(B6)Climb +12,
(W6)Survival +12*,
(B10)Knowledge (all) +5,
(B14)Linguistics +18,
(M14)Perform(singing) +18,
(M5)Perform(dance) +9,
(M2)Acrobatics +6,
(M2)Climb +11,
(M10)Stealth +14
* Wolves get a +4 bonus when using survival to track via scent.
Skill Math
Spoiler:
Wolf 2+1*2 = 6
Wolf class list
Perception, Stealth, Survival*
* Wolves get a +4 bonus when using survival to track via scent.
Survival[6] + (class bonus +3)+ (wis +3) = 12/16
Weapons - 75, 000 gp
[NECK]Amulet of Mighty Fists +3 [Keen(1) + Sonic Burst(2)] = 45,000
[SCABBARD]Luckblade (0 wishes) = 22,060
[BACKPACK] Javelin of Lightning(x5) = 7,500
Balance Remaining: 440
Armour and Protective Items - 60, 000 gp
[WRIST] Bracers of AC +6 [+1 ac, Spell Resistance 19 (+5 bonus)] = 36,000
[FINGER(L)] Ring of Protection +3 = 18,000
Balance Remaining: 6,000
Goods and Services - 5, 000 gp
[Backpack]Everburning Torch 110gp 1lb
[Backpack]Healer's Kit 50gp 1lb
Horse, Heavy(trained for war.) 300gp --
(stuff on the horse.)
Military Saddle 20gp 30lb
Saddlebags 4gp 08lb
Tent 10gp 20lb
Cold-weather Outfit 08gp 07lb
10 gallon barrel of ale 02gp 80lb
Balance Remaining: 4,496
Potions and Scrolls - 10, 000 gp
[Backpack Compartment 1]
Scrolls:
Bard (written at 4th level) - Cure Moderate Wounds 2d8+4 (x19) = 3,800
Bard (written at 4th level) - Invisibility (4 min. duration.) (x5) = 1,000
[Backpack Compartment 1]
Potions:
Neutralize Poison = 1,050
Potion of Remove Blindness = 750
Potion of Remove Deafness = 750
Potion of Water Breathing = 750
Potion of Water Walking = 750
Potion of Speak With Dead = 750
Potion of Endure Elements(x2) = 100
Potion of Bull Strength = 300
Balance Remaining: 0
Magic items - 90, 000 gp
[BODY] Monk's Robe = 13,000 (+5 levels worth of AC and Unarmed damage as monk.)
[BACK] Cloak of Displacement, Minor 24,000 (20%) miss chance.
[WAIST] Belt of Giant Strength +6 = 36,000
[FEET] Boots of Levitation = 7,500
[Backpack] Bottle of Air =7,250
[BACK] Handy Haversack = 2,000
Balance Remaining: 250
---Scrath sheet for char gen work---
Spoiler:
Stats:
Starting stats: (paizo 15 point buy system)
str 14, int 12, wis 14, dex 12, con 11, chr 10
5 points on str, 5 points on wis, 2 points on int, 2 points on dex, and 1 point on con = 15 points.
Half-Orc +2, applied to str
str 16, int 12, wis 14, dex 12, con 11, chr 10
Lycanthrope racial bonus, +2 wis
str 16, int 12, wis 16, dex 12, con 11, chr 10
Level up stat boosts:
Char Level 14 (con +1, chr +2)
str 16, int 12, wis 16, dex 12, con 12, chr 12
Race
Half-Orc Racial Traits
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation
to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one
more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately
falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc”
in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can
choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
Lycanthropes As Characters
Lycanthrope characters possess the following racial traits.
+2 Wisdom. Physical abilities are increased by the animal form’s ability modifiers when a lycanthrope changes to its hybrid or animal forms. (Werewolf Str +2, Dex +4, Con +4)
Size same as the base creature or the base animal form. (Medium, Large when in Hybrid or Wolf Form.)
Low-light vision in any form.
Scent in any form.
Racial Hit Dice: A lycanthrope adds the Hit Dice of its animal form to its base Hit Dice for race, level, and class. These additional Hit Dice modify the lycanthrope’s base attack bonus and base saving throw bonuses accordingly.
Racial Skills: A lycanthrope adds skill points for its animal Hit Dice much as if it had multiclassed into the animal type. It gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of the animal form. 3X2=6 Any skills that appear in the animal’s description are treated as class skills for the lycanthrope’s animal levels. these are: Hide, Listen, Move Silently, Spot, Survival. The lycanthrope’s maximum skill ranks are equal to its animal form Hit Dice + its racial Hit Dice (if any) + its class levels + 3. 2 + 0 + 12 +3 = 17 Any racial skill adjustments of the lycanthrope’s base race and its animal form (but not conditional adjustments) are added to its skill modifiers in any form.
Racial Feats: Add the animal’s Hit Dice to the base character’s own Hit Dice to determine how many feats the character has. All lycanthropes gain Iron Will as a bonus feat. animal HD (2) + character levels (12) = 14 (5 feats + Iron Will, Track, Weapon Focus(bite) for free.)
+2 natural armor bonus in any form. (+2 in human, +4 in hybrid/wolf)
Special Qualities (see above): Alternate form, lycanthropic empathy, curse of lycanthropy (in animal or hybrid form only).
Natural lycanthrope: damage reduction 10/silver (in animal or hybrid form only).
Automatic Languages: As base creature. (Orc and Common)
Favored Class: Same as the base creature. (I choose Monk, with HP each monk level so far instead of skill points, thats a +7 hp boost to add later.)
Level adjustment: Same as the base creature +3 (natural).
Base Attack/Grapple
Add the base attack bonus for the base animal (+1) to the base attack bonus for the base creature (monk7 + bard5).
Special Attacks
A lycanthrope retains the special attacks of the base creature or base animal, depending on which form it is using, and also gains the special attacks described below.
Curse of Lycanthropy (Su)
Any humanoid or giant hit by a natural lycanthrope’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. If the victim’s size is not within one size category of the lycanthrope the victim cannot contract lycanthropy from that lycanthrope. Afflicted lycanthropes cannot pass on the curse of lycanthropy. (affects only medium, large, and huge creatures.)
Special Qualities
A lycanthrope retains all the special qualities of the base creature and the base animal, and also gains those described below.
Alternate Form (Su)
A lycanthrope can assume the form of a specific animal (as indicated in its entry). Changing to or from animal or hybrid form is a standard action. A slain lycanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however. Ew.
Damage Reduction (Ex)
A natural lycanthrope in animal or hybrid form has damage reduction 10/silver.
Lycanthropic Empathy (Ex)
In any form, lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."
Low-Light Vision (Ex)
A lycanthrope has low-light vision in any form.
Scent (Ex)
A lycanthrope has the scent ability in any form.
Base Save Bonuses
Add the base save bonuses of the base animal to the base save bonuses of the base creature. fort+3, ref+3, wis+0
Skills
A lycanthrope gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of its animal form, as if it had multiclassed into the animal type. (Animal is never its first Hit Die, though, and it does not gain quadruple skill points for any animal Hit Die.) Any skill given in the animal’s description is a class skill for the lycanthrope’s animal levels. In any form, a lycanthrope also has any racial skill bonuses of the base creature and of the base animal, although conditional skill bonuses only apply in the associated form.
Skills: 2+1 x6HD = 18 skill points.
Feats
Add the base animal’s feats to the base creature’s. If this results in a lycanthrope having the same feat twice, the lycanthrope gains no additional benefit unless the feat normally can be taken more once, in which case the duplicated feat works as noted in the feat description. This process may give the lycanthrope more feats than a character of its total Hit Dice would normally be entitled to; if this occurs, any "extra" feats are denoted as bonus feats.
Wolf Feats: Track, Weapon Focus (bite), Iron Will
It’s possible that a lycanthrope cannot meet the prerequisites for all its feats when in humanoid form. If this occurs, the lycanthrope still has the feats, but cannot use them when in humanoid form. A lycanthrope receives Iron Will as a bonus feat.