Turtle - Caver - Level 3 Marathon - Neutral Good I got dem wandering feet and I can't settle down. Turtle makes friends easily -- you have to if you move around from place to place -- but no caver will take a slight, especially not if it's from some smug and pudgy towner. Turtle doesn't care much for most precious stuff, since it's far too heavy, but a pretty jewel or well-crafted useful item might catch his eye. He takes his Marathon job seriously and believes that he has to do it because nobody else can. Str 11 (+0) Base speed: 45 (30 ft + 10 for marathon + 5 for wirt) Dex 16 (+3) Age: 16 years Con 15 (+2) Height: 6'1" Int 11 (+0) Weight: 230 lb Wis 15 (+2) Favored class: Marathon Cha 8 (-1) Feats: True-bond (with Wirt, named Hush) Tracking Alertness Point-Blank Shot Abilities: - +1 racial bonus to any one ability at 3rd level and every 3 levels therafter, instead of the usual +1 bonus every 4 levels. - Conditioning: Cavers receive a +2 racial bonus on checks when performing a physical action that extends over a period of time greater than one round (running, swimming, holding their breath, and so on). - Find Shelter: When seeking shelter, cavers receive a bonus of +2 to their roll. Having lived in the wilds all their lives, cavers are familiar with dozens of hiding places. - Can send mental messages to Hush - At 2nd level, a marathon receives a +2 expertise bonus to all Climb, Jump, Swim, and Run checks he makes. Provided that the marathon is scouting a path for his traveling companions, he may impart half of this bonus (+1) to them as well. This bonus increases to +4 (+2 for companions) at 6th level, +6 (+3 for companions) at 10th level, +8 (+4 for companions) at 14th level, and +10 (+5 for companions) at 18th level. Skills: Climb (Dex): 5 (+3 dex, +2 class, +2 w/rope) Spot (Wis): 5 (+2 wis, +2 alert) Listen (Wis): 2 (+2 wis, +2 alert) Run (Con): 6 (+2 con, +2 class) Gather News (Cha): 0 (-1 cha, +2 class) Wilderness Lore (Wis): 6 (+2 wis) Intuit Direction (Wis): 2 (+2 wis) Use Rope (Dex): 0 (+3 dex) Jump (Str): 0 (+2 wirt, +2 class) Swim (Str): 0 (+2 class) Search (Int): 2 (+0 int) Fort. Save: +4 (+6 w/con) Reflex Save: +1 (+4 w/dex) Will Save: +1 (+3 w/wis) Base Attack: +4 (inc racial +1) (+4 melee, +6 missile) Initiative: 3 (0 +3 dex) AC: 15 (10 +3 dex +2 leather armor) HP: 37 ((1d10 [10 3 7 9] +2 con) * 3) Equipment Carried, when adventuring: Traveller's clothes - n/a Leather armor - 15 lb, +2 AC when worn Sling - 0 lb, damage 1d4, critical 20/x2, range inc. 50 ft Sling bullets (10) - 5 lb Short sword - 3 lb, damage 1d6, critical 19-20/x2 Dagger - 1 lb, damage 1d4, critical 19-20/x2, range inc. 10 ft Flint and steel - 0 lb Handful of fishhooks - 0 lb Signal whistle - 0 lb Total: 24 lb In pack or at home, when adventuring: Backpack - 2 lb Blanket - 3 lb Grappling hook - 4 lb Holy water (2 vials) - 2 oz Trail rations, 5 days' worth - 5 lb Bullseye lantern - 3 lb Oil (4 flasks) - 4 lb Crowbar - 5 lb Glowsilk rope (50') - 5 lb (has 1 entanglement spell; +2 to climb checks; glows) Total: 31ish lb