Star @ Level 6_
Level: Scout 1, Barbarian 1, Stoneblessed 2, Fighter 2
Alignment: Chaotic Good
Weight 44 lbs
Eyes: Dark Blue
Hair: Reddish Blonde
Str 18 +4 (base 17 -2 racial +3 lvl) (+4 rage)
Dex 7 -2 (base 7)
Con 21 +5 (base 17 +2 racial +2 lvl) (+4 rage)
Int 14 +2 (base 14)
Wis 12 +1 (base 12)
Cha 12 +1 (base 12)
Hit Dice 1d8 +1d12+2d8+2d10+30
AC: 15 (Armor +4, shield +2, -2 dex, +1 size)
Touch 9, Flatfooted 15, Rage 13
Saves: Fort +13 Ref +1 Will +3
+10 longsword (1d6+4 damage) [crit 19-20 x2]
+11 lance (1d6+4 damage) * [crit 20 x3]
+10 dagger (1d3+4 damage) [crit 19-20 x2]
+12 longsword (1d6+6 damage)
+13 lance (1d6+6 damage) *
+12 dagger (1d3+6 damage)
- Double damage on mounted charge
Whenever Star moves at least 10 feet she may make a skirmish attack dealing +1d6 damage to living foes
Ride +8 (8 ranks -2 Dex +2 synergy)
Handle Animal +12 (6 ranks + 2cc ranks +1 cha +3 feat)
Craft (stone) +9 (5 ranks, +2 Int + 2 race)
Appraise +6 (2cc ranks +2 Int +2 race)
Climb +9 (6 ranks +3 str)
Jump +8 (5 ranks +3 str)
Knowledge (dungeoneering) +7 (5 ranks +2 int)
Survival +6 (5 ranks +1 wis)
Heal +6 (5cc ranks +1 Wis)
Hide +2 (+4 size -2 dex)
Listen +7 (4 ranks, +2 racial +1 wis)
Gnome, Common, Dwarf, Giant
Dodge (+8 ac vs 1 target of medium size or larger per round)
Mounted Combat (Make a ride check vs attack roll to negate damage to mount)
Skill focus (Handle Animal)
Ride By Attack
Skirmish (+1d6 damage)
+2 racial bonus on saving throws against illusions.
+1 racial bonus on attack rolls against kobolds and goblinoids.
+8 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Listen checks.
+2 racial bonus on Craft (alchemy) checks.
+2 bonus to craft and appraise checks related to stonework from Stoneblessed
Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 12
Rage 1/day +4 Str/Con -2 AC (8 rounds)
Equipment (all small sized unless otherwise noted)
Longsword 2 lbs
Dagger 1 lb
MW Lance 5 lbs
MW badger design chain shirt 12 lb.
Heavy wood shield 5 lbs
Silk rope 50’ 5 lbs
Masterwork Artisans tools 5 lbs*
Bedroll 2.5 lbs*
Hooded lantern 2 lbs
4 flasks of oil 4 lbs
Flint and steel –
1327 gp (26.5 lbs)*
2 tanglefoot bags (8 lbs)
Total encumbrance 44 (light)
Carrying capacity 0-49/50-99/100-150
*carried on badger.
Need one more level of Stoneblessed and Endurance feat to take Deepwarden
Name: Bitey, Race: Dire Badger, CR: 2, HD: 3d8+15, Hp: 28 hp, Init: +3, Spd: 30 ft, burrow 10 ft, AC: 16, (Touch 13) (Flatfooted 13) Base Atk: +2, Grp: +4, Atk: +4 melee (claw 1d4+2), Full Atk: +4 melee (2 claws 1d4+2) and -1 melee (bite (1d6+1), SA: Rage, SQ: Low-light Vision Scent, AL: N, SV: Fort: +7, Ref: +6, Will: +4, Ability Scores: Str 14, Dex 17, Con 19, Int 2, Wis 12, Chr 10, Skills & Feats: Allertness, Toughness, TrackB Listen +6, Spot +6
Attack anything (two tricks): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Defend: The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
Down: The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Seek: The animal moves into an area and looks around for anything that is obviously alive or animate.
Track: The animal tracks the scent presented to it. (This requires the animal to have the scent ability)