Treant

Quercus Robar's page

93 posts. Alias of TMarkus.


Full Name

Quercus Robar

Race

Ghoran

Classes/Levels

Gestalt - Monk/Warpriest/Arcanist (3) HP:36 AC: 23 T:20 FF: 17 CMD:21 F:+4 R:+8 W:+7 Init: +5 Per: +10

Current Info:
AC +10 from spells, HP: 18/36

Gender

Mr Gibbons:
hp: 6/18

Size

Medium

Age

Unknown

Alignment

LG

Languages

Common, Sylvan, Dwarven, Giant, Treant

Strength 10
Dexterity 21
Constitution 12
Intelligence 16
Wisdom 18
Charisma 22

About Quercus Robar

Classes: (Gestalt)
Monk 3 (Qingong Monk/Master of Many Styles/Kata Master) - Favored
Warpriest 3 (Sacred Fist)
Arcanist 3

Alignment: Lawful Good
Size: Medium
Race: Ghoran (plant)
Reach: 5'
Theme: Plants

Defense, Offense and Stats:

Init +5 (5 Dex)
Senses Low Light Vision, Perception +8
Movement 40'

Defense
AC 23, touch 20, flat-footed 17 (+5 Dex, +3 Natural Armor, +4 wisdom, +1 Dodge)
:: +1 Dodge bonus vs Attacks of Opportunity when moving through threatened areas
::Mage armor +4, Shield +4, Shield of Faith +2
::: Shattered Mirror Style gives +2 stacking shield bonus
HP 36 (3d8) +3 Con, +3 Toughness, +3 Favored Class, +3 Trait
Fort +4 (3 Base + 1 Con) Immune to: paralysis, poison, polymorph, sleep effects, and stunning / +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.
-- Blessed Fortitude: Avoid effects on successful save
Reflex +8 (3 Base + 5 Dex) - Evasion
Will +7 (3 Base + 4 Wis) Immune to: all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms)

Offense
Melee +2/+7 (2 BAB, +5 dex with weapon finesse)
Ranged +7 (2 BAB +5 Dex)

Unarmed Strike +8 1d6+5 (crit 20/x2) (2 BAB, +5 dex with weapon finesse, +1 weapon focus)
Flurry of Blows +7/+7 1d6+5/1d6+5 (crit 20/x2) (+1/+1 BAB, +5 dex with weapon finesse, +1 weapon focus)

Statistics
Str 10 (+0), Dex 21 (+5), Con 12 (+1), Int 16 (+3), Wis 18 (+4), Cha 22 (+6)

Base Atk +2; CMB +3 (3 BAB); CMD 21 (10 + 2 BAB +5 Dex, +4 wis)


Feats and Skills:

Weapon and Armor Proficiencies
All Simple weapons +brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.
Bonus Feats
Toughness - (Campaign) +1 hp/level, +3 total if <= level 3
Monkey Style (Master of Many Styles 1st - ignore prereqs)
Shattered Mirror Style (Master of Many Styles 2nd - ignore prereqs)
Improved Unarmed Strike (Monk)
Level 1 Feats
Weapon Finesse
Combat Reflexes
Panther Style
Panther Claw
Panther Parry
Level 2 Feat
Extra Arcanist Exploit (Shadow Veil)
Item level 2 combat feat
Deadly Agility
Level 3 Feat
Dodge
Item level 3 bonus feat
Weapon Focus (unarmed strike)

Skills 9/lvl (4 Base + 3 Int + 1 Free + 1 Trait)

Acrobatics +14/18/19 (3 rank, 5 Dex, 4 Wis*, 3 class skill, 3 familiar, 2 trait*)
-Notes: +4 wis bonus in Monkey Style, +2 to move through threatened areas from trait
Diplomacy +12 (3 rank, 6 Cha, 3 class skill)
Heal +10 (3 rank, 4 Wis, 3 class skill)
Intimidate +12 (3 rank, 6 Cha, 3 class skill)
Perception +10 (3 rank, 4 Wis, 3 class skill)
Sense Motive +10 (3 rank, 4 Wis, 3 class skill)
Spellcraft +9 (3 rank, 3 Int, 3 class skill)
Stealth +11 (3 rank, 5 Dex, 3 class skill)
Survival +10 (3 rank, 4 Wis, 3 class skill)

Class and Special Abilities:

Monk (Master of Many Styles/Kata Master/Quingong Monk)
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

AC Bonus: When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Bonus Feat: At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat. He does not need to meet the prerequisites of that feat, except the Elemental Fist feat. Starting at 6th level, a master of many styles can choose to instead gain a wildcard style slot. Whenever he enters one or more styles, he can spend his wildcard style slots to gain feats in those styles’ feat paths (such as Earth Child Topple) as long as he meets the prerequisites. Each time he changes styles, he can also change these wildcard style slots.

This ability replaces a monk’s standard bonus feats.

Fuse Style (Ex): At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time. At 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. Furthermore, he can enter up to three stances as a swift action.

At 15th level, the master of many styles can fuse four styles at once. He can have the stances of four style feats active at the same time. Furthermore, he can enter up to four stances as a free action by spending 1 point from his ki pool. This ability replaces flurry of blows.

Panache: At 1st level, a kata master gains the swashbuckler's panache class ability. At the start of each day, a kata master gains a number of panache points equal to her Charisma bonus (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than his Charisma bonus (minimum 1). A kata master gains the swashbuckler's derring-do and dodging panache deeds. A kata master can use an unarmed strike or monk special weapon in place of a light or one-handed piercing melee weapon for granted swashbuckler class features and deeds. This ability replaces stunning fist.

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.

Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.

Warpriest (Sacred Fist)
Flurry of Blows (Ex): At 1st level, a sacred fist can make a flurry of blows attack as a full-attack action. This ability works like the monk ability of the same name, except the sacred fist's attack bonus from warpriest levels does not count as his warpriest level. This ability replaces sacred weapon.

AC Bonus (Su): A deity protects her sacred fist as long as he is unarmored and unencumbered. A sacred fist adds his Wisdom modifier (minimum 0) to his AC and his CMD. In addition, a sacred fist gains a +1 dodge bonus to AC and CMD at 4th level. This bonus increases by 1 for every 4 levels thereafter (to a maximum of +5 at 20th level). These bonuses to AC apply even against touch attacks or when the sacred fist is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. This counts as the monk ability of the same name, and the sacred fist's warpriest levels stack with monk levels for determining the benefits.

Unarmed Strike: At 1st level, a sacred fist gains Improved Unarmed Strike as a bonus feat. He uses his warpriest levels as monk levels for determining the amount of damage dealt with an unarmed strike. This ability replaces focus weapon.

Aura (Ex): A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment (see detect evil).

Blessings (Su): A warpriest's deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn't devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.

Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier.

If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.
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Blessings:
Community: Communal Aid (minor): At 1st level, you can touch an ally and grant it the blessing of community. For the next minute, whenever that ally uses the aid another action, the bonus granted increases to +4. You can instead use this ability on yourself as a swift action.
Luck: Lucky Presence (minor): At 1st level, you can touch an ally and grant it a lucky presence. The target of this luck can call upon it to roll any one ability check, attack roll, saving throw, or skill check twice and take the better result. The decision to use this ability must be made before the roll is made. Once used, or once 1 minute passes, the effect ends.

Spell Casting (Divine): A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, can restrict him from casting certain spells opposed to his moral or ethical beliefs; see the Chaotic, Evil, Good, and Lawful Spells section. A warpriest must choose and prepare his spells in advance.

A warpriest's highest level of spells is 6th. Cleric spells of 7th level and above are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher.

To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell's level. The saving throw DC against a warpriest's spell is 10 + the spell's level + the warpriest's Wisdom modifier.

Like other spellcasters, a warpriest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table Warpriest. In addition, he receives bonus spells per day if he had a high Wisdom score.

Warpriests meditate or pray for their spells. Each warpriest must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A warpriest can prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table Warpriest. These spells are cast as any other spell, but aren't expended when cast and can be used again.

Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn't an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with "cure" in its name.

An evil warpriest (or a neutral warpriest of an evil deity) can't convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with "inflict" in its name.

A warpriest that is neither good nor evil and whose deity is neither good nor evil chooses whether he can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed. This choice also determines whether the warpriest channels positive or negative energy (see Channel Energy, below).

Chaotic, Evil, Good, and Lawful Spells: A warpriest cannot cast spells of an alignment opposed to his own or his deity's (if he has a deity). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Fervor (Su): At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it's a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.

As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

Blessed Fortitude (Su): At 3rd level, a sacred fist can avoid even magical and unusual attacks with help from his deity. If he succeeds at a Fortitude saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. A helpless sacred fist does not gain the benefit of the blessed fortitude ability. This ability replaces the bonus feat gained at 3rd level.

Arcanist
Spellcasting An arcanist casts arcane spells drawn from the sorcerer/wizard spell list. An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they're cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn't yet used up her spell slots per day for that level.

To learn, prepare, or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell's level. The saving throw DC against an arcanist's spell is 10 + the spell's level + the arcanist's Intelligence modifier.

An arcanist can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Arcanist under “Spells per Day.” In addition, she receives bonus spells per day if she has a high Intelligence score.

An arcanist may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new arcanist level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table: Arcanist Spells Prepared. Unlike the number of spells she can cast per day, the number of spells an arcanist can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an arcanist can prepare.

An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare and refreshes her available spell slots for the day.

Like a sorcerer, an arcanist can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the metamixing arcanist exploit, detailed below).

Spellbooks An arcanist must study her spellbook each day to prepare her spells. She can't prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory).

An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in other wizards' or other arcanist's spellbooks to her own.

Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Arcanist Exploits: By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist's level + the arcanist's Charisma modifier.
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Arcane Exploit (Level 1) - Familiar (Su): An arcanist with this exploit can acquire a familiar as the arcane bond wizard class feature, using her arcanist level as her wizard level to determine any of the statistics and abilities of the familiar. If the arcanist receives a familiar from another class, her levels of arcanist stack with the levels from that class when determining the familiar's statistics and abilities (this ability does not stack with a familiar gained through the bloodline development exploit; she must choose one or the other).

Arcane Exploit (Extra) - Shadow Veil (Su): By expending 1 point from her arcane reservoir, an arcanist can pull a veil of shadows around her, making her more difficult to spot and strike. The arcanist gains concealment (20% miss chance) and a +5 bonus on Stealth checks. This effect lasts a number of rounds equal to 1 + the arcanist's Charisma bonus.

Arcane Exploit - Dimensional Slide (Su): The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.

Consume Spells (Su): At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.

Style Info
Panther Style: While using this style, when an opponent makes an attack of opportunity against you for moving through a threatened square, you can spend a swift action to make a retaliatory unarmed strike attack against that opponent. Your attack is resolved after the triggering attack of opportunity.

Panther Claw: While using Panther Style, you can spend a free action, instead of spending a swift action, to make a retaliatory unarmed strike. You can make a number of retaliatory unarmed strikes on your turn equal to your Wisdom modifier.

Panther Parry: While using Panther Style, your retaliatory unarmed strikes are resolved before the triggering attacks. If your retaliatory unarmed strike deals damage to an opponent, that opponent takes a –2 penalty on attack and damage rolls with the triggering attack of opportunity.

Monkey Style: You add your Wisdom bonus on Acrobatics checks. While using this style, you take no penalty on melee attack rolls or to AC while prone. Further, you can crawl and stand up from lying prone without provoking attacks of opportunity, and you can stand up as a swift action if you succeed at a DC 20 Acrobatics check.

Shattered Mirror Style: When wielding one or more Shattered Mirror discipline weapons (Heavy blades, light blades, close), increase your shield bonus to AC by +2 (even if you don’t have a shield bonus).

Spells and Daily Abilities:

Blessings: 4 ( 3 +1/2 warpriest level/day)
Panache: 6/day (max: 6)
Arcane Reservoir 4/day (max: 4) ( 3 +1/2 arcanist level)
Fervor 5/day ( 4 +1/2 warpriest level/day)
Ghoran Spells
1/day: Detect Poison, Purify Food and Drink, Goodberry
Warpriest Spells
Level 0: 4/day
Level 1: 4/day
Arcanist Spells
Level 0: cast infinite, prepare 5
Level 1: cast 5, prepare 3
Typical Selection
Warpriest
0: Create Water, Enhanced Diplomacy, Stabilize, Guidance
1: Shield of Faith, Divine Favor, Compel Hostility, Cure Light Wounds
Arcanist
0: Prestidigitation, Resistance, Acid Splash, Detect Magic, Light
1: Mage Armor, Shield, Line in the Sand

Spellbook:

Level 0: All
Level 1: Mage Armor, Shield, Long Arm, Blurred Movement, Line in the Sand, Expeditious Retreat, Summon Minor Monster, Unseen Servant, Identify

Special Item:

Amulet (3000 Magical Creation Points unspent)

Backstory, Personality, and Appearance:

Quercus began life some time ago, and lived in a forest grove on a remote island. One day a magical storm raised a huge tidal wave heading towards the island. Quercus spawned his ghorus seed as the wave bore down on him. The seed was carried to a far away land where is it was picked from the shores by a child who sold it to a local merchant. This merchant in turn ended up selling the seed to a wizard. That wizard? Gombrin Goodwin.

Quercus is a very friendly plant looking creature. Leaves and small branches stick out at odd angles. He has some sort of moss growing from his upper branches (like Spanish moss) and some lichen and moss on various other parts. His bark is thick and oaken.

He is primarily a protector and fights defensively. He loves to have animals crawl around in his branches or birds sit and sing from his arms.

He has learned much from watching the animals of the forest, and also has a keen sense for arcane studies.

Languages:

Common, Sylvan, Dwarven, Giant, Treant

Racial:

Racial Abilities/Traits:
Delicious: Ghorans take a –2 penalty on Escape Artist and combat maneuver checks made to escape a grapple against any creature that has a bite attack with the grab ability (-1 RP)
Natural Armor: Ghorans have tough, rugged skin, granting them a +2 natural armor bonus.
Past-Life Knowledge: Ghorans remember memories encoded in their ghorus seed. They treat all Knowledge skills as class skills (2 RP.)
Type: Ghorans are plant creatures.
Natural Magic: Ghorans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day–detect poison, goodberry (created berries bud from the ghoran's body), and purify food and drink. The caster level is equal to the ghoran's level. The DC for these spells is equal to 10 + the spell's level + the ghoran's Charisma bonus (1 RP)
Ghorus Seed: As a full-round action, a ghoran can expel its ghorus seed from an orifice in its abdomen. If planted in fertile ground and left undisturbed for 2d6 days, the seed grows into a healthy duplicate of the original ghoran, save that the duplicate may reallocate all of its skill ranks upon sprouting. Once a ghoran expels its seed, it gains 1 negative level, and it dies as soon as its duplicate sprouts. This duplicate replaces the previous ghoran character (6 RP)
Light Dependent: Ghorans take 1d4 points of Constitution damage each day they go without exposure to sunlight (-2 RP)

Advanced Dexterity (4RP) +2 Dex
Advanced Charisma (4RP) +2 Cha
Improved Natural Armor (2RP) Improved to +3 NA
Plagueborn (1RP) +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.

Chosen Traits:

Finding your Kin (Campaign): The chosen class is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain. If multiple PCs take this trait, they should be siblings who were both protected and raised by the chosen NPC. (Monk/Mage Goodwin)
Dervish (Faction): You gain a +1 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. Dodge bonuses stack with each other, unlike most types of bonuses.
Crowd Dodger (Combat): You gain a +2 trait bonus on Acrobatics checks to move through another creature's space and to avoid attacks of opportunity for leaving a threatened square.

Familiar Stat Block:

Mr. Gibbons
Protector Archetype
Monkey
N Tiny animal
Init +2; Senses low-light vision; Perception +5

DEFENSE

AC 17, touch 15, flat-footed 14 (+2 Dex, +2 natural, +2 size, +1 Dodge)
hp 18 (1d8) (Hit points are 1/2 Master's)
CMD: 9 (10 + 2 BAB, -4 str, +2 dex, -2 size, +1 dodge)
Fort +3 (base 3, con 0)
Ref +5 (base 3, dex 2)
Will +4 (base 3, wis 1)

OFFENSE

Speed 30 ft., climb 30 ft.
Melee bite +6 melee (1d3–4) (+2 BAB, +2 siz, +2 dex)
Space 2-1/2 ft.; Reach 0 ft.
CMB: +2 (+2 BAB, +2 dex, -2 size)

STATISTICS
Str 3 (-4), Dex 15 (+2), Con 10 (0), Int 7 (-2), Wis 12 (+1), Cha 5 (-3)

Feats:
Combat Reflexes
Bodyguard
Dodge

Skills:
Acrobatics +15 (2 rank, 2 Dex, 3 class skill, 8 racial)
Climb +10 (2 dex, 8 racial)
Diplomacy -1 (2 rank, -3 Cha)
Heal +3 (2 rank, 1 Wis)
Intimidate -1 (2 rank, -3 Cha)
Perception +6 (2 rank, 1 Wis, 3 class skill)
Sense Motive +3 (2 rank, 1 Wis)
Spellcraft 0 (2 rank, -2 Int)
Stealth +15 (2 rank, 2 Dex, 3 class skill, +8 Size)
Survival +3 (2 rank, 1 Wis)
Swim +1 +2 (0 ranks, 2 dex)

SPECIAL ABILITIES
Racial Modifiers: +8 Acrobatics

Loyal Bodyguard (Ex): A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is occupying its master's square, it can use Bodyguard to aid another to improve its master's AC even if it doesn't threaten the attacking foe. This ability replaces alertness and improved evasion.

Familiar: The master of a monkey familiar gains a +3 bonus on Acrobatics checks.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Ability Generation:

stat 1: 5d6 - 2 ⇒ (1, 1, 1, 6, 3) - 2 = 10
stat 2: 5d6 - 6 ⇒ (6, 5, 5, 4, 2) - 6 = 16
stat 3: 5d6 - 6 ⇒ (1, 6, 5, 5, 6) - 6 = 17
stat 4: 5d6 - 3 ⇒ (2, 4, 6, 4, 1) - 3 = 14
stat 5: 5d6 - 4 ⇒ (4, 1, 3, 4, 5) - 4 = 13
stat 6: 5d6 - 4 ⇒ (5, 2, 2, 3, 3) - 4 = 11
stat 7: 5d6 - 2 ⇒ (1, 6, 1, 4, 1) - 2 = 11

82 total + 10 = 92 to distribute

Equipment:

Cold weather outfits for me and Mr Gibbons [7lbs]
Waterskin (kept empty, only refilled to drink from on the spot) [-]
Belt pouch [1/2lb]
Backpack [2lbs]
Mess kit [1lb]
Small Tent [20lbs] (carried by someone else)
Blanket [3lbs]
Bedroll [5lbs]
50' rope, hemp [10lbs]
2 cure light wounds potions [-]
Javelin [2lbs]

total weight = 32.5lbs