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Gwazi Magnum
2013-03-20, 03:28 PM
I got a Gestalt Build mostly in place here, but before I list it I want to note what the build's goals are and what resources I'm restricted too.

Resources
1. PhB, DMG and MM
2. Non-Magic Classes

The Non-Magic Classes is a player set restriction.
We're doing it cause we didn't like how a spell caster made everything too easy and/or took the majority of the spot light and we didn't want to fix it by making everyone some kind of spell caster.

The Book restriction... is not set in stone though.
I originally thought it was, but when I sent a file of 'Clockwork Armor' to him cause I knew his campaign was meant to be technologically advanced and thought he may want to look at it, he approved it thinking I was asking for it for my character (I wasn't) so I'm now aware he is still allowing things out of manual.

But, I'd rather keep what he needs to approve to a minimum to both make it less work on him and so my guy doesn't become optimized beyond belief effectively dominating over every other player.

--------------------------

Now, my build goals are pretty much

1. Be a good rifle man (Reinasance rifles are allowed, and are reduced to Martial weapons since we're in a technologically advanced game). I will switch to bows if people give a good enough reason as to why it would be better than a rifle.

2. Be good with this fist (I plan for his melee to be his fist, not a weapon. Both for a coolness factor and so if he ever loses his weapon he isn't screwed over)

3. Full BAB, I don't want a single level to take away from his BAB. I want my BAB to match the level of my character.

4. Skilled, I want to be able to make my person decently skilled and knowledgable (will probably throw 1 or 5 ranks in many skills for minor bonuses or the ability to use trained skills)

5. Durable, not tank durable but can take a few hits before going down. This also extends to having a decent AC and good saving throws to not be screwed over by something like traps, poison or mind control.

---------------------

Now the build...

Rolled Ability Scores: 17, 14, 12, 11, 10, 10
Starting Level: 8 (So I still have 2 points for scores, I was thinking 17->18 and 11->12).

Class Level Ups:

Level 1: Fighter / Rogue
Level 2: Ranger / Monk
Level 3: Ranger / Monk
Level 4: Ranger / Monk
Level 5: Ranger / Monk
Level 6: Fighter / Rogue
Level 7: Fighter / Rogue
Level 8: Fighter / Bard

Total: Fighter 4/Ranger 4/Monk 4/Rogue 3/Bard 1

Does this seem like a good idea, or am I setting myself up for disaster?

Other Group Members:
-Ranger/Rogue
-Ranger/Monk
-Paladin/Undecided

+Our DM said he was adding a system that involves buying goods, and selling them for more as different towns. But there would be difficulties like damaged goods, rat infestations etc that would make it tricky.

Any suggestions on how to avoid these mishaps and/or maximize profits from such a system? Since no one in my group seems to be making their characters with that in mind.

Pesimismrocks
2013-03-20, 03:41 PM
Limting a campaign to non-magic classes is going to wreak havoc in encounters and will severly weaken the parties ability to fight monsters.

I would avoid fighters in a gesalt and things like barbarain and monk with class features become far more powerful.

Monks are OK in a gesalt build but not recomeended forr taking for unarmed combat as much as using the other class abilties.

Rogues are fantastic when combined with high HD classes and can become very skillful tanks.

Also as far as I am aware Ranger, Paladin and Bard all use magic, and if removing this both Bard and Paladin become severly weakened.

As for your build I would replace Fighter with Barbarian and use more levels of Bard then Monk. Don't use Flurry of Blows. Full stop.

Fouredged Sword
2013-03-20, 07:23 PM
Ok, I am seeing an outdoorsman character. Someone who benifits from ranged combat with a rifle and unarmed strikes....

Ok, lets start with the basics.

You are building Theodore Roosevelt.

Ok so lets set the stage.

Martial weapons prof.
Good skills
Ranged combat

Ok, so lets have ranger on one side. That gives us full bab, good skills, and ranged weapon prof.

Now we are concerned about unarmed strikes...

We want good HD. Maybe some cool class features... And unarmed strikes.

So lets dig up Dragon#349 pg92

City Brawler barbarian. Gives you a nice D12 HD, Unarmed strikes, ect.

There Teddy Rose, ready to go wrestle bears.

Kazyan
2013-03-20, 07:32 PM
Try Bard//Barbarian, and ask for the Bardic Knack ACF from PHBII. Even if you don't get it, Bard-barian is a wonderful chassis. Just pick up Improved Unarmed Strike and you're good to go--there's a reason "punchbarian" is a thing.

EDIT: Owait, no magic. Just a minute while I find something else.

Oh. About the only way you'll get a good will save progression in no-magic core-only is Monk or Dwarven Defender. Ewwwww. Instead of a bunch of either, what about my Pixie suggestion from the other thread? Pixie LA +4/Monk 2/Paladin 2//Rogue 8.

ArcturusV
2013-03-20, 07:39 PM
Well, I mean if you're going with "Nonmagic", you only have three classes available to you.

Rogue, Barbarian, Fighter.

In which case I'd go Rogue/Fighter if you can get the Variants from Unearthed Arcana. If not, Rogue/Barbarian.

Then again, I'm counting the presence of any spellcasting, or Su abilities, as "magic", which eliminates even monk.

I don't think, at least off the top of my head, that there is anything all that great in Monster Manual for a player race or template to consider taking. I might be wrong, but... eh. I don't think I am as typically when I see people want to take a template/alternate race it involves something with innate spellcasting or innate supernatural powers, which is against your requirements.

Gwazi Magnum
2013-03-20, 08:12 PM
Ok, I am seeing an outdoorsman character. Someone who benifits from ranged combat with a rifle and unarmed strikes....

Ok, lets start with the basics.

You are building Theodore Roosevelt.

Ok so lets set the stage.

Martial weapons prof.
Good skills
Ranged combat

Ok, so lets have ranger on one side. That gives us full bab, good skills, and ranged weapon prof.

Now we are concerned about unarmed strikes...

We want good HD. Maybe some cool class features... And unarmed strikes.

So lets dig up Dragon#349 pg92

City Brawler barbarian. Gives you a nice D12 HD, Unarmed strikes, ect.

There Teddy Rose, ready to go wrestle bears.

Sadly that Brawler class isn't from the PhB or DMG so it won't be allowed by the DM. Balance precautions because 1) We're Gestalt and 2) I'm known to optimize heavily so they don't want me with the entire d&d arsenal behind me


Try Bard//Barbarian, and ask for the Bardic Knack ACF from PHBII. Even if you don't get it, Bard-barian is a wonderful chassis. Just pick up Improved Unarmed Strike and you're good to go--there's a reason "punchbarian" is a thing.

EDIT: Owait, no magic. Just a minute while I find something else.

Oh. About the only way you'll get a good will save progression in no-magic core-only is Monk or Dwarven Defender. Ewwwww. Instead of a bunch of either, what about my Pixie suggestion from the other thread? Pixie LA +4/Monk 2/Paladin 2//Rogue 8.

Pixie probably wouldn't be allowed unless if it's in the Monsters Manual. Even if it was, it's iffy if the DM will approve it or not.


Well, I mean if you're going with "Nonmagic", you only have three classes available to you.

Rogue, Barbarian, Fighter.

In which case I'd go Rogue/Fighter if you can get the Variants from Unearthed Arcana. If not, Rogue/Barbarian.

Then again, I'm counting the presence of any spellcasting, or Su abilities, as "magic", which eliminates even monk.

I don't think, at least off the top of my head, that there is anything all that great in Monster Manual for a player race or template to consider taking. I might be wrong, but... eh. I don't think I am as typically when I see people want to take a template/alternate race it involves something with innate spellcasting or innate supernatural powers, which is against your requirements.

Only spell tree's are eliminated, it's mostly a player set restriction (which the DM started enforcing after some time) to make sure players don't compete too much and for challenges sake. But all abilities for classes listed as (su) are still allowed. Plus we can still use Ranger, Bard and Paladin, their spell tree's are just gone though.

Fouredged Sword
2013-03-20, 09:55 PM
Ranger // monk 1 / rogue x looks like your best bet then.

avr
2013-03-20, 10:42 PM
If the ranger spellcasting is just gone, no benefit for it in trade, taking ranger past level 2 is not sensible. OK, maybe to level 3 if you want easy entry to Horizon Walker PrC (DMG) which might be useful, but not to level 4.

Suggested alternative: Ranger 3 / Fighter 2 / Horizon Walker 3 // Rogue 6 / Monk 2. Further level ups as Horizon Walker // Rogue.

Feats: Point Blank Shot, Far Shot, Precise Shot, Quick Draw, Iron Will, plus Improved Grapple & Combat Reflexes from Monk, plus TWF from Ranger in light/no armour tho' you'll likely never need that.

Edit: If you're human you get one more feat of course. Maybe Blind Fighting?

This gets you full BAB as requested, enough sneak attack to make your fists dangerous when you flank (& Improved Grapple for when you can't), most levels as 8+INT skill points and never less than 6+INT (& some +4 skill bonuses from Horizon Walker), excellent Fort & Reflex saves & OK Will (augmented by Iron Will), and you lose little from wearing armour so a half-decent AC is possible.

ArcturusV
2013-03-20, 10:58 PM
In that case, you really might want to look at templates/monsters. If only because it can be a backdoor way to get utility magic. This makes Gnomes even as kind of a more attractive option for the spell-like abilities you gain. Speak with Animals, Dancing Lights, Ghost Sound, and Prestidigitation don't SOUND that impressive I realize (Particularly with the Burrowing Animal restriction on Speak with Animals), but they are spells that with a little creativity you should always have a reason to cast in a day.

Now, if you're limited to just "No Spellcasting Trees"... I might suggest Druid/Ranger. Even without spellcasting the Druid gives you quite a few useful abilities for being an all around adventurer. Animal companion, wildshaping, a host of good exploration/wilderness abilities. Same with the Ranger. With your animal companions you can add a lot of utility to your situation. For one you can always ensure you have a burrowing animal at hand for Speak with Animals, which opens up a lot of Scouting/Stealth Utility for you. Wild Empathy also helps there.

It can just add a lot of utility to your build, if you pick Animal Companions for utility uses (Flight, Burrowing, Swimming, and such alternate uses, extra senses, etc, all good stuff).

Randomguy
2013-03-20, 11:20 PM
Rolled Ability Scores: 17, 14, 12, 11, 10, 10
Starting Level: 8 (So I still have 2 points for scores, I was thinking 17->18 and 11->12).

Class Level Ups:

Level 1: Fighter / Rogue
Level 2: Ranger / Monk
Level 3: Ranger / Monk
Level 4: Ranger / Monk
Level 5: Ranger / Monk
Level 6: Fighter / Rogue
Level 7: Fighter / Rogue
Level 8: Fighter / Bard

Total: Fighter 4/Ranger 4/Monk 4/Rogue 3/Bard 1

Does this seem like a good idea, or am I setting myself up for disaster?

Other Group Members:
-Ranger/Rogue
-Ranger/Monk
-Paladin/Undecided

+Our DM said he was adding a system that involves buying goods, and selling them for more as different towns. But there would be difficulties like damaged goods, rat infestations etc that would make it tricky.

Any suggestions on how to avoid these mishaps and/or maximize profits from such a system? Since no one in my group seems to be making their characters with that in mind.

Monk levels should only be taken in groups of 1, 2 or 6. Preferably 2. By cutting down your number of Ranger levels to match you get some more mileage out of that as well.

This nets you 1 more feat and an extra d6 in sneak attack, and 4 more skill points, at the cost of some fast movement, some slow fall, ki strike and a few small bonuses to will saves.

dspeyer
2013-03-21, 03:22 AM
Oh. About the only way you'll get a good will save progression in no-magic core-only is Monk or Dwarven Defender. Ewwwww.

Also Aberration, Dragon, Fey and Outsider racial hit dice. Those don't really provide a lot of options in MMI, but there is the Xill (http://www.d20srd.org/srd/monsters/xill.htm). A Xill RHD 5 // LA 4 / whatever 1 has full bab, good saves, 8+int skills with a decent skill list, four arms, natural weapons, +7 natural armour and decent stat bonuses.

Rejusu
2013-03-21, 06:00 AM
See if you can get Dungeonscape material approved. This gives you access to Factotum, which is like a rogue on steroids.. It'd definitely fit the brief regarding "skilled". Secondly if you want to specialise in ranged combat ignore everyone telling you to use barbarian over fighter as the chassis. Barbarians are fantastic, but their abilities are focused towards melee combat. Also you need the extra feats, ranged combat is super feat intensive.

Problem is you're going to be very MAD and you only have two good ability scores. Factotum can help with this as it's Int SAD.

Greenish
2013-03-21, 07:40 AM
I got a Gestalt Build mostly in place here, but before I list it I want to note what the build's goals are and what resources I'm restricted too.

Resources
1. PhB, DMG and MM
2. Non-Magic Classes

The Non-Magic Classes is a player set restriction.
We're doing it cause we didn't like how a spell caster made everything too easy and/or took the majority of the spot light and we didn't want to fix it by making everyone some kind of spell caster.Are you sure D&D 3.5 is the only system for you?

Fouredged Sword
2013-03-21, 07:52 AM
Especially if you are going rogue 2, you should only go monk 1 unless you are trading the evasion for an ACF. Monk 2 gives very little.

Do see if you can get compete adventure and scoundrel opened up. There are some very nice feats in there that allow monk and rogue levels to stack for sneak attack, as well as cool stuff for rangers and fighters. Potentially you could set up a cool build that focuses on monk with the other side being dips to activate the feats that stack monk and class X

Frozen_Feet
2013-03-21, 07:57 AM
Limting a campaign to non-magic classes is going to wreak havoc in encounters and will severly weaken the parties ability to fight monsters.


... assuming you don't cut monsters that necessarily need magic to face them.

Using SRD material only, Fighter//Rogue--->Shadow Dancer, Wildshape Ranger//Monk, Ranger//Rogue---> Assassin or perhaps Paladin//Monk.

thethird
2013-03-21, 08:19 AM
You might want to check other threads, such as this one (http://www.giantitp.com/forums/showthread.php?p=14887256) or this other one (http://www.giantitp.com/forums/showthread.php?p=14873770). Someone has asked the same recently.

Gwazi Magnum
2013-03-21, 11:02 AM
If the ranger spellcasting is just gone, no benefit for it in trade, taking ranger past level 2 is not sensible. OK, maybe to level 3 if you want easy entry to Horizon Walker PrC (DMG) which might be useful, but not to level 4.

Suggested alternative: Ranger 3 / Fighter 2 / Horizon Walker 3 // Rogue 6 / Monk 2. Further level ups as Horizon Walker // Rogue.

Feats: Point Blank Shot, Far Shot, Precise Shot, Quick Draw, Iron Will, plus Improved Grapple & Combat Reflexes from Monk, plus TWF from Ranger in light/no armour tho' you'll likely never need that.

Edit: If you're human you get one more feat of course. Maybe Blind Fighting?

This gets you full BAB as requested, enough sneak attack to make your fists dangerous when you flank (& Improved Grapple for when you can't), most levels as 8+INT skill points and never less than 6+INT (& some +4 skill bonuses from Horizon Walker), excellent Fort & Reflex saves & OK Will (augmented by Iron Will), and you lose little from wearing armour so a half-decent AC is possible.

Seems interesting.
But is Horizon Walkers Terrain ability really that useful?
I have no experience with this so I'm unsure but I do admit it would be fun to try out.

I'm worried about going sneak attack dependent though, because I don't want to have to depend on sneak attacks/stealth to be effective which was an issue an earlier rogue character had. I want to be able to handle myself if in the open/not hidden as well.


In that case, you really might want to look at templates/monsters. If only because it can be a backdoor way to get utility magic. This makes Gnomes even as kind of a more attractive option for the spell-like abilities you gain. Speak with Animals, Dancing Lights, Ghost Sound, and Prestidigitation don't SOUND that impressive I realize (Particularly with the Burrowing Animal restriction on Speak with Animals), but they are spells that with a little creativity you should always have a reason to cast in a day.

Now, if you're limited to just "No Spellcasting Trees"... I might suggest Druid/Ranger. Even without spellcasting the Druid gives you quite a few useful abilities for being an all around adventurer. Animal companion, wildshaping, a host of good exploration/wilderness abilities. Same with the Ranger. With your animal companions you can add a lot of utility to your situation. For one you can always ensure you have a burrowing animal at hand for Speak with Animals, which opens up a lot of Scouting/Stealth Utility for you. Wild Empathy also helps there.

It can just add a lot of utility to your build, if you pick Animal Companions for utility uses (Flight, Burrowing, Swimming, and such alternate uses, extra senses, etc, all good stuff).

Druid is outright banned even in that sense, the DM is afraid of the abuse that can come from animal shape shifting.

As for Gnome, interesting idea but that is not only pushing a fine line this those are actual spells but wouldn't probably be seen as a betrayal to the rest of the group.


See if you can get Dungeonscape material approved. This gives you access to Factotum, which is like a rogue on steroids.. It'd definitely fit the brief regarding "skilled". Secondly if you want to specialise in ranged combat ignore everyone telling you to use barbarian over fighter as the chassis. Barbarians are fantastic, but their abilities are focused towards melee combat. Also you need the extra feats, ranged combat is super feat intensive.

Problem is you're going to be very MAD and you only have two good ability scores. Factotum can help with this as it's Int SAD.

I doubt I can get a whole manual approved, and the DM clarified later than he only approved what was sent previously because it was technological/clockwork related.


Especially if you are going rogue 2, you should only go monk 1 unless you are trading the evasion for an ACF. Monk 2 gives very little.

Do see if you can get compete adventure and scoundrel opened up. There are some very nice feats in there that allow monk and rogue levels to stack for sneak attack, as well as cool stuff for rangers and fighters. Potentially you could set up a cool build that focuses on monk with the other side being dips to activate the feats that stack monk and class X

Like said above, I doubt I can get a whole manual approved.

What about the extra bonus feat from level 2 Monk though? Would that make it worth it?


... assuming you don't cut monsters that necessarily need magic to face them.

Using SRD material only, Fighter//Rogue--->Shadow Dancer, Wildshape Ranger//Monk, Ranger//Rogue---> Assassin or perhaps Paladin//Monk.

We'll still have enchanted gear and such so we can still harm enemies with DR/magic


You might want to check other threads, such as this one (http://www.giantitp.com/forums/showthread.php?p=14887256) or this other one (http://www.giantitp.com/forums/showthread.php?p=14873770). Someone has asked the same recently.

It's called I ask for more help, people don't answer and the threads continue to sink.

Solution? Post new thread since those threads are not only

1) Ignored
2) Buried behind

But the build idea also changes and people don't see a large post count and respond without seeing the recent post so they may have no idea what's going on by then.

thethird
2013-03-21, 11:41 AM
We'll still have enchanted gear and such so we can still harm enemies with DR/magic

Dealing with flying or incorporeal enemies is still going to be really hard.



It's called I ask for more help, people don't answer and the threads continue to sink.

Solution? Post new thread since those threads are not only

1) Ignored
2) Buried behind

But the build idea also changes and people don't see a large post count and respond without seeing the recent post so they may have no idea what's going on by then.

Most of the responses on the threads boil down to:

-Mundane classes on the phb are: rogue, ranger, and fighter you can gestalt those, but you won't get much variety nor a lot of options to optimize, and thus advice is relatively unnecessary.

-There are monsters/enemies that you won't be able to damage even if you have magic items. No magic D&D doesn't work, and core is really limiting.

-You should try to get access to more classes for variety and options.


It's called I ask for more help, people don't answer and the threads continue to sink pile up.

:smalltongue:

Rejusu
2013-03-21, 12:33 PM
I doubt I can get a whole manual approved, and the DM clarified later than he only approved what was sent previously because it was technological/clockwork related.

Ask for just the class then, obviously if no magic is allowed you'll have to strip it of its arcane dilettante feature.


It's called I ask for more help, people don't answer and the threads continue to sink.

Solution? Post new thread since those threads are not only

1) Ignored
2) Buried behind

But the build idea also changes and people don't see a large post count and respond without seeing the recent post so they may have no idea what's going on by then.

Keep them alive yourself then. You only have one post in one of them, and in the other there's three posts after your last post in it. Post again and it brings it to the front. You can't expect to keep a thread like this going with no input from yourself. It's only relevant to you so it's not going to take on a life of its own.

dspeyer
2013-03-21, 01:20 PM
I'll toss out one more monster: Silver Dragon (http://www.d20srd.org/srd/monsters/dragonTrue.htm#silverDragon). You can spend social encounters in humanoid form, then revert to native for battle. Basic goodies include d12, full bab, all good saves, 6+int skills, major mental stat boosts and good natural armor. But the really exciting features are Alternate Form, which gives you any humanoid or animal up to size medium and Breath Weapon, which may be the only area effect and the only save-or-die the party has. And the nifty thing is, you can just keep taking those hit dice. On the other side, when you're not taking LA, you could take a level in monk for AC, two levels in fighter for feats, up to four levels in paladin for class features, or however many levels in rogue for skills.

Kazyan
2013-03-21, 01:39 PM
Pixie probably wouldn't be allowed unless if it's in the Monsters Manual. Even if it was, it's iffy if the DM will approve it or not.

It's in MM1, and why I suggested it. Pixies are great.



Only spell tree's are eliminated, it's mostly a player set restriction (which the DM started enforcing after some time) to make sure players don't compete too much and for challenges sake. But all abilities for classes listed as (su) are still allowed. Plus we can still use Ranger, Bard and Paladin, their spell tree's are just gone though.

Bard//Barbarian is still feasible, then, but I suggest asking for something in return for losing 6 spell levels--possibly an extra 2 skill points per level, Cha to AC, or IUS + an unarmed strike progression as the table in Snap Kick (check Tome of Battle)

avr
2013-03-21, 10:18 PM
Seems interesting.
But is Horizon Walkers Terrain ability really that useful?
I have no experience with this so I'm unsure but I do admit it would be fun to try out.

I'm worried about going sneak attack dependent though, because I don't want to have to depend on sneak attacks/stealth to be effective which was an issue an earlier rogue character had. I want to be able to handle myself if in the open/not hidden as well.
Well, with no magic, PHB & DMG only and using firearms as your primary weapon (so multiple attacks aren't going to happen easily) what were you planning as your source of damage? Sneak attack is problematic but at least it does exist (including when flanking in the open!). Unarmed strikes only get 1:1 returns from Power Attack and firearms of course don't benefit from that at all.

8 levels of monk takes you to 1d10 unarmed damage (& a third attack on the flurry which will probably miss) & gives no bonus with firearms; 2 monk + 6 rogue is 1d6 unarmed + 3d6 sneak attack, going to 1d6 + 4d6 next level. No comparison IMO.

Take a look at Horizon Walker's terrain mastery (http://www.d20srd.org/srd/prestigeClasses/horizonWalker.htm#terrainMastery), it's not a complicated mechanic. Each level of the PrC you get either a +4 competence bonus to a skill, or +60' darkvision, or immunity to fatigue, & you get +1 to attack & damage some creatures. The darkvision should be very nice when sneaking and the skill bonuses will make you the best in the party at those skills.

Rejusu
2013-03-22, 04:56 AM
Keep in mind you can't flank at range and without magic you can't employ the usual Rogue tactic of using wands to enable it.

Gwazi Magnum
2013-03-22, 02:04 PM
Thanks for all the advice guys, with it I think I've gotten a solid build together but I want to run it by here first.

Note: The theme of my character is to be a kind of well traveled treasure hunter.

Name: Archer David Hudson
Race: Human
Classes: Fighter 4/Ranger 3/Bard 1/Rogue 5/Horizon Walker 3

Str 10, Dex 12(14 from gloves), Con 10, Int 18, Wis 14, Cha 12

Ability scores are more meant to reflect him personally than take advantage of stats. Though I'm considering changing it to:

Con 14, Wis 12, Cha 10

Feats
Track (Ranger)
Rapid Shot (Ranger)
Endurance (Ranger)
Improved Unarmed Strike (Fighter)
Weapon Focus (Unarmed) (Fighter)
Weapon Specialization (Unarmed) (Fighter)
Point Blank Shot
Precise Shot
Iron Will
Great Fortitude (The DM is claiming he's going to be 'fun' and 'realisitic' with diseases)

Special Abilities
Favored Enemy: Magical Beast
Terrain Mastery: Hills (+4 Listen), Plains (+4 Spot), Underground (Dark-vision)
Bardic Knowledge: +7 (1 Bard Level + 4 Intelligence + 2 Synergy)
Hired Permanency spells: Great Magic Fang +1
Trapfinding
Sneak Attack +3d6
Evasion
Trap Sense +1
Uncanny Dodge

Skills: (Total/Ranks)
Listen: 18/11
Spot: 18/11
Search: 15/11
Tumble: 17/11
Survival: 8/6
Appraise: 10/6
Knowledge (Geography): 12/8
Knowledge (Arcana): 5/1
Knowledge (Nature): 7/1
Knowledge (Dungeoneering): 5/1
Knowledge (Religion): 5/1
Knowledge (Planes): 5/1
Knowledge (Local): 5/1
Knowledge (History): 9/5
Knowledge (Nobility): 5/1
Gather Information: 12/11
Bluff: 12/11
Forgery: 5/1
Decipher Script: 5/1
Disable Device: 5/1
Open Lock: 13/11
Sleight of hand: 12/8
Spellcraft: 5/1
Balance: 9/5
Jump: 7/5

Gear

Monks Belt
Masterwork Longbow (Chose to go with Bow over Rifle for the multiple attacks)
Masterwork Studded Leather Armor +1
Gloves of Dexterity +2
Soap
5 Sacks
Dusty Notebook <--- Roleplay, I have a notebook where I have my character stats. I plan for the same adventure to write down snippets during the adventure as if I was my character and he would be in doing this in character whenever they had a chance to rest.

Leftover Gold: 859