Verik Vancaskerkin

Arcanus Julum's page

83 posts. Alias of TheWaskally.


Full Name

Arcanus Julum

Race

Human (taldane)|HP: 18/18|AC: 14 (11 Tch, 13 Fl)|CMB: +2, CMD: 13|F: +1, R: +4, W: +4| Init: +1|Perc: +7, SM: +5, Diplo: +7, Bluff +7, Know (his): +10, Know (loc): +9, Spell: +8, UMD: +7

Classes/Levels

Bard (archaeologist)/2nd|Archaeologist’s Luck (Ex) 6/6xday|Hero Points 1/1

Gender

Male

Size

Medium

Age

17

Special Abilities

See SQ Tab

Alignment

Neutral Good

Deity

Irori

Location

Fort Inevitable

Languages

Common (Taldane), Azlanti, Draconic, Infernal, Terran

Occupation

Pathfinder

Strength 12
Dexterity 13
Constitution 12
Intelligence 16
Wisdom 13
Charisma 14

About Arcanus Julum

Stat Block:
Arcanus Julum AC:17(T:11/FF:13) CMD:12 HP:10/10 Saves-FO:+1 RE:+3 WL: +3
Bard (archaeologist) (Irori) Male Human (taldane) Defenses: None [oolc]Archaeologist’s Luck (Ex) 6/6xDay[/ooc]
Enc:C59.5/L0-43/M44-86/H87-130 Water: Waterskin Food Trail rations (5) ammunition: None
Expendables: Torches (10)

Initiative: +1 Hero Points 1/1
Senses: Perception +7
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AC 14 (11 Touch, 13 FF)(+1 Dex, +3 Armor)
Hp 10/10 (1d8(max) + 1 Con + Fast Learner at 1st level)
Fort +1, Ref +4, Will +4
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Speed 30 ft (30 ft Base)
Melee Whip +2 (1d3 + 1, x2, Reach +15, disarm, non-lethal, trip), Longsword +2 (1d8 + 1, 19-20/x2)
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Spells
0-level spells [DC 12] [4/4] prestidigitation, mage hand, light, mending, read magic
1st-level spells [DC 13] [2/2] cure light wounds, expeditious retreat, identify
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BAB +1, CMB +2, CMD 13
Feats Fast Learner (Human), Defiant Luck (Human)
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Skills 6/Level +3/INT +1/Skilled +1/Fast Learner
Acrobatics +5 (1 Rank, 3 Class, 1 Dex)
Appraise +8 (2 Rank, 3 Class, 3 Int)
Bluff +7 (2 Rank, 3 Class, 2 Cha)
Craft +3 (0 Rank, 0 Class, 3 Int)
Diplomacy +7 (2 Rank, 3 Class, 2 Cha)
Disable Device +2 (0 Rank, 0 Class, 1 Dex, 1 Clever Explorer)
Disguise +2 (0 Rank, 0 Class, 2 Cha)
Escape Artist -4 (0 Rank, 0 Class, 1 Dex, -4 Armor)
Intimidate +2 (0 Rank, 0 Class, 2 Cha)
Knowledge (arcana) +8 (1 Rank, 3 Class, 3 Int, 1 Bardic Knowledge)
Knowledge (dungeoneering) +9 (2 Rank, 3 Class, 3 Int, 1 Bardic Knowledge)
Knowledge (engineering) +8 (1 Rank, 3 Class, 3 Int, 1 Bardic Knowledge)
Knowledge (geography) +9 (2 Rank, 3 Class, 3 Int, 1 Bardic Knowledge)
Knowledge (history) +10 (2 Rank, 3 Class, 3 Int, 1 Trait, 1 Bardic Knowledge)
Knowledge (local) +9 (1 Rank, 3 Class, 3 Int, 1 Trait, 1 Bardic Knowledge)
Knowledge (nature) +4 (0 Rank, 0 Class, 3 Int, 1 Bardic Knowledge)
Knowledge (nobility) +4 (0 Rank, 0 Class, 3 Int, 1 Bardic Knowledge)
Knowledge (planes) +4 (0 Rank, 0 Class, 3 Int, 1 Bardic Knowledge)
Knowledge (religion) +4 (0 Rank, 0 Class, 3 Int, 1 Bardic Knowledge)
Linguistics +3 (0 Rank, 0 Class, 3 Int)
Perception +7 (2 Rank, 3 Class, 1 Wis, 1 Clever Explorer)
Perform +3 (0 Rank, 0 Class, 3 Cha)
Profession +1 (0 Rank, 0 Class, 1 Wis)
Sense Motive +5 (1 Rank, 3 Class, 1 Wis)
Sleight of Hand +1 (0 Rank, 0 Class, 1 Dex)
Spellcraft +8 (2 Rank, 3 Class, 3 Int)
Stealth +6 (2 Rank, 3 Class, 1 Dex)
Use Magical Device +7 (2 Rank, 3 Class, 2 Cha)
SQ:

Weapon and Armor Proficiency
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
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
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.
Cantrips (Sp)
Bard’s learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.
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.

Racial Traits +2 to One Ability Score (Int), Medium, Normal Speed, Bonus Feat, Skilled, Languages
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Traits (Campaign) Azlanti Historian, (Equipment) Prehensile Whip
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Items A Bard Kit (includes a backpack, a bedroll, a belt pouch, a common musical instrument (lute), a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin.)
Combat Gear Studded leather armor, a longsword, and a whip.
Wealth (8 gp)
Carrying Capacity
Light (43 lbs or less); Medium (44-86 lbs.); Heavy (87-130 lbs.)
Current Load: 59.5
Height 6'1", Weight 190 lbs, Hair Brown, Eyes Blue
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Description:
Arfcanus Julum is a tall taldane male with a thin physique and has short brown hair and blue eyes. The bard keeps his fresh face shaven and wears studded leather armor. On Arcanus's back is a backpack filled with papers, inkpens and journals of his discoveries and research; his hip is wear he keeps his longsword and whip.

Personality:
Arcanus is very young, but very smart; knowledgeable on various subjects, languages and dialects. His career as a Pathfinder is just starting and Arcanus's is aware he still has much to learn of life. The young bard has had some romantic relations but no 'great love' as of yet. Arcanus seeks to uncover long-lost knowledge of the ancient azlanti, bringing it back into the world of Golarion.

Super-short Backstory:
Arcanus was likely born somewhere in Taldane. A traveling troupe of suli merchants found a baby in one of their homemade baskets as they were breaking down their tent for the night in Oppara. Sympathizing with the human baby's plight, A'shadieeyah, one of the suli carpet carpet makers, took the baby in.

Raised in a traveling lifestyle, Arcanus had a great curiosity of the world around him, feeding a drive to learn all he could. His studies eventually came to a family friend, Tanyth Iligeiros, a half-elven Pathfinder. With her backing, Arcanus was accepted in one of The Pathfinder Society's academic institutions.

It was in school where Arcanus learned about the gods and saw in kinship with Irori, God of Knowledge. Here the aspiring bard found that not all holy men were good. Arcanus, with Tanyth's help, discovered a irori cleric named Banjeet was having inappropriate relations with young girl acoyltes. The crimes were exposed and Banjeet was excommunicated from the Irori faith, making an early name for Arcanus as a seeker of knowledge and justice.

A few months ago, Arcanus graduated as a full Pathfinder. During his time in the academy, the archaeologist read of rumored azlanti sites in The Stolen Lands and spent a good a,mount of coin to eventually make it to Fort Inevitable. Here he's under the watchful eyes of the Hellknights, yet Arcanus keeps to his books and studies. The young taldane man occasionally get harrassed by local constabulary, but they eventually get bored and move on.