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.)