Khonnir

Auso's page

134 posts. Alias of hustonj.


Full Name

Auso

Race

| HP 19/27 | AC16, T13, F13, CMD18 | F+3, R+7, W+7 | Init+3 | Perc+19, SM+5 | Speed 30' |

Classes/Levels

Bard (Archeologist) 4

Gender

Male Taldane Human

Alignment

CG

Languages

Taldane (Common), Hallit, Kelish, Osiriani, Varisian; Ancient Osiriani, Azlanti, Jistka, Thassilonian

Occupation

Pathfinder

Strength 15
Dexterity 17
Constitution 12
Intelligence 18
Wisdom 16
Charisma 16

About Auso

DescriptionThe young man's shock of dark, unkempt hair doesn't look too bad, but that has got to be because of how short it is cut. He is shaven, though probably not today. The assortment of belt pouches, pack, and quivers are all well kept and worn for ease of access. A rapier, dagger, and bow are visibly worn as well. His leather is stained a pale blue and a forest green. The cloth he wears is mostly in a similar blue, though his cloak's exterior is a charcoal grey compared to the interior's darker hunter green. The chest plate of his armor has a large engraving of the Glyph of the Open Road. The glyph is in black on a green background. Despite the initial impression made by his unkempt hair, both he and his gear are spotlessly clean.

His pale green eyes seem to sparkle as they dance, standing in contrast to his bronze skin, taking in everything around him.

Background:
Auso's earliest memories are of the alleys and sewers of the Puddles district in Absalom. He doesn't know how he got there, or where his name came from. What he does know, is how to learn, and how to apply that new knowledge to his advantage. For years, Auso ran with gangs for survival. his innate talent and willing ness to attempt nearly any task kept him in the good graces of leadership, so he was better fed and sheltered than most of his peers.

Eventually, those who commit breaking and entering in order to acquire resources get caught. A group of five had crossed out of the Puddles into better territory, and Auso was getting them into buildings where they would gather resources. It turned out that the last building they broke into had a Pathfinder team inside, laying out plans for an expedition. Three of the five ran immediately. One of the five took an aggressive stance and was quickly subdued. Auso did neither. He stood where he was with a frown on his face, and started trying to negotiate. Venture Lieutenant Teofia Manea, her days traveling in Varisian caravans decades behind her, recognized both a strength of character in his choice and the spark of intelligence in his eyes. She brought him back to a lodge house to see if he could live up to those promises. He was a sponge, soaking up more knowledge than anyone expected, taking the time to practice skills others would have long since considered mastered. He surpassed her expectations.

Yes, the two have a mentor/mentee relationship. She connected Auso with Garavel, loaning him a wayfinder as she sent him on his first mission. They both expect his encyclopedic memory and ability to search through ruins will benefit the expedition. VL Manea is confident that he will have a strong, positive impact on the expedition, if he just does what she knows he can. He's hopeful that he will get it right, but doesn't have her experience to assure him just how prepared he really is to help.


Combat:
Init +3 (Dex+3)
Speed 30'

Melee +5, Ranged; Finesse +6; CMB +5/+6 (BAB+3, Str+2, Dex+3)

MW Rapier +7 for 1d6+2 @ 18+ (P)
(Finesse, MW)
MW Str (+2) Composite Shortbow +7 for 1d6+2 over 70' @ x3 (P, 40 arrows)
(Ranged, MW)
MW Mithral Dagger +7 for 1d4+2 over 10' @ 19+ (P or S, only 1)
(Ranged/Finesse, MW)

Archeologist's Luck: +2 attack rolls, weapon damage rolls
Defensive Stance: -1 Attack for +1 Dodge
Risky Strike: -1 Attack for +2 Damage

AC 16, T13, FF13, CMD18 (Armor 3, Dex+3, BAB+3, Str+2)

Defensive Stance: -1 Attack for +1 Dodge
Trap Sense: +1 dodge bonus to AC against attacks made by traps
Uncanny Dodge: Cannot be caught flat-footed, does not lose Dex vs invisible opponents, can be immobilized or feinted for Dex loss

HP 27 (8+2+7+6+4xCon+1)

Fort +3 (Base+1, +1 Con, +1 Cracked Magenta Prism Ioun Stone Resonance)
Ref +7 (Base+4, +3 Dex)
Will +7 (Base+4, +3 Wis)

Archeologist's Luck: +2 saving throws
Trap Sense: +1 bonus on Reflex saves made to avoid traps


Magic:
Spell Slots Available
Cantrips: infinite
1: 4/4
2: 2/2

Spells Known
Cantrips: DC 13
Detect Magic
Know Direction
Mending
Prestidigitation
Sift
Read Magic

Level 1: DC 14
Cure Light Wounds
Fastidiousness
Hideous Laughter
Share Language

Level 2: DC 15
Cat's Grace
Cure Moderate Wounds


Skills & Languages:
6 + Int 4 + Skilled 1 + Favored Class 1 = 12 Adventuring & 2 Background per Level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)[+Overridden] {Notes}
+ 3-Acrobatics (Dex) 3+0+0-ACP
+11 Appraise (Int) 4+4+3 {Background}
+ 3 Bluff (Cha) 3+0+0
+ 2-Climb (Str) 2+0+0-ACP(+2 Climber's Kit)
+ 4 Craft (any) (Int) 4+0+0
+10+Diplomacy (Cha) 3+4+3(+2 Linguist's Codex)
+16~Disable Device (Dex) 3+4+3+2 Clever Explorer+1 Vagabond Child+3 Skill Focus-ACP(+2 MW Tools)
+ 3 Disguise (Cha) 3+0+0
+ 3-Escape Artist (Dex) 3+0+0-ACP
+ 3-Fly (Dex) 3+0+0-ACP
+ 3 Heal (Wis) 3+0+0
+ 3 Intimidate (Cha) 3+0+0
+12 Knowledge (arcana) (Int) 4+3+3+2 Bardic Knowledge
+12 Knowledge (dungeoneering) (Int) 4+3+3+2 Bardic Knowledge
+12 Knowledge (engineering) (Int) 4+3+3+2 Bardic Knowledge
+12 Knowledge (geography) (Int) 4+3+3+2 Bardic Knowledge
+12 Knowledge (history) (Int) 4+3+3+2 Bardic Knowledge
+11 Knowledge (local) (Int) 4+2+3+2 Bardic Knowledge
+12 Knowledge (nature) (Int) 4+3+3+2 Bardic Knowledge
+11 Knowledge (nobility) (Int) 4+2+3+2 Bardic Knowledge
+12 Knowledge (planes) (Int) 4+3+3+2 Bardic Knowledge
+12 Knowledge (religion) (Int) 4+3+3+2 Bardic Knowledge
+11+Linguistics (Int) 4+4+3(+2 Linguist's Codex) {Background}
+19 Perception (Wis) 3+4+3+2 Clever Explorer+3 Skill Focus+2 Alertness+2 Competence Cracked Magenta Prism Ioun Stone
+ 3 Perform (any) (Cha) 3+0+0
+ 3-Ride (Dex) 3+0+0-ACP
+ 5 Sense Motive (Wis) 3+0+0+2 Alertness
+11 Spellcraft (Int) 4+4+3
+ 3-Stealth (Dex) 3+0+0-ACP
+ 3+Survival (Wis) 3+0+0(+2 MW Survivial Kit - varies)
+ 2-Swim (Str) 2+0+0-ACP
+10 Use Magic Device (Cha) 3+4+3

ACP: -0
Archeologist's Luck: +2 skill checks
Trap Spotter: Automatic Perception check against hidden items

Languages Known: Taldane (Common), Hallit, Kelish, Osiriani, Varisian; Ancient Osiriani, Azlanti, Jistka, Thassilonian


Feats & Traits:
** Feats **
Elephant in the Room core options:
Weapon Finesse
Defensive Stance: -1 Attack for +1 Dodge
Risky Strike: -1 Attack for +2 Damage

H Skill Focus (Perception)
1 Skill Focus (Disable Device)
3 Alertness
5 <Deft Hands>
7 <>
H <Skill Focus ()>
9 <>
11 <>
13 <>
15 <>
H <Skill Focus ()>
17 <>
19 <>

** Traits **
Campaign: Seeking Adventure: Start with a Wayfinder & 500gp debt to a Venture Captain.
Faith: Fate's Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Region: Vagabond Child: +1 trait bonus on Disable Device and it is always a class skill.


Class Feature Selections:
** Rogue Talents **
4 Trap Spotter
8 <Canny Observer>
12 <>
16 <>
20 <>

Gear:
3500 Budget + MW Armor, MW Mithral Dagger, 1 additional MW weapon
FREExx Explorer's Outfit (8#, sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak)*
FREExx Wayfinder (1#)*
FREExx MW Studded Leather (20#/+3/+5/_0/15%/30')*
FREExx MW Mithral Dagger (.5#/1d4/19+/10'/P or S)*
FREExx MW Rapier (2#/1d6/18+/P)*
x525.0.0 MW Str (+2) Composite Shortbow (2#/1d6/x3/70'/p)*
xxx2.0.0 Arrows, 40 (6#)*
2000.0.0 Handy Haversack (5#)*
x100.0.0 MW Thieves' Tools (2#)*
xxx5.0.0 Spell Component Pouch (2#)*
xx75.0.0 Ioun Torch (-#)*
x200.0.0 Expanded Linguist's Codex (5#)
xx12.0.0 Pathfinder's Kit (22#, backpack, a bedroll, a belt pouch*, a clay mug, a dagger*, two fishhooks, a flint and steel*, a sewing needle, a signal whistle*, 50 feet of string, 50 feet of thread, a week’s worth of trail rations, a waterskin, and a whetstone)
-xx1.0.0 (-2# - resell backpack from Pathfinder's Kit)
x250.0.0 Traveler's Any-Tool (2#)
xx10.0.0 Silk Rope, 50' (5#)
xx40.0.0 Chronicler's Kit (4.5#, a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord)
xxx5.0.0 Gear Maintenance Kit (2#, metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons)
xxx3.0.0 Cooking Kit (16#, iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of seasonings)
xx50.0.0 MW Survival Kit (5#, flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, small utility knife. flora & fauna guide)
xx80.0.0 Climber's Kit (5#)
FREExx Cracked Magenta Prism Ioun Stone (installed in Wayfinder)
xxx8.0.0 Cold Weather Gear (7#)
xx10.0.0 20 Days Dry Rations (10#)
xx10.0.0 More basic cooking spices

(* indicates outside Handy Haversack)

3386.0.0 spent for 50# as worn/carried (45# w/o Handy Haversack)
114 GP on hand

Light 66#: By armor
Medium 134#: +3/-3/20'/x4
Heavy 200#: +1/-6/20'/x3


Bard (Archeologist):
Alignment: Any.
Hit Die: d8.
Starting Wealth: 3d6 x 10 gp (average 105 gp).
Class Skills: 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 Points at each Level: 6 + Int modifier.
Class Features
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +2 Archaeologist's luck +1, bardic knowledge, cantrips
2nd +1 +0 +3 +3 Clever explorer, uncanny dodge
3rd +2 +1 +3 +3 Trap sense +1[/b]
4th +3 +1 +4 +4 Rogue talent
5th +3 +1 +4 +4 Archaeologist's luck +2, lore master 1/day
6th +4 +2 +5 +5 Evasion, trap sense +2
7th +5 +2 +5 +5 —
8th +6/+1 +2 +6 +6 Rogue talent
9th +6/+1 +3 +6 +6 Trap sense +3
10th +7/+2 +3 +7 +7 Jack-of-all-trades
11th +8/+3 +3 +7 +7 Archaeologist's luck +3, lore master 2/day
12th +9/+4 +4 +8 +8 Advanced talent, rogue talent, trap sense +4
13th +9/+4 +4 +8 +8 —
14th +10/+5 +4 +9 +9 —
15th +11/+6/+1 +5 +9 +9 Trap sense +5
16th +12/+7/+2 +5 +10 +10 Jack-of-all-trades, rogue talent
17th +12/+7/+2 +5 +10 +10 Archaeologist's luck +4, lore master 3/day
18th +13/+8/+3 +6 +11 +11 Trap sense +6
19th +14/+9/+4 +6 +11 +11 Jack-of-all-trades
20th +15/+10/+5 +6 +12 +12 Rogue talent
Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, 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 use 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.
Spells: A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard's choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score. The numbers on Table: Bard Spells Known are fixed.)
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.
Spells per Day
Level 1st 2nd 3rd 4th 5th 6th
1st 1 - - - - -
2nd 2 - - - - -
3rd 3 - - - - -
4th 3 1 - - - -
5th 4 2 - - - -
6th 4 3 - - - -
7th 4 3 1 - - -
8th 4 4 2 - - -
9th 5 4 3 - - -
10th 5 4 3 1 - -
11th 5 4 4 2 - -
12th 5 5 4 3 - -
13th 5 5 4 3 1 -
14th 5 5 4 4 2 -
15th 5 5 5 4 3 -
16th 5 5 5 4 3 1
17th 5 5 5 4 4 2
18th 5 5 5 5 4 3
19th 5 5 5 5 5 4
20th 5 5 5 5 5 5
Spells Known
Level Cantrips 1st 2nd 3rd 4th 5th 6th
1st 4 2 - - - - -
2nd 5 3 - - - - -
3rd 6 4 - - - - -
4th 6 4 2 - - - -
5th 6 4 3 - - - -
6th 6 4 4 - - - -
7th 6 5 4 2 - - -
8th 6 5 4 3 - - -
9th 6 5 4 4 - - -
10th 6 5 5 4 2 - -
11th 6 6 5 4 3 - -
12th 6 6 5 4 4 - -
13th 6 6 5 5 4 2 -
14th 6 6 6 5 4 3 -
15th 6 6 6 5 4 4 -
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5
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.
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.
Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” 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.
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.
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 even when threatened or distracted. 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.
Evasion (Ex): At 6th level, an archaeologist gains evasion, as the rogue ability of the same name.
Jack-of-All-Trades (Ex): At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.
Advanced Talent: At 12th level, and every four levels thereafter, an archaeologist can choose an advanced rogue talent in place of a rogue talent.

Taldane Human:
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Attributes:
Rolled 5d6 7 times, best 3 of 5, best 6 of 7
Roll Race Level Gear Final
15 +0 15 +0 15 +0 S 15 +2
16 +0 16 +1 17 +0 D 17 +3
12 +0 12 +0 12 +0 C 12 +1
16 +2 18 +0 18 +0 I 18 +4
16 +0 16 +0 16 +0 W 16 +3
16 +0 16 +0 16 +0 H 16 +3