Valeros

Altin Karela's page

314 posts. Alias of littlehewy.


Classes/Levels

Male CG Human (Romani) Archaeologist 5 | HP 45/45 | AC 16 T 13 FF 14 | CMB +5, CMD 18 | F: +3, R: +8, W: +4 | Init: +3 | Perc: +9 | Speed 30ft | Luck rounds: 6/8 | Spell slots: 5/5, 2/3

About Altin Karela

Altin Karela 
Human archeologist 5 
CG Medium humanoid (human) 
Init +3; Senses Perception +9 
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Defense 
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AC 16, touch 13, flat-footed 14 (+2 armor, +3 Dex, +1 shield) 
hp 45 (5d8+5) 
Fort +3, Ref +8, Will +4
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Offense 
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Speed 30 ft. 
Melee longspear +5 (1d8+2/x3)
Melee dagger +5 (1d4+2/19-20)
Ranged MW composite short bow +7 (1d6+2/x3)
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Statistics 
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Str 14, Dex 17, Con 12, Int 10, Wis 8, Cha 16 
Base Atk +3; CMB +5; CMD 18
Feats Deadly Aim, Lingering Performance, Point Blank Shot, Precise Shot, Rapid Shot
Traits Criminal, Fate's Favored 
Skills Acrobatics +11*, Appraise +5, Bluff +11, Diplomacy +11, Disable Device +14* (+16 w/ MW tools), Knowledge (local) +7, Knowledge (geography) +6, Linguistics +7, Perception +9, Perform (flute) +7, Perform (singing) +7, Profession (sailor) +3, Sleight of Hand +10, Spellcraft +4, Stealth +11*, Use Magical Device +9
* -1 if buckler equipped 
Languages Greek, Turkish, Romani, English, Arabic

Gear:
Leather armour, buckler, headband of alluring charisma +2, cloak of resistance +1, MW composite short bow, silver arrows x20, arrows x60, longspear, dagger, potion of CLW, backpack, bedroll, belt pouch, caltrops, chalk x10, grappling hook, MW thieves' tools, silk rope 50', smoke pellets x5, rations x4, Romani flute, waterskin, mule, saddlebags, 168 gp, 609 sp, 10 cp

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Spells 
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0-level: daze (DC 13), detect magic, ghost sound, mage hand, message, prestidigitation, read magic
1st-level (5/day): disguise self, hideous laughter (DC 14), grease (DC 14), silent image (DC 14)
2nd-level (3/day): heroism, silence (DC 15)
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Special abilities
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Archaeologist’s Luck: Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +2* 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 rounds). 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 +3* at 5th level, +4* at 11th level, and +5* at 17th level.
* Includes Fate's Favored bonus.

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

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.

Lore Master: 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.

Trap Sense: At 3rd level, a archaeologist gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the archaeologist reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

Well-Versed: At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Rogue Talents: Combat Trick:Deadly Aim (lvl 4)

Background:
Altin Karela's parents were a pair of Romani travellers, originally from Albania, although they had travelled widely through the Balkans before and after Altin's birth in 1415. In 1422 they hastened to Constantinople upon hearing of Altin's maternal grandfather's death there. However, shortly after the small family's arrival, Murad II launched the first Ottoman seige of the city. In the chaos, Altin's father was killed, and his mother decided to settle down with the remains of her family in the Romani-dominated Sulukule quarter of the city.
Altin experienced the typical racism meted out to Romani folk in Constantinople; while he loved the city, he hated the way its people treated him and his. He left with an uncle and some cousins to travel when he was ten. However, they were caught up in conflict only months after leaving the city, and Altin and two of his cousins were captured by Ottoman forces and "recruited" into the Janissary.

Altin was a clever, skilled lad, and a quick student, but he was a terrible soldier. He was put to use most often as a scout, and, thanks to his charm, began training as a diplomat and mediator. However, due to his propensity to get into trouble, he faced constantly the wrath of his superiors. When a series of outbreaks of conflict began in Albania, eventually becoming widespread revolt, a seventeen-year-old Altin found himself back in his homeland, about to wage war on Albanians.

Uncomfortable with the situation, Altin did what he'd been wanting to do for years - desert the Janissaries and go his own way, searching for wealth, women, wine, and song. He has seen quite a bit of Europe in the intervening five years, and while wealth comes and goes (goes more than comes), he is enjoying his life immensely, travelling the lands, living by his wits, and finding excitement and what fortune he can.