9th lvl bard, Vincent's page

No posts. Organized Play character for wuhan.


Full Name

Vincent

Race

Human

Classes/Levels

Bard/Archelogist9

Gender

M

Size

5'6

Age

29

Alignment

CG

Deity

Desna

Strength 18
Dexterity 14
Constitution 12
Intelligence 13
Wisdom 7
Charisma 20

About 9th lvl bard, Vincent

str 15 +1@8th (7) dex 14 (3) con 12 (2) int 13 (3) wis 7 (-4) chr 15 +1 @ 4th (7)

Speed: 30'
Init: +2
HP: 75 (8 start+ 8x5 lvls +9con+ 9 favored class +9toughness)
AC: 23 (armor6, shield4, dex2, deflection1) (Can Combat Expertise for +2ac)
Bab: +6/+1
CMB:+10, +16 vs steal
CMD:22 , 28 vs steal

F/R/W
6/10/6 (+1 vs emotion, vs fear roll again at start of turn)

Main attack: Vicious Adamantium Longsword +1; +11hit, 1d8+5 +2d6 Vicious dmg, and takes 1d6 vicious backlash.

Tactics: Use heroism for +2 atk/+2saves+2 skill checks (morale)
And Archaeologist’s Luck (9rounds/day) for +2atk/Dmg/Save/Skill checks. (luck)

Cast Heroism, and Take 10 on knowledge checks, and Disable Device.

Traits:
Race, Historian +1history & Bardic Knowledge checks.
Regional, Vagabond Child: Disable Device =class skill +1

skill points: 6 +1int + 1human +1fast learner x 9lvls = 81skill points

Skills:
9Acrobatics12 (-2armor)
9Bluff17
9Diplomacy17
9Intimidate17
9Perception14 (+4 Clever Explorer)
9Sense Motive10
9Disable Device18 (+4clever explorer +1 trait)
3Knowledge History13 (+1 trait +5 bardic knowledge+3trained+1int)
3Knowledge Local17 (+5 pendant +5 bardic knowledge +3 trained +1int)
4Knowledge Engineering13 (+3trained +5bardic knowledge +1int)
4Knowledge Nobility13
4Knowledge Geography13

0knowledge untrained other....6 (+5bardic knowledge +1int)

Earth, elemental gem 2250
Feather step slippers 2000
shirt quick runners 1000
pendant of knowledge +5 local, 3100
gauntlets of skilled maneuver +2 steal 4000
Belt of giant strength 4000
Headband of alluring Charisma 4000

Medium shield +2 4115
Chainshirt +2 4250
ring of protection +1 2000
Cloak of resistance +2 4000
Adamantine Longsword +1 Vicious 11000

Silver Longsword
Crossbow 20 silver quarrels
Nobleman's outfit
3gp

Uncanny dodge
Evasion
Trap Sense +3
+4 Disable Device +4 Perception . Can take 10 on disable Device.

Bardic Knowledge (Ex)

A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Lore Master (Ex)
At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

1st Fast Learner
3rd Fearless Curiosity
Rogue Talent@ 4th Combat Swipe = Improved Steal
5th Combat Expertise
7th Toughness
Rogue Talent@ 8th Charmer = Roll Diplomacy twice, take higher result 2/day
9th Greater Steal

Spells 1st lvl
Vanish
innocence 9min
feather fall
Expeditious Retreat 9min
Memory Lapse DC16 (retry diplomacy/intimidate)

Bard spells 2nd
Heroism 90min
Pilfering hand 45'range, CMB+20steal, CMB+14 Disarm
Tongues 90min
Acute Senses +20 perception 9min

Bard 3rd lvl
Witness 9min DC18
See invisibility 90min
Blink 9rounds
Charm Monster DC18

Fast Learner (Human)
You progress gain extra versatility.

Prerequisites: Int 13, human.

Benefit: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

Fearless Curiosity (Human)
Your desire to see and experience the world overrides healthy caution.

Prerequisites: Cha 13, human.

Benefit: You gain a +1 bonus on saving throws against effects with the emotion descriptor. In addition, for any round in which you begin your turn affected by a fear effect, you gain a new save at the beginning of your turn to reduce the severity of the fear effect, from panicked to frightened, frightened to shaken, and shaken to unaffected.

Pendant, Knowledge (Desna)
Aura moderate divination; CL 5th
Slot neck; Price 3,100 gp; Weight 2 lbs.
Description
This heavy necklace is usually made of gold and looks like a large winged eye.
This item is associated with a specific god.

You gain a +5 competence bonus on one type of Knowledge checks (each pendant has a different specialty).

If you are a worshiper of the associated god, the pendant also counts as a holy symbol. In addition, once per day as a free action, you may add a +10 insight bonus on a single skill check you are about to roll.

Shirt, Quick Runner's

Aura faint transmutation; CL 5th
Slot chest; Price 1,000 gp; Weight —
DESCRIPTION

This shirt is made of light, gossamer-thin fabric embroidered with arrangements of winged feet.

Once per day as a swift action, the wearer can take an additional move action to move on his turn.
CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, haste; Cost 500 gp.

Spells/day 4/3/1
Spells known 6/5/4/4

The bard’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks Per Level: 6 + Int modifier.

Archaeologist

No stodgy researcher, this archaeologist meets his research head-on in the field. Archaeologists sacrifice the bard’s inspirational performance for a smattering of rogue talents.

This archetype also fits rogue-like characters that focus more on learning than on stabbing foes in the back.
Bardic Performance

Archaeologists do not gain the bardic performance ability or any of its performance types.
Archaeologist’s Luck (Ex)

Fortune favors the archaeologist. 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.
Clever Explorer (Ex)

At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He 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.

This ability replaces the versatile performance ability.
Uncanny Dodge (Ex)

At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name.

This ability replaces well-versed.
Trap Sense (Ex)

At 3rd level, an archaeologist gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level.
Rogue Talents

At 4th level, an archaeologist gains a rogue talent. He gains an additional rogue talent for every four levels of archaeologist gained after 4th level. Otherwise, this works as the rogue’s rogue talent ability.
Evasion (Ex)

At 6th level, an archaeologist gains evasion, as the rogue ability of the same name.

Steal:
You can attempt to take an item from a foe as a standard action. This maneuver can be used in melee to take any item that is neither held nor hidden in a bag or pack. You must have at least one hand free (holding nothing) to attempt this maneuver. You must select the item to be taken before the check is made. Items that are simply tucked into a belt or loosely attached (such as brooches or necklaces) are the easiest to take. Items fastened to a foe (such as cloaks, sheathed weapons, or pouches) are more difficult to take, and give the opponent a +5 bonus (or greater) to his CMD. Items that are closely worn (such as armor, backpacks, boots, clothing, or rings) cannot be taken with this maneuver. Items held in the hands (such as wielded weapons or wands) also cannot be taken with the steal maneuver—you must use the disarm combat maneuver instead. The GM is the final arbiter of what items can be taken. If you do not have the Improved Steal feat or a similar ability, attempting to steal an object provokes an attack of opportunity from the target of your maneuver.

Although this maneuver can only be performed if the target is within your reach, you can use a whip to steal an object from a target within range with a –4 penalty on the attack roll.

If your attack is successful, you may take one item from your opponent. You must be able to reach the item to be taken (subject to GM discretion). Your enemy is immediately aware of this theft unless you possess the Greater Steal feat.in place of a melee attack