STATISTICS Str 12, Dex 14/18, Con 14, Int 14, Wis 12, Cha 16
Base Atk +6/+1; CMB +7; CMD 21*
Feats Alertness (human bonus feat) +2 on Perception and Sense Motive checks.
Point-Blank Shot +1 to hit and to damage with ranged attacks against targets within 30'.
Lingering Performance Archaeologist's Luck effects persist for two rounds after halting.
Rapid Shot Can fire one additional time per round when making a full attack with a ranged weapon, at a penalty of -2 to hit with all attacks that round.
Precise Shot Can fire into melee without penalty.
Deadly Aim (Combat Trick) Attack at -2 to hit to obtain +4 to damage with projectile weapons.
Great Fortitude +2 on Fortitude saves.
Skills Diplomacy +12 (6 ranks, +3 CHA, +3 class skill)
Disable Device +17/+16 in armor (9 ranks, +4 DEX*, +4 for clever explorer)
Climb +7/+6 in armor (3 ranks, +1 STR, +3 class skill)
Knowledge (Dungeoneering) +11 (1 rank, +2 INT, +3 class skill, +4 for bardic knowledge, +1 trait)
Knowledge (History) +18 (9 ranks, +2 INT, +3 class skill, +4 for bardic knowledge)
Knowledge (Arcana) +11 (1 rank, +2 INT, +3 class skill, +4 for bardic knowledge, +1 trait)
Knowledge (Geography) +11 (1 rank, +2 INT, +3 class skill, +4 for bardic knowledge, +1 trait)
Knowledge (Engineering) +11 (1 rank, +2 INT, +3 class skill, +4 for bardic knowledge, +1 trait)
Knowledge (Nature) +10 (1 rank, +2 INT, +3 class skill, +4 for bardic knowledge)
Knowledge (Planes) +10 (1 rank, +2 INT, +3 class skill, +4 for bardic knowledge)
Knowledge (Nobility) +10 (1 rank, +2 INT, +3 class skill, +4 for bardic knowledge)
Knowledge (Local) +10 (1 rank, +2 INT, +3 class skill, +4 for bardic knowledge)
Knowledge (Religion) +11 (2 ranks, +2 INT, +3 class skill, +4 for bardic knowledge)
Linguistics +11 (6 ranks, +2 INT, +3 class skill)
Appraise +10 (5 ranks, +2 INT, +3 class skill)
Use Magical Device +10 (4 ranks, +3 CHA, +3 class skill)
Perception +19 (9 ranks, +1 WIS, +3 class skill, +4 for clever explorer, +2 feat)
Acrobatics +11/+10 in armor (4 ranks, +4 DEX*, +3 class skill)
Sense Motive +12 (6 ranks, +1 WIS, +3 class skill, +2 feat)
Swim +4/+3 in armor (3 ranks, +1 STR)
Spellcraft +10 (5 ranks, +2 INT, +3 class skill)
Stealth +11/+10 in armor (3 ranks, +4 DEX*, +3 class skill)
Escape Artist +15/+14 in armor (8 ranks, +4 DEX*, +3 class skill)
Racial Modifiers None
Note: +6 skill ranks for favored class (bard)
Traits Mathematical Prodigy +1 on Knowledge (Arcana) and Knowledge (Engineering) skill checks.
Scholar of Ruins +1 on Knowledge (Dungeoneering) and Knowledge (Geography) skill checks.
Languages Common (Taldane), Varisian, Elvish, Undercommon, Tian, Osiriani, Thassilonian, Polyglot, Aklo, Draconic
Combat Gear +2 chain shirt, +1 buckler, +1 longsword, mw cold iron dagger, +2 composite shortbow (12 STR), 20 cold iron arrows, 10 alchemical silver arrows, mw alchemical silver light mace, Ring of Feather Falling, efficient quiver, Belt of Incredible Dexterity +4, mw backpack, bedroll, belt pouch (2), explorer's outfit, flint & steel, torch (5), 50' silk rope, mw thieves' tools, alchemist's fire (2), silver weapon blanch (2), holy water (2), rice paper (20 ocs), ink, pen, sack (2), trail rations (2 days), 258 gp, 0 sp, 5 cp
Racial Traits +1 skill rank per level
Favored Class: Bard +1 SR 1st-9th levels
Bardic Knowledge Add (class level/2) (+4) to all Knowledge skill checks. Can make untrained Knowledge checks at any DC.
Lore Master Can take 10 on all trained Knowledge skill checks. 1x/day, can take 20 on a single Knowledge check.
Archaeologist’s Luck As a swift action, an archaeologist can call on fortune's favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist's luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.
Uncanny Dodge Can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bard with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
Clever Explorer Add half bard level to Disable Device and Perception skill checks. Can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.
Trap Sense +3 bonus on Reflex saves made to avoid traps and a +3 dodge bonus to AC against attacks made by traps.
Evasion Can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the bard is wearing light armor or no armor. A helpless bard does not gain the benefit of evasion.
Rogue Talent: Trap Spotter Whenever he comes within 10 feet of a trap, he receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Rogue Talent: Combat Trick: Deadly Aim
Across the Inner Sea and beyond, the signs of previous ages lie all around--Thassilon's relics cover Varisia, the city of Kaer Maga itself is an enigma defying explanation, a few islands are all that remains of the glory of Azlant, the flying cities of Shory still have power to fascinate (though they no longer live up to their name), and before humans there were others: the ruins of Ghol-Gan are found throughout the jungles of the Mwangi Expanse, serpentfolk left their own signs in the same areas, and the aboleths are reputed to be far older than all the others. For the vast majority of people, all of these disparate civilizations and times blend into an amorphous sort of "In the old days...," with no attempt made to put them into their proper places in history.
Then there are people like Ianez. Born in Ustalav and educated first at the University in Lepidstadt before undertaking postgraduate studies in Oppara and Absalom itself, Ianez Gastnicht has traveled much of the Inner Sea and into Tian Xia, researching and excavating myriad ancient ruins, and publishing such of his findings as he judges appropriate. He's dug through the pyramids of Osirion, excavated the ancient human settlements of the Qiang Tan Mountains, interviewed the gold dragon Mengkare, and braved the pirates of the Shackles to examine the Ghol-Gan ruins on the islands there--and these are only some of his known exploits. Rumor has it that he has even entered the fabled Darklands on more than one occasion. In the small but widely dispersed community of Golarion's human scholars and ancient historians, he is generally regarded as one of the finest researchers of the past century. (There is also an ongoing betting pool on when his luck will finally run out, but so far no one has collected on the pot. So far.)
In appearance, he is not at first terribly prepossessing--medium height and build (5'8", #150), light brown hair, pale blue eyes, and clean-shaven. His skin is tanned by years of working outdoors in many different settings, and his hands are roughened by years of digging. He typically dresses in workman's clothes, a long and well-worn brown coat over them when the weather demands it, and a largely shapeless wide-brimmed hat. When he presents his results, though, he dresses in much finer clothing, and it's times like this that it's clear he's a rather handsome fellow.