Nelaxria Lirium

Kiki Bitterdew's page

354 posts. Alias of Yokaiboy.


Full Name

Kiki Bitterdew

Race

Spiderling

Classes/Levels

(UC)rogue(vexing dodger)/swashbuckler(mouser),Warlord/druidHP: 52/52 init: 10 per: 9 saves: 7, 10, 6 AC: 22 20 15 Rage rounds 7/7

Gender

f

skills:
Stealth: 30 Acrobatics: 14 Climb: 30 Bluff: 8 Diplomacy 7 intimidate 7 Craft(alch)10 Escape atrist 16 Knowledge(nature) 12 Knowledge(martial) 8 Perception: 10 Sense motive 9 Slight of hand 11 Survival 12

Size

tiny

Age

whatever staring age spiderlings have

Special Abilities

Prepared spells: lvl1: entangle, fire belly, longstride,snowball lvl2:2xCats grace, Iron Skin

Strength 10
Dexterity 23
Constitution 14
Intelligence 14
Wisdom 15
Charisma 16

About Kiki Bitterdew

Classees:

(Triple Gestalt)
rogue(unchained)6 (Vexing Dodger)
swashbuckler 3 (Mouser)/Warlord 3
Druid 6 (Pather Domain)
Barbarian 1 (Urban)
Favored Class: rogue

Alignment:Chaotic Neutral. Kiki A free spirit and a Prankster with touches of the ood marality of the fey

Theme: as if size matters


Race Spiderling:

Purchased Race Powers: Advanced Charisma (4rp), improved darkvision(1rp), shadow magic (2rp)
• Low light vision (Ex): Spiderlings can see twice as far as a race with normal vision in conditions of dim light.
• Darkvision 120’ (Ex)
• Stability (Ex): Spiderlings have four legs and receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
• Silent hunter (Ex): Spiderlings reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).
• Sneaky: Spiderlings gain a +4 racial bonus on Stealth checks
• Stalker: Perception and Stealth are always class skills for Spiderlings.
• Climb (Ex): Spiderlings have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
• Jumper (Ex): Spiderlings are always considered to have a running start when making Acrobatics checks to jump.
• Expert climber(Ex): Spiderlings can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, members of this race are treated as being constantly under the effects of a non-magical spider climb spell, save that members of this race cannot cling to smooth surfaces. This trait doubles the normal +8 racial bonus on Climb checks normally granted to creatures with a climb speed (to a total +16 bonus).
• Poison use (Ex): Spiderlings are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.
• Toxic Saliva (Ex): A number of times per day equal to its Constitution modifier (minimum 1/day), a Spiderling can envenom a weapon that it wields with its toxic saliva. Applying venom in this way is a swift action. Weakening Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's
Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.
• Light sensitivity (Ex): Spiderlings are dazzled as long as they remain in an area of bright light.
• Multi-armed (Ex): Spiderlings can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands. Spiderlings have four arms. (and thus qualify for Multi-Weapon Fighting feat)
Quadruped: Spiderlings are considered quadruped for carrying capacity and for armor cost/weight/fit.
• Elemental vulnerability (Ex): Spiderlings are frail and are particularly susceptible to fire and cold. They have vulnerability to both elemental damage types.
• Spiderlings do not have feet per se like a humanoid and cannot wear boots or footwear. Magic items can be enchanted to fill the foot slot, but would be more akin to a band or bracelet. Despite having 4 arms and 4 legs, spiderlings cannot benefit from multiples sets of magic items on these slots.

• Shadow Magic (2 RP)
Prerequisites: None.
Benefit: Add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user's character level): 1/day—ghost sound, pass without trace, ventriloquism

Stats:

Rolls Adjustments Race Level Final Scores
str 14 +2 -6 =10
dex 15 +3 +4 +1 =23
con 15 +1 -2 =14
int 12 +4 -2 =14
wis 13 +0 +2 =15
cha 18 +0 -2 =16

Size: tiny
Reach: 0 ft
Hero Points:3

Initiative: +12 (+6 dex +2 trait + 2 feat+2 swashbuckler)
Senses: darkvision 120 ft, low light vision, Perception: +10


Defense:

AC: 22 (+6 dex +2 Armor +2 size +1 dodge +1 nimble) Touch-AC: 20 Flat-footed AC: 16 (+4(Mobility))
CMD: 21 (+5 dex + 6BAB -2 size +1 nimble +1 dodge)(+4(trip/bullrush) +2 (dirty trick)
Hit points: 78 ((10 dice +2 con +1 thoughness)*6)

Saves
Fortitude: +9 (+5 base +2 con)
Reflex: +11 (+5 base +5 dex)
Will: +7 (+5base +2 wis)

Offense:

BAB: +6
CMB +10 (+6 BAB +6 dex -2 Size)

Move Speeds:
20 ft walking
20 ft climb

[spoiler=Attacks]
mstwrk wakazashi
+15(6 bab + 6 dex + 2 size+ 1 masterwork) (1d3+6+3(precition), 18-20x2)
full attack mstwrk wakazashi
+13 (6 bab + 6 dex + 2 size+ 1 masterwork-2multi weapon fighting) (1d3+6, 18-20x2)
+ 1-3x +13 (6 bab + 6 dex + 2 size-2 multiweapon fighting+1 mstwk) (7, x2)
+2 it +8
with piranha strike
mstwrk wakazashi
+13(6 bab + 6 dex + 2 size+ 1 masterwork-2 piranha strike) (1d3+6+4, 18-20x2)

full attack mstwrk wak
+11 (6 bab + 6 dex + 2 size+ 1 masterwork-2multi weapon fighting-2 piranha strike) (1d3+6+4, 18-20x2)x4 12 iterativ +6

Trackables:

HP:65/65
Rage:7/7
Druid Spells:
Prepared spells:

lvl1:
entangle 0/1
fire belly 0/1
longstride 0/1
snowball 1/1

lvl2:
Cats grace 0/2
Iron Skin 0/1
3rd:
Domain:
true strike 1/1,
darkness 1/1

Shadow Magic:
ghost sound 1/1
pass without trace 1/1
ventriloquism 1/1


Feats:

Level:
Multiweapon fighting
dodge
mobility
Deadly Agility
stealthy
sow terror
agile manouver
Skill fokus(stealth)
nature spell
Hone weapons
Lurker in schadows
class:
weapon finess(rouge/swashbuckler)
improved dirty trick(rouge)
outflank(warlord,bonus feat)
Rogue talent-> combat feat -> hammer the gap
Warlord->outflank
other:
toughness

item:
piranha strike
improved initative
Improved two weapon fighting

Skills:

Skills: 72= 5x(8 +2 +1(favored class) +1(bonus))
Trained:
rank+class+racial+atribute+other
Stealth: 31= 6+3+4+6+8(size)+2(stealthy)+2(skill focus)
Acrobatics: 15 =6+3+0+6 (allways running start)
Climb: 31 = 6+3+16+6 (racial(climbspeed + expert climber))
Bluff: 9 =3+3+0+3
Diplomacy 8=2+3+0+3
intimidate 8=2+3+0+3
Craft(alchemy) 11=6+3+0+2
Escape atrist 17=6+3+0+6+2(stealthy)
Knowledge(nature) 13=6+3+0+2+2druid
Perception: 11=6+3+0+2
Sense motive 11=6+3+0+2
Slight of hand 11=2+3+0+6
Survival 13=6+3+0+2+0+2(druid)
Knowledge(martial) 9=2+3+0+2
Lignuistic 9=4+3+0+2
heal 6=1+3+0+2
handle animal 6=1+3+0+2

untrained:
swim 6
craft 2
Appraise 2
disgise 2

Special Abilities:

Spiderling:
• Low light vision (Ex): Spiderlings can see twice as far as a race with normal vision in conditions of dim light.
• Darkvision 120’ (Ex)
• Stability (Ex): Spiderlings have four legs and receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
• Silent hunter (Ex): Spiderlings reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).
• Sneaky: Spiderlings gain a +4 racial bonus on Stealth checks
• Stalker: Perception and Stealth are always class skills for Spiderlings.
• Climb (Ex): Spiderlings have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
• Jumper (Ex): Spiderlings are always considered to have a running start when making Acrobatics checks to jump.
• Expert climber(Ex): Spiderlings can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, members of this race are treated as being constantly under the effects of a non-magical spider climb spell, save that members of this race cannot cling to smooth surfaces. This trait doubles the normal +8 racial bonus on Climb checks normally granted to creatures with a climb speed (to a total +16 bonus).
• Poison use (Ex): Spiderlings are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.
• Toxic Saliva (Ex): A number of times per day equal to its Constitution modifier (minimum 1/day), a Spiderling can envenom a weapon that it wields with its toxic saliva. Applying venom in this way is a swift action. Weakening Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's
Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.
• Light sensitivity (Ex): Spiderlings are dazzled as long as they remain in an area of bright light.
• Multi-armed (Ex): Spiderlings can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands. Spiderlings have four arms. (and thus qualify for Multi-Weapon Fighting feat)
Quadruped: Spiderlings are considered quadruped for carrying capacity and for armor cost/weight/fit.
• Elemental vulnerability (Ex): Spiderlings are frail and are particularly susceptible to fire and cold. They have vulnerability to both elemental damage types.
• Spiderlings do not have feet per se like a humanoid and cannot wear boots or footwear. Magic items can be enchanted to fill the foot slot, but would be more akin to a band or bracelet. Despite having 4 arms and 4 legs, spiderlings cannot benefit from multiples sets of magic items on these slots.

• Shadow Magic (2 RP)

Rogue:Finesse training,
• sneak attack +3d6
• Limb-Climber (Ex): When adjacent to or in the space of a corporeal creature at least one size category larger than herself, a vexing dodger can climb that creature's body with a successful Climb check against a DC equal to the target creature's CMD. Although the vexing dodger is holding on to the creature, this action isn't a grapple; it doesn't provoke attacks of opportunity from the creature, and neither the vexing dodger nor the creature she climbs gains the grappled condition. While the vexing dodger is on the climbed creature, the creature takes a penalty on attack rolls against the vexing dodger equal to the number of sneak attack dice the dodger possesses.
• Evasion (Ex) At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a 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.
• improved Dirty trick
• Underfoot Agility (Ex): At 3rd level, a vexing dodger gains a +1 morale bonus on Acrobatics, Climb, and Escape Artist attempts against creatures at least one size category larger than herself. This bonus increases by 1 for every 3 levels beyond 3rd. This ability replaces trap sense
•Underfoot Trickster (Ex) At 4th level, a vexing dodger can move through the space of a creature two size categories larger than herself without needing to attempt an Acrobatics check. She would still need to succeed at Acrobatics checks to avoid attacks of opportunity provoked by leaving a threatened space; this ability covers only the ability to move. Additionally, whenever the vexing dodger hits a larger foe with a melee sneak attack, she can choose to forgo the sneak attack bonus damage and instead attempt make a dirty trick combat maneuver as a swift action.
•Debilitating Injury (Ex) At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
•rogue talent: ninja trick(presure points (1 point of dex or str damage per sneak attack)

Swashbuckler:
•Deeds,
•panache(3),
•swashbuckler finesse
•Underfoot Assault (Ex): At 1st level, if a foe whose size is larger than the mouser's is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker's space. This movement does not count against the mouser's movement the next round, and it doesn't provoke attacks of opportunity. While the mouser is within a foe's space, she is considered to occupy her square within that foe's space. While the mouser is within her foe's space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser's allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe's space and leave the foe's space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.
•Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
•Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
•Charmed Life (Ex) At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).
•Nimble (Ex): At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).
•Swashbuckler Initiative (Ex) (Advanced Class Guide pg. 58 (Amazon)): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.
•Kip-Up (Ex) (Advanced Class Guide pg. 57 (Amazon)): At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point
•Quick Steal (Ex): At 3rd level, as a swift action the mouser can spend 1 panache point when she hits a for larger than her size with a light or one-handed piercing melee weapon to attempt a steal combat maneuver check against the creature she hit. Using this deed does not provoke an attack of opportunity. This deed replaces menacing swordplay.
•Precise Strike (Ex) (Advanced Class Guide pg. 57 (Amazon)): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or onehanded piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

Warlord:
•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. He learns additional maneuvers at higher levels, as shown on Table 1-3: The Warlord. The warlord must meet a maneuver's prerequisite to learn it. See the Systems and Use chapter for more information.
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.

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 (Ex) 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.
Dastardly Gambit

Risk: The warlord attempts a successful dirty trick maneuver against an opponent.

Reward: The warlord and his allies are filled with malicious glee to attack the warlord's foe, and gain his Charisma modifier as a morale bonus to damage rolls to a single attack against this target until the warlord's next turn.

Victory Gambit

Risk: The warlord successfully reduces an opponent to 0 or few hit points with a melee or ranged attack on his turn from either a standard attack or full attack action.

Reward: The warlord and his allies gain a morale bonus on attack rolls equal to his Charisma modifier on their next attack roll.
•Bonus Feat
• Stace:
Inner Sphere Stance Stance When wielding two weapons, disciple gains +2 dodge bonus to AC and a +2 bonus to Will saves.
•Maneuvers:
Leaping Dragon Boost Make an Acrobatics check to jump as a swift action with a +10 bonus.
Swift Claws Strike Attack a single target with two wielded weapons.
Flash Kick Boost Make an additional unarmed attack as part of a full attack action at a -2 penalty to hit but the attack gains +2d6 points of damage.
Flick of the Wrist Boost Make at least two successful attack rolls with two weapons on a full attack action with a +2 bonus, if successful gain a free disarm attempt.
Sun Dips Low Counter Make an opposed Acrobatics check against an attack to negate it.
Solar Sting Strike Turn a piece of ammunition or a ranged weapon into a field of caltrops.

Warleader, force of personality

Move + full attack manuever

Druid:
•Nature bond(panther(domain))
• nature sense
• orisons
• wild empathy

• Woodland Stride (Ex) Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
• Resist Nature's Lure (Ex) Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.
• Wild Shape (Su)At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.
• Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
•Domain: Hunter's Senses (Ex): You gain the ability to augment your senses on command. As a standard action, you grant yourself the scent special ability and improved vision. If you have normal vision, you gain low-light vision. If you have low-light vision, you gain darkvision out to a range of 30 feet. If you have darkvision, the range of your darkvision increases by 30 feet. You may use this ability a number of minutes per day equal to your druid level, in 1 minute increments. Dismissing these augmented senses is a free action.
Domain spell: true strike, darkness

Chese dip: Barbarian(Urban)
• Crowd Control (Ex) At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds.
• Controlled Rage (Ex) Rage rounds 7 When an urban barbarian rages, instead of making a normal rage she applies a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills.


Traits:

Reactionary: +2 inintative (combat)
Chawfull(monk)
practiced initiator: +2 on initiator level (up to character level)

Languages: common, spiderling, aklo, Sylvan, Druidic, Dragonic, Goatling(basic), modern common
[spoiler= Equipment]
Needle (mstrwrk wakazashi) weight:1/2 lbs.
3 pointy sticks
Leather armor
3 blade weapons from the dwarfs 3/2 lbs.

(2 two longows + x arrows)

List your light, medium and heavy loads.
light load: 25lbs and less
medium: 26-50
heavy: 51-75lbs