About 9th lvl bard, Vincentstr 15 +1@8th (7) dex 14 (3) con 12 (2) int 13 (3) wis 7 (-4) chr 15 +1 @ 4th (7) Speed: 30'
F/R/W
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)
Cast Heroism, and Take 10 on knowledge checks, and Disable Device. Traits:
skill points: 6 +1int + 1human +1fast learner x 9lvls = 81skill points Skills:
0knowledge untrained other....6 (+5bardic knowledge +1int) Earth, elemental gem 2250
Medium shield +2 4115
Silver Longsword
Uncanny dodge
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)
1st Fast Learner
Spells 1st lvl
Bard spells 2nd
Bard 3rd lvl
Fast Learner (Human)
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)
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)
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
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.
Craft Wondrous Item, haste; Cost 500 gp. Spells/day 4/3/1
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.
Archaeologists do not gain the bardic performance ability or any of its performance types.
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.
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.
At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name. This ability replaces well-versed.
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.
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.
At 6th level, an archaeologist gains evasion, as the rogue ability of the same name. Steal:
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 |