Male
Human Gestalt
Fighter 6 (
Lore Warden) /
Bard 6
N Medium humanoid (Human)
Init +5;
Senses Perception +9
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Defense
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AC : 23 |
T : 15 |
F : 18 (+7 Armor +1 Shield +5 Dex)
HP 46 (6d10+6)
Fort +7,
Ref +11,
Will +6; +4 vs. bardic performance, language-dependent, and sonic; roll twice on saves vs diseases, take the better result.
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Offense
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Speed 30 ft.
Melee MW Whip +14/+9 (1d3+6 x2 | S)
. . Dagger +11/+6 (1d4+2 19-20/x2 | S or P)
. . Rapier +11/+6 (1d6+2 18-20/x2 | P)
. . MW Rapier +12/+7 (1d6+2 18-20/x2 | P)
Ranged +11/+6 Chakram (1d8+2 x2 | 30 ft | S)
. . Dagger +11/+6 (1d4+2 19-20/x2 | 10 ft | S or P)
+2 damage with Arcane Strike
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Statistics
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STR 14(12)
DEX 20
CON 12
INT 13
WIS 10
CHA 14
BAB +6;
CMB +10;
CMD 25
Feats Weapon Focus (Whip),
Weapon Finesse,
Slashing Grace (Whip),
Whip Mastery,
Combat Expertise,
Combat Reflexes,
Arcane Strike,
Improved Whip Mastery,
Bodyguard
Traits Fools for friends,
Threatening Defender
ACP -0
Skills
FCB Skills
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int),Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str) and Use Magic Device (Cha).
[ranks]+CS bonus+Stat Bonus+ACP+other=Total
*Acrobatics [3]+3+5=11
*Appraise [1]+3+1=5
*Bluff [0]=7**
*Climb [2]+3+2=7
*Craft(Armor) [1]+3+1=5
*Diplomacy [0]=11*
Disable Device [0] /
*Disguise [0]=7**
*Escape Artist [1]+3+5=9
Fly [0]+0+5=5
*Handle Animal [1]+3+2=6
Heal [0]+0+0=0
*Intimidate [6]+3+2=11
*Knowledge(Arcana) [2]+3+1+3=9
*Knowledge(Dungeoneering) [2]+3+1+3=9
*Knowledge(Engineering) [1]+3+1+3=8
*Knowledge(Geography) [2]+3+1+3=9
*Knowledge(History) [2]+3+1+3=9
*Knowledge(Local) [2]+3+1+3=9
*Knowledge(Nature) [1]+3+1+3=8
*Knowledge(Nobility) [1]+3+1+3=8
*Knowledge(Planes) [1]+3+1+3=8
*Knowledge(Religion) [1]+3+1+3=8
*Linguistics [1]+3+1=5
*Perception [6]+3+0=9
*Perform(Oratory) [6]+3+2=11
*Perform(Act) [2]+3+2=7
*Profession(Taskmaster) [1]+3+0=4
*Ride [1]+3+5=9
*Sense Motive [0]=11*
*Sleight of Hand [1]+3+5+2=11
*Spellcraft [3]+3+1=7
*Stealth [1]+3+5+2=11
*Survival [3]+3+0(+4²)=6(10²)
*Swim [2]+3+2=7
*Use Magic Device [1]+3+2=6
*Versatile Performance : Perform(Oratory)
**Versatile Performance : Perform(Act)
²Only in Urban/Underground settings.
SQ
Fighter
Scholastic (Ex) Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens.
Expertise (Ex) At 2nd level, a lore warden gains Combat Expertise as a bonus feat, even if he would not normally qualify for this feat.
Maneuver Mastery (Ex) At 3rd level, a lore warden gains a +2 bonus on all CMB checks and to his CMD. This bonus increases to +4 at 7th level, +6 at 11th level, and +8 at 15th level.
Weapon Training (Ex) Flails +1
Bard
Bardic Knowledge (Ex)
Bardic Performance 16 rounds/day. countersong, distraction, fascinate, inspire courage +2, inspire competence +2, suggestion.
Versatile Performance (Ex) Perform(Oratory) --> Diplomacy & Sense Motive
Versatile Performance (Ex) Perform(Act) --> Bluff & Disguise
Well Versed (Ex)
Lore Master (Ex) 1/day.
Human
Heart of the Slums Humans who eke out a life in a city's teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.
Languages Common, Undercommon, Infernal