Tok the Mad

All righty then, the mighty Sack got killed and since he was the party healer and we didn't have an arcane magic user or a rogue...

so to be a crappy half assed version of all three I came up with this

Background

From the razed xeph city of Saeed, he started as a feeble, frail, starving urchin stealing to survive, depending upon his nightsight to spot his enemies first. As he grew older he eventually became the leader of a small but brutal gang of thugs who specialized in stealing riding lizards and preying on slavers, slum lords and tax collectors. With enemies like these it wasn't long before most of the gang was captured and publicly executed.

Having no where to go, Tok decided to hide out in the dwarven ghetto where he was caught stealing by Rolnar Antkiller, a Hammer of Moradin, famous in his neighborhood for destroying a plague of vermin. Rolnar had heard of the exploits of Toks gang and having no sympathy for the evil humanoids he once preyed upon and saw potential in Tok and took him in. Rolnar instilled a deep respect of all things dwarvish and a strong sense of honor that led to Tok becoming a paladin.

While Tok was scouting for the Hammers of Moradin who were hunting down the followers of Gruumsh, Rolnar was slain in an ambush. He was consumed by guilt and spent a year in mourning in the wilderness of the underdark, living in a bat filled cave eating bugs. When a young dire bat fell to cavern floor Tok took pity on it and raised it.

When he returned to the city he found that everyone had been killed, overwhelmed with even more guilt, he snapped, and after slaying an ogre looter he fashioned a beard out of its red hair. Skulking around the razed city one day he heard the sounds of battle and when he got there he saw the party and the Sack's dire bat.

When he approached them...

Str 12 (14 w/ magic item)

Dex 18 (20 w/ item)

Con 12 (14 w/ item)

Int 16

Wis 10

Cha 16

Lawful Good Xeph Rogue 3/Fighter 2/Paladin 2/Beastmaster 1

Fort + 14/Ref + 13/Will +4

AC 21 (+6 armor, +5 dex)

Languages

Common, Xeph, Draconic, Elven, Goblin, Dwarvish and Undercommon

Flaws

Feeble (-2 to str, dex, con skill checks)

Frail (-1 to hit points each level)

Character Trait

Nightsighted - Tok's eyes are particularly well suited to using

darkvision, but they are less well adapted to what others consider

normal light.

Benefit - Add 10 feet to the range of darkvision.

Drawback - a -1 penalty on Spot checks when in areas of bright light.

Feats

Cosmopolitan - +2 to Use Magic Device checks

Dodge

Mobility

Weapon Finesse

Mounted Combat

Ride-By Attack

Skill Focus (+3 to Handle Animal checks)

Skills

+16 Use Magic Device (11 ranks)(+18 to scrolls)

+14 Ride (11 ranks)

+13 Search (10 ranks)

+13 Disable Device (10 ranks)

+11 Handle Animal (8 ranks)

+11 Tumble (6 ranks)

+7 Dechiper Script (4 ranks)

+7 Gather Information (4 ranks)

+7 Jump (5 ranks)

+7 Sleight of Hand (4 ranks)

+8 Perform (dance)(5 ranks)

+4 Survival (4 cross class ranks)(+6 to follow tracks)

+6 Knowledge (nature)(3 ranks)

Class Features

Sneak Attack 2d6

Trapfinding

Evasion

Trap Sense +1

Aura of Good

Detect Evil

Smite Evil (1/day +3 attack, +2 damage)

Divine Grace (+3 to saves)

Lay on Hands (6 points/day)

Animal Companion (as 4th level druid)(dire bat)

Wild Empathy

Quirks

Always refers to Moradin as the Soul Forger

Wears a fake red beard

Pretends he is a dwarf and Rolnar was his father

Stutters and has a nervous tic when questioned about his race or beard

Makes monthly sacrifices to Moradin of melted metals

Equipment and stuff

fake red beard

+1 keen cold iron rapier (8,320 gp)

masterwork adamantine dagger (3,002 gp)

masterwork composite shortbow (14 str)(600 gp)

+2 mithril shirt (5,100 gp)

Ring of Feather Falling (2,200 gp)

Boots +2 dex, Amulet +2 con, Belt +2 str (12,000 gp)

Hewards Handy Haversack (2,000 gp)

10 scrolls (1st level caster, 5 each of true strike and shield)(250 gp)

2 scrolls of identify (250 gp)

2 wands of cure light wounds (1,500 gp)

10 sleep arrows (1,320 gp)

10 silver arrows, 30 arrows, flint and steel, 50' silk rope, 10

candles, masterwork thieves tools, explorers outfit, 10 days trail

rations, 3 waterskins (full), 3 waterskins (full of common wine),

small steel mirror, map case, 10 sheets of paper, 2 writing quills,

ink, bedroll, blanket, 4 pitons

30 platinum pieces

Dire Bat

Size/Type: Large Animal

Hit Dice: 4d8+12 (30 hp)

Initiative: +6

Speed: 20 ft. (4 squares), fly 40 ft. (good)

Armor Class: 20 (-1 size, +6 Dex, +5 natural), touch 15, flat-footed 14

Base Attack/Grapple: +3/+10

Attack: Bite +5 melee (1d8+4)

Full Attack: Bite +5 melee (1d8+4)

Space/Reach: 10 ft./5 ft.

Special Qualities: Blindsense 40 ft.

Saves: Fort +7, Ref +10, Will +6

Abilities: Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6

Skills: Hide +4, Listen +12*, Move Silently +11, Spot +8*

Feats: Alertness, Stealthy

Alignment: Neutral

A dire bat has a wingspan of 15 feet and weighs about 200 pounds.

Blindsense (Ex)

A dire bat uses echolocation to pinpoint creatures within 40 feet.

Opponents still have total concealment against the bat unless it can

actually see them.

Skills

Dire bats have a +4 racial bonus on Spot and Listen checks. These

bonuses are lost if its blindsense is negated.

Level Progression

level 1 - rogue, 4 ranks in UMD (use magic device), perform, tumble,

jump, decipher script, search, disable device, gather information,

speak language (dwarvish and undercommon), sleight of hand and

survival (cross class).

Feats (2 extra due to flaws) - Cosmopolitan, Dodge, Mobility

level 2 - fighter, 2 ranks handle animal and ride, 1 in UMD

Fighter bonus feat - Weapon Finesse

level 3 - rogue, 2 ranks in survival (cross class), search, disable

device and tumble, 1 in perform, jump and UMD

Feat - Mounted Combat

level 4 - fighter, 2 ranks handle animal and ride, 1 in UMD

Fighter bonus feat - Ride-By Attack

level 5 - paladin, 2 ranks handle animal and ride, 1 in UMD

level 6 - paladin, 2 ranks handle animal and ride, 1 in UMD

Feat - Skill Focus (Handle Animal)

level 7 - rogue, 2 ranks in survival (cross class), 4 ranks in search

and disable device, 1 in UMD

level 8 - beastmaster, 3 ranks in ride and knowledge (nature), 1 in UMD

Planned for

Level 9 - duelist

Feat - force of personality

Level 10 - duelist

Level 11 - duelist

Level 12 - ???