rank, +3 Class, +6 Cha)
Perception +9 (+3 Rank, +3 Class, +1 Wis, +2 Racial)
Sense Motive +5 (+1 Rank, +3 Class, +1 Wis)
Stealth +14 (+3 Rank, +3 Class, +6 Dex, +2 Racial)
Sleight of Hand +12 (+3 Rank, +3 Class, +6 Dex)
Spellcraft +10 (+3 Rank, +3 Class, +4 Int)
Survival +9 (+3 Rank, +3 Class, +1 Wis, +2 Racial)
Swim +1 (+1 Str)

Languages: Common, Modern, Catfolk, Gnoll, Goblin, Sylvan, Ignan

Modifiers: +2 racial to Perception, Stealth, Survival, +8 racial to Acrobatics checks made to jump, +8 racial to Climb

Racial Traits:

Cat's Luck (Ex): Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Resistant: +2 racial bonus on saving throws against mind-affecting effects and poison
Natural Hunter: +2 racial bonus on Perception, Stealth, and Survival checks.
Cat's Claws: Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage.
Sprinter: 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Climber: Climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords).
Nimble Faller: Catfolk with this trait land on their feet even when they take lethal damage from a fall, and gain a +1 bonus to their CMD against trip maneuvers.
Jumper: Always considered to have a running start when jumping.
Low-Light Vision: Catfolk see twice as far in dim light as humans.
Pyromaniac:Members of this race are treated as +1 level higher when casting spells with the fire descriptor or using the revelations of the oracle's flame mystery. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait. If a member of this race has a Charisma score of 11 or higher, it also gains the following spell-like abilities (the caster level is equal to the user's character level): 1/day—dancing lights, flare, prestidigitation, produce flame.

Character Traits:

Blade of Mercy (Religion): When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.
Reactionary (Combat): +2 Initiative
Called (Faith): Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead.

Proficiencies:

All simple and martial weapons, all armor, all shields except tower shields. Can cast bard spells in light armor with no arcane spell failure chance.

Oracle Abilities:

Orisons: Oracles learn a number of orisons, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier.
Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score.
Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score.
In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.
Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

Oracle Curse (Tongues): Whenever you are in combat, you can only speak and understand Ignan. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

Revelations:
Cinder Dance (Ex): Your base speed increases by 10 feet. At 5th level, you receive Nimble Moves as a bonus feat. At 10th level, you receive Acrobatic Steps as a bonus feat. You do not need to meet the prerequisites to receive these feats. Oracles with the lame oracle curse cannot select this revelation.

Molten Skin (Ex): You gain resist fire 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to fire.

Bard (Juggler) Abilities:

Cantrips: Bard's learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Spells: A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Charisma score.
The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice.(Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells).
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Bardic Performance (14 rounds/day; standard):A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su, +1): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence (Su, +2): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).

Fast Reactions (Ex): At 1st level, a juggler gains Deflect Arrows as a bonus feat. At 5th level, he gains Snatch Arrows as a bonus feat. The juggler doesn't need to meet the prerequisites for these feats. The juggler can use the ability granted by these feats an additional time each round at 11th level (with a –5 penalty on his second attack roll) and at 17th level (with a –10 penalty on his third attack roll).

Combat Juggling (Ex): At 2nd level, a juggler can hold and wield (in other words, “juggle”) up to three items or weapons in his hands. The juggler must be able to hold and wield an object in one hand in order to juggle it.
This ability doesn't grant the juggler additional attacks, though it does allow him to use different weapons as part of a full attack. As long as he is juggling fewer than three objects, the juggler is considered to have a free hand (for the purposes of drawing a weapon, using somatic components, using Deflect Arrows, and so on). At 6th level and every 4 levels thereafter, the maximum number of objects the juggler can juggle increases by one, to a maximum of seven objects at 18th level.
If the juggler is affected by any action or condition that would require a concentration check while he is juggling, he must attempt a Sleight of Hand check to continue juggling and avoid losing concentration. The check's DC is the same as a concentration check, treating the spell level as twice the number of objects being juggled.
If the juggler fails his Sleight of Hand check, he drops all juggled objects but one, determined randomly.

Evasion (Ex):At 2nd level, a juggler gains evasion, as the rogue class feature of the same name. At 12th level, he gains improved evasion, as the rogue advanced talent.

Warlord Abilities:

Maneuvers: A warlord begins his career with knowledge of six martial maneuvers. The disciplines available to him are Golden Lion, Primal Fury, Scarlet Throne, Solar Wind, and Thrashing Dragon. Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by warlords is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he do not provoke attacks of opportunity when he initiates one. The warlord must meet a maneuver's prerequisite to learn it. See the Systems and Use chapter for more information.
Upon reaching 4th level, and at every even numbered warlord level after that, he can choose to learn a new maneuver in place of one he already knows. In effect, the warlord loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The warlord need not replace the old maneuver with a maneuver of the same level. The warlord can swap only a single maneuver at any given level. A warlord's initiation modifier is Charisma.

Maneuvers Readied (5): A warlord can ready four of his six starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by going through weapon drills for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. Warlords do not need to sleep or rest for any long period of time to ready their maneuvers; any time he spends 10 minutes in practice, he can change his readied maneuvers. He may not ready any individual maneuver more than once. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the warlord initiates a maneuver, he expends it for the current encounter, so each of his readied maneuver can be used once per encounter (until they are recovered, see below).
For a warlord to recover expended maneuvers, he must perform one of two types of actions: a gambit action in which he gambles on his performance in battle (see Warlord's Gambit below), or he may spend a standard action to recover a single readied maneuver of his choosing.

Stances Known (2): Warlords begin play with knowledge of one stance from any discipline open to warlords. At the indicated levels (see class table), the warlord selects an additional new stance. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the warlord cannot learn a new stance at higher levels in place of one he already knows.

Warlord's Gambit: At his core, the warlord is a warrior who relies on both skill and daring; without this he is but any other combatant. By setting himself to danger, does his true skill shine, or so the motto of the warlord goes. At 1st level, a warlord selects two gambits as methods by which the warlord can recover expended maneuvers. Each gambit possesses three aspects: a risk, a rake, and a reward.
Each gambit's risk describes an action that the warlord must undertake in order to attempt to recover an expended maneuver. The warlord begins a gambit as a swift action, effectively diving recklessly into the act he is attempting. The warlord then performs the action described in the gambit, and if he is successful, he regains maneuvers (see below). If he is not, he suffers the rake of the gambit and only regains a single maneuver of his choosing. While performing a gambit, the warlord may add his Charisma modifier to the d20 check(s) to aid in accomplishing the gambit as a luck bonus. A warlord may attempt the actions of a gambit, but without declaring the attempt a gambit attempt by spending a swift action to do so, the character does not regain any maneuvers nor does he suffer a rake for failure. The character may initiate a maneuver while performing a gambit (if the maneuver helps him accomplish it) but he may not recover the maneuver used to achieve the gambit as part of the reward.
A gambit's rake is the penalty that the warlord suffers if he attempts his gambit and fails, such as failing a trip attempt or failing to strike an opponent with a charge attack. Each gambit possesses a unique reward that the warlord enjoys for succeeding at that gambit. All gambits possess the same rake; the warlord only regains a single expended maneuver and suffers a -2 penalty on all d20 rolls for one round. A warlord who succeeds at fulfilling his gambit immediately recovers a number of expended maneuvers equal to his Charisma modifier (minimum 2) and enjoys the unique reward for each gambit. Allies who would receive benefits from a warlord's successful gambit must be within 60-ft. of the warlord and must be able to see him perform the action. Finally, gambits may not be initiated outside of combat due to their reliance upon the stresses of battle to bring out the best of the warlord.

Gambits:
Acrobatic Gambit
Risk: The warlord attempts an Acrobatics check to move through an opponent's threatened area.
Reward: The warlord's brash move allows attacks against the opponent or opponents that the warlord evaded this round to inflict an additional 1d6 + his Charisma modifier points of damage upon a successful hit. This damage is not multiplied on a critical hit.

Unbreakable Gambit
Risk: The warlord attempts to succeed on a Fortitude or Will save against an extraordinary ability, maneuver, power, spell, or spell-like or supernatural ability. The effect in question must be a harmless effect on a failed saving throw. Unlike other gambits, this one can be attempted as an immediate action instead of a swift action.
Reward: The warlord is emboldened by his ability to resist his opponent's attack, and regains a number of hit points equal to three times his Charisma modifier.

Tactical Presence (Ex): At 2nd level, the warlord's innate charisma allows his very presence to aid and assist not only himself but his allies as well, just by his being around. Adopting a presence is a move- equivalent action, and only one presence may be maintained at any given time. At 7th level, the warlord is capable of adopting a presence as a free action.
Indomitable Presence: At 2nd level, the warlord shines as a beacon to his allies on the field of battle, inspiring them to fight with him to their last breath. All allies within 30-ft. of his position gain the benefits of the Die Hard feat, and may add the warlord's Charisma modifier to Fortitude saves versus death effects, fatigue or exhaustion effects, or poison effects as a morale bonus.

Warleader:
The warlord excels in the theater of war because he knows how best to work with his allies. At 3rd level, the warlord becomes an ever more capable commander and may share tactics with his allies. First, the warlord gains a teamwork feat as a bonus feat (he must meet the prerequisites for this feat to select it). As a standard action that the warlord performs, the warlord and allies within 30- ft. of him can share teamwork feats that they possess with each other, acting as if they both possessed the teamwork feat that they are sharing. The warlord can only share one teamwork feat at a time, either one of his own (with all allies within 30-ft. of him) or an ally's (in which case only the warlord receives the ability to use the teamwork feat he does not possess). The warlord and allies retain the use of this feat for 3 + the warlord's Charisma modifier in rounds. The character may use this ability 1 + Charisma modifier times per day at 3rd level (minimum of 1), and one additional time per day for every four warlord levels the character possesses.

Force of Personality (Ex):
At 3rd level, the warlord's forceful personality and bold, headstrong nature assist him in resisting the influence of others. Where others use personal serenity, awareness of the world around them, or plain old sensibility, the warlord gets by with endless nerve. The warlord may add his Charisma modifier in addition to his Wisdom modifier to determine his Will save bonus. If the character is ever able to add his Charisma modifier to his Will save through use of another ability (for example. the paladin's divine grace) he may only add his Charisma modifier once to his Will save.

Stances Known:

Inner Sphere Stance (Thrashing Dragon):
When wielding two weapons while in this stance, the disciple gains a +2 dodge bonus to AC and a +2 morale bonus to Will saves. These bonuses increase by +1 when the character's initiator level reaches 6th, and increases again by +1 at 12th and 18th initiator level.

Outer Spere Stance (Thrashing Dragon):
When wielding two weapons while in this stance, the disciple gains +1d6 points of damage with his weapons and suffers a -2 penalty to AC. The AC penalty to this decreases by 1 once the character's initiator level reaches 8th, and is negated at 16th initiator level. Upon reaching 10th initiator level, the bonus damage increases to 2d6.

Maneuvers Known:

Level 1

Hunting Party (Golden Lion, Strike):
Standard action; Range: Melee attack; Target: One creature and one adjacent ally; Duration: 1 round
When this strike is initiated, a successful melee attack may grant one adjacent ally who is attacking the same target an attack of opportunity against that target.

Offensive Roll (Thrashing Dragon, Strike):
Full-round action; Range: Melee attack; Target: One creature; Duration: Instant
As the disciple moves by his opponent, he may drop into a tumbling roll and strike at it from a surprising angle. The initiator must move at least 10 ft. alongside an enemy (which provokes attacks of opportunity unless the initiator is using Acrobatics to tumble) and make a Acrobatics check with a DC equal to the target's Armor Class. If successful, the target is considered flat-footed and the strike inflicts an additional 1d6 points of damage. The character initiating this maneuver may move up to his full base speed, making the attack along any point of the moment.

Panther On The Hunt (Primal Fury, Strike):
Level: 1; Full-round action; Range: Melee attack; Target: One creature; Duration: Instant
Gain +2 circumstance bonus to attack and damage rolls on charge attack, and ignores attacks of opportunity from moving through threatened squares.

Steady Hand (Solar Wind, Boost):
Swift action; Range: Personal; Target: You; Duration: 1 round
As a swift action, the initiator may increase the range of his ranged attacks by an additional 30-ft. for the first range increment (first increment only) for one round.

Swift Claws (Thrashing Dragon, Strike):
Standard action; Range: Melee attack; Target: One creature; Duration: Instant
The Thrashing Dragon disciple's skill with his dual weapons allows him to strike with practiced speed and alacrity, allowing him to make an attack with two wielded weapons (or unarmed strikes), using the same attack action. Creatures with more than two arms may still only strike with two wielded weapons.

Tactical Strike (Golden Lion, Strike):
Standard action; Range: Melee attack; 10-ft.; Target: One creature; Duration: Instant
The disciple makes a melee attack against a foe; if successful, any ally he designates within 10-ft. of his position may make an immediate free 10-ft. movement without provoking attacks of opportunity.

Wyrmling's Fang (Thrashing Dragon, Strike):
Standard action; Range: Thrown; Target: One creature; Duration: Instant
The initiator must make a ranged attack against a target by throwing a light weapon with a range increment (such as a dagger) or a weapon from an associated Thrashing Dragon weapon group (improvised weapon penalties apply if applicable). If this attack is successful, the attack inflicts an additional 1d6 points of damage.

Level 2:

Sun Dips Low (Thrashing Dragon, Counter):
Immediate action; Range: One melee attack; Target: Personal; Duration: Instant
With a sudden, darting movement the Thrashing Dragon disciple may dodge an attack and protect himself from harm, if perfectly timed. The disciple opposes an enemy's attack roll by making an Acrobatics check. If successful then he successfully evades the attack. If not, he is struck by the blow as normal.

Spells:

Spell-Like Abilities (CL 2)
1/day: Dancing Lights, Flare, Prestidigitation, Produce Flame

Oracle Spells:
Level 0: Enhanced Diplomacy, Mend, Purify Food and Drink, Spark, Stabilize
Level 1 (6/day): Burning Hands, Cure Light Wounds, Divine Favor, Liberating Command, Shield of Faith (7/7)

Bard Spells:
Level 0: Daze, Know Direction, Lullaby, Prestidigitation, Sift
Level 1 (4/day): Dazzling Blade, Flare Burst, Charm Person, Vanish (4/4)

Feats:

Character Feats:

Level 1
Dodge: +1 dodge bonus to AC
Weapon Finesse: Substitute Dex for Str with certain weapons
Feline Grace: You gain a +2 bonus to your CMD against bull rush, grapple, overrun, repositioning, and trip combat maneuvers.
Improved Initiative: +4 Initiative
Mobility: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Level 2
Two-Weapon Fighting: Attack with light weapon in off hand at -2/-2
Level 3
Thrashing Dragon Style: When you make a standard attack against an opponent, you can make an additional attack with your off hand weapon. If you do so, all attacks you make this round take the normal penalties for two weapon fighting.

Campaign Bonus Feat:

Toughness: +3 hp, gain 1 hp for each hit die over three.

Juggler Bonus Feats:

Deflect Arrows: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.

Warlord Bonus Feats:

Deadly Agility: You may add your Dexterity modifier in place of your Strength modifier when wielding a light weapon or a weapon that gains the benefits of the Weapon Finesse feat (such as the rapier) when determining additional damage inflicted upon a successful attack. This modifier to damage is not increased for two-handed weapons, but is not reduced for off-hand weapons.

Escape Route (Teamwork):
An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.

Gear:

Masterwork Kukri x2
Leather armor
Backpack
Bedroll
Waterskin
Encumbrance Light: 43 lbs. or less; Medium: 44–86 lbs.; Heavy: 87–130 lbs.

Money:

Poor as dirt

Goodwin's Special Item:

Item name: Agni & Dhuaan (Pair of masterwork kukris)
Description:
Category: Weapon
Feats Granted:
Quick Draw (Level 2): 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).
Weapon Focus (Kukri) (Level 3): +1 to attack rolls with selected weapon

Magic Creation Pool (spent/total): 2000/3000
+1 enhancement on Agni
Flexible Power Pool (spent/total): 0/1
none spent

Background:

Greebins tribe was all but destroyed in a conflict with a rival orc tribe over hunting territory. The few survivors scattered, and Greebins was left to fend for himself. Not being a particularly skilled hunter on his own, he fell to stealing livestock from a shepherd he came across. The shepherd, suitably annoyed, gathered the people from his settlement and they set off to kill the elusive predator stalking their livestock. Greebins, nearly feral at this point, was cornered in a cave by the villagers when Goodwin appeared.

Goodwin took Greebins to his demiplane, where he was introduced to, among many things, the faith of the Dawnflower. He became a faithful devotee, and could often be seen dancing around Goodwins' plane with a blade in one hand and a flame in the other.

Theoretical Progression:

Primary=Oracle 20
Secondary=Warlord 10 → Dragon Fury 10
Tertiary=Bard 20

Cheese Dip 1=Ninja
Cheese Dip 2=Cleric (Seperatist)

Dual Mind=Aegis (Trailblazer), Mesmerist (Vexing Daredevil), Magus (Eldrtich Scion).

Featwise, probably going two-weapon fighting and dimensional agility feat chains, maybe eldritch heritage to grab the elemental movement. And maybe the dazzling display-deadly stroke chain.
Greebins is all about moving a lot and getting in as many hits as possible, with fire magic and illusions to disorient enemies. He is also decent face type, but not so good at thinking far in advance.