Table of Contents

Emil

Character Statistics

Strength: 16
Dexterity: 17
Constitution: 17
Intelligence: 13
Wisdom: 13
Charisma: 12
Luck: 11

Character Class: Gestalt [Ranger / Rogue]

HP: 25 / BAB: +3 / Fort: +3 [Rng] + 3 [Con] / Ref: +3 [Rng] + 3 [Dex] / Will: +1 [Rng] + 1 [Wis] / Melee: +3 BAB +3 Str / Ranged: +3 BAB +3 Dex

Special Abilities

Favored Enemy (Vermin): +2 to Bluff, Listen, Sense Motive, Spot, and Survival when using these skills against creatures of this type, and +2 to weapon damage rolls against such creatures.

Track: As the Feat, see below.

Wild Empathy: Can use body language, vocalization, and demeanor to improve the attitude of an animal like a Diplomacy check; use 1d20 + Ranger level + Charisma bonus.

Combat Style: Archery. (Receive the Rapid Shot feat for free.)

Endurance: As the Feat, see below.

Sneak Attack: +2d6 damage against unaware targets / flatfooted targets / flanked targets.

Trapfinding: You can use the Search skill to locate difficult traps, and Disable Device to disarm traps - including magic traps.

Evasion: No damage on successful saves instead of half damage.

Trap Sense: +1 bonus to Reflex saves to avoid traps, and +1 dodge bonus to AC against attacks made by traps.

Feats

Rapid Shot: You get one extra attack per round with a ranged weapon at your full normal bonus; all attacks are at -2, and you must take the full-attack action.

Track: You can use the Survival skill to track creatures and characters across most terrains.

Endurance: You get a +4 bonus to the following checks: Swim checks to resist nonlethal damage, Constitution checks made to continue running, Constitution checks to avoid nonlethal damage from a forced march; Constitution checks to hold your breath; Constitution checks to avoid nonlethal damage from starvation or thirst; Fortitude saves to avoid nonlethal damage from hot or cold environments; and Fortitude saves to resist damage from suffocation. You can also sleep in light or medium armor without becoming fatigued.

Self-Sufficient: +2 bonus on Heal and Survival checks.

Improved Initiative: +4 bonus to Initiative checks.

Stealthy: +2 bonus on Hide and Move Silently checks.

Skills

Survival: +6 +2 Spot: +6 Listen: +6 Move Silently: +6 +2 Hide: +6 +2 Heal: +0 +2 Knowledge: Nature: +6 Ride: +6 Sense Motives: +6 Handle Animal: +6 Use Rope: +6

Background

Home Climate: Warm Desert (mainland) - region of fire

Home Town: Thorp (20 to 80 people)

Family Economic Status: Wealthy

Family Social Standing: Positive

Family Defensive Readiness: High

Family Private Ethics: Good

Family Public Ethics: Normal

Family Religious Commitment: Enmity (God of the Choking Sands)

Family Reputation: Unknown

Family Political Views: Apolitical

Family Power Structure: Elders

Family Ancestors of Note: Forgotten

Early Childhood Instruction: Book Learning

Formal Education: Multicultural

Learning a Trade: Military Training

Early Childhood Events: Undertook a Long Journey

Youth Events: Healer

Pivotal Events: Refugee

Parents: Both Ill

Siblings: None

Grandparents: All 4 (and two great-grandparents)

Extended Family: Six known relatives

Friends: Lost

Enemies: Arcane Rival

Instructor: Vanished

Neutral Good (C: 3, G: 8, N: 7, L: 4, X: 3.)