Male Half-Elf Bard (Archivist) 6
NG Medium Humanoid (elf, human)
Init +2; Senses low-light vision; Perception +8
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 49 (6d8+10)
Fort +3, Ref +7, Will +4; +2 vs. enchantments, +4 bonus vs. magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind
Immune magic sleep; Resist elven immunities
Speed 20 ft.
+1 Longsword +5 (1d8+1/19-20/x2)
Masterwork Elven curve blade +7 (1d10/18-20/x2)
+1 Frost Shortbow +7 (1d6+1+1d6 cold/x3)
Special Attacks bardic performance (standard action) (18 rounds/da, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (2 targets) (dc 16), bardic performance: inspire competence +2
Bard (Archivist) Spells Known (CL 6):
2 (4/day) Silence (DC 15), Glitterdust, Heroism, Gallant Inspiration (DC 15)
1 (5/day) Comprehend Languages, Cure Light Wounds, Hideous Laughter (DC 14), Grease (DC 14)
0 (at will) Prestidigitation (DC 13), Read Magic, Message, Light, Detect Magic, Sift
Base Atk +4; CMB +4; CMD 16
Feats Arcane Strike, Point Blank Shot, Weapon Finesse
Traits Fencer, Scholar of the Great Beyond (Knowledge [planes])
Acrobatics +4 (+0 jump)
Disable Device -2
Escape Artist +3
Knowledge (arcana) +15
Knowledge (dungeoneering) +11
Knowledge (engineering) +10
Knowledge (geography) +10
Knowledge (history) +11
Knowledge (local) +10
Knowledge (nature) +10
Knowledge (nobility) +6
Knowledge (planes) +11
Knowledge (religion) +6
Perform (oratory) +12
Sense Motive +3
Sleight of Hand -1
Spellcraft +12 (+15 to identify magic items or decipher scrolls)
Use Magic Device +10
Languages Aklo, Common, Draconic, Elven, Infernal, Osiriani, Ancient, Thassilonian, Undercommon
SQ arcane training, bardic knowledge, bardic performance: lamentable belaborment (dc 16), bardic performance: naturalist +2, elf blood, jack of all trades: trained skills, lore master (1/day), magic lore +3
Combat Gear Wand of cure light wounds; Other Gear +1 Mithral Chain shirt, +1 Frost Shortbow, +1 Longsword, Masterwork Elven curve blade, History Books, 1178 GP, 7 SP
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks.
Bardic Performance (standard action) (18 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (2 targets) (DC 16) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Lamentable Belaborment (DC 16) (Sp) Daze or Confuse one Fascinated creature.
Bardic Performance: Naturalist +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fencer +1 to hit with dagger or sword AoOs.
Jack of All Trades: Trained skills (Ex) You may use all skills untrained.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magic Lore +3 (Ex) +4 save vs. magical traps, language-dependent effects, symbols, glyphs, and magical writings.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
The child of adventures, Sebastian grew up surrounded by artifacts and stories. Attempting to please both his sorcerer father and warrior mother, Sebastian dabbled in many subjects at school, picking up some swordcraft, magic, and book learning.
Upon graduation, Sebastian was drawn to the Riddleport area to study the Thassilon rune stones in the region. The journey did not go well as he was robbed of most of his money by the pirates he accidentally signed on with to get to Riddleport. As he was about to be robbed and put ashore, he challenged the Captain to a duel, thinking himself not a bad fencer. But the crew simply laughed and mobbed him, but left him his sword (a girt from his mother) and his reference books (a gift from his father) for his 'spunk'.
He used a hidden reserve of coin to buy supplies and set out to the hinterland to map and document standing rune stones. Recently though, while out scouting for new stones, he returned to his camp to find that it had been ransacked. Left with what he was carrying, he dejectedly returned to Riddleport desperate for any means of making money so that he might be able to 1)live and 2)return to his studies.
Sebastian is book smart, and world naive. In school, he learned to fence, and discovered, in the world out there he will need to learn how to fight. His ivory tower existence has come crashing down around him as he finds himself nearly penniless and surrounded by thieves.
Sebastian has rugged good looks of a Taldor young noble, but he looks a bit haggard as if exposed to too much sun, wind and stress. He stands 6 ft tall, 160 pounds. His long black hair is tied back with a ponytail. Wire-rimmed spectacles are worn when reading. His mother's sword he carries on his back and a collection of reference books in his satchel.
Naturalist (Ex): An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components.
Common Creature = 5 + CR
Average Creature = 10 + CR
Rare Creature = 15 + CR