Male Human in Jungle

Aero Skyfall's page

258 posts. Alias of Pirate Rob.


Full Name

Aero Skyfall

Race

Human

Classes/Levels

HP 21/21 | AC:16 T:11 FF:15 CMD: 13 | F+1 R+4 W+4 | Percpetion +7 | 30ft: +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects

Deity

Pulura

Strength 14
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 12
Charisma 17

About Aero Skyfall

Initiative +1 [+1 Dex]

Offense:
+4 Rapier 1d6+2 (18-20)
+4 Shortsword 1d6+2 (19-20)
+5 Morningstar+1 1d6+3

Defense:
HP 21 [8+1 5+1 5+1]
AC 16 [+4 Armor, +1 Shield +1 Dex]
T 11 [+2 Dex]
FF 15 [+4 Armor, +1 Shield]
CMD 13 [10 Base. +0 BAB, +2 Str, +2 Dex]

Fort +2 [1 Base, +1 Con]
Ref +4 [3 Base, +1 Dex]
Will +4 [3 Base, +1 Wis]

Languages: Common, Abyssal, Kellid, Hallit, Celestial

Traits:
Touched by Divinity: Pulura
Start with a silver holy symbol and 1/day Protection from Evil.

Vagabond Child
+1 Disable Device, always a class skill.

Feats:
Flagbearer:
When brandishing a flag adorned with the standard of an organization you owe allegiance to, you inspire nearby members of the same allegiance. As long as you hold your clan, house, or party's flag, members of that allegiance within 30 ft. who can see the flag (including yourself) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, thi0s bonus becomes a penalty, affecting all creatures that the bonus pre9viously affected for 1 hour (or until you reclaim the lost flag).

Lingering Performance
The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

Craft Wondrous Item

Skills:

-1 Acrobatics (Dex +1, AC -2)
+7 Appraise (3 Rank, Int +1, CS +3)
+3 Bluff (Cha +3)
-0 Climb (Str +2, AC -2)
+1 Craft (Int +1)
+9 Diplomacy (3 Rank, Cha +3, CS +3)
+9 Disable Device (3 Rank, Dex +1, CS +3, Trait+1, Class +1)
+3 Disguise (Cha +3)
-1 Escape Artist (Dex +1, AC -2)
-1 Fly (Dex +1, AC -2)
+* Handle Animal
1 Heal (Wis +1)
+3 Intimidate (Cha +3)
+* Knowledge, Arcana
+* Knowledge, Dungeoneering
+* Knowledge, Engineering
+* Knowledge, Geography
+8 Knowledge, History (3 Rank, Int +1, CS +3, Bard +1)
+* Knowledge, Local
+* Knowledge, Nature
+* Knowledge, Nobility
+* Knowledge, Planes
+* Knowledge, Religion
+2 Bardic Knowledge (Int +1, Bard +1)
+7 Linguistics (3 Rank, +1 Int, +3 CS)
+8 Perception (3 Rank, Wis +1, CS +3, Class +1)
+3 Perform() (Cha +3)
+5 Profession(Archaeologist) (1 Rank, +1 Wis, +3 CS)
-1 Ride (Dex +1, -2 ACP)
+7 Sense Motive (3 Rank, Wis +1, CS +3)
+* Sleight of Hand
+7 Spellcraft (2 Rank, Int +1, CS +3)
-1 Stealth (Dex +1, -2 AC)
+1 Survival (Wis +1)
-0 Swim (Str +2, ACP -2)
+9 Use Magic Device (3 Rank, Cha +3, CS +3)

Special Abilities:

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. 7 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.

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.
Bardic Performance

Touched by Divinity (Sp)
1/day Cast Protection from Evil

Clever Explorer
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.

Uncanny Dodge
Cannot be caught flat-footed, nor lose Dex bonus to AC if the attacker is invisible.

Trap Sense
+1 AC/Reflex Saves vs Traps

Spells:

0-Level: Detect Magic, Light, Mending, Prestidigitation, Read Magic, Sift
1-Level: Sleep, Ear-Piercing Scream, Grease, Hideous Laughter

Equipment:

Flag of Pulura 10
Buckler 5
Chain Shirt 100
Rapier 20
Hemp Rope 1
10x Torch 0.1
Spellbook 15
10x Charcoal 5
Explorer's Outfit
Silver Holy Symbol of Pulara
Weapon Cord 0.1
Silver Scale (3/Day Alter Self & +4 Bluff vs Evil)
Alchemist Fire
Smokestick
Shortsword
+1 Morningstar
23 gp
8 sp

Background:
Aero grew up on the streets of Magnimar. His life as an urchin was fairly unremarkable until the night he dreamt of Sarkoris. He saw Pulura fighting desperately against the demon lord Kostchtchie as the waterfall they were fighting in froze around them.

Aero awoke in a cold sweat, but he knew the dream to be a portent. He began to study Pulura and eventually Sarkoris. Having exhausted the knowledge accessible to him in Varisia Aero has made the trek to the Worldwound in search of his own answers.