Init +4; Senses Perception +7
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DEFENSE
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AC 18, touch 14, flat-footed 14 (+3 armor, +4 dex, +1 shield)
Armor: Studded Leather (mwk) (+5 max dex bonus), buckler (-1 ACP)
hp 17 (8+7+lvl 1&2 class bonus)
Fort +3, Ref +7, Will +4
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OFFENSE
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Speed 30 ft.
Melee
Dagger +4 1d4+4 19-20/×2 (P or S)
Kunai +4 1d4+4 ×2 (B or P)
Kunai, cold iron +4 1d4+4 ×2 (B or P)
Longsword +4 1d8+4 19-20/×2 (S)
Ranged
(add +1 to hit and damage within 30')
Shortbow, composite (+3) +5 1d6+3 x3 70 ft. P
Dagger +5 1d4+3 19-20/×2 10 ft. P or S
Kunai* +5 1d4+3 ×2 10 ft. B or P
Kunai*, cold iron +5 1d4+3 ×2 10 ft. B or P
*kunai is from Pathfinder Player Companion: Ranged Tactics Toolbox
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STATISTICS
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Str 16, Dex 19, Con 11, Int 17, Wis 13, Cha 15
incl. human bonus to dex
Base Atk +1; CMB +4; CMD 18
Traits
Life of Toil (+1 Fort Save)
Trap Finder (+1 Disable Device, class skill, Can Disarm Magic Traps)
Feats
Point Blank Shot (level 1)
Great Fortitude (human)
Weapon Proficiencies: All Simple weapons, longsword, rapier, sap, short sword, shortbow, whip
Armor Proficiencies: light armor, shield
[later: Precise Shot@3, Extra /Lingering Performance, Skill Focus (Perception), Combat Casting, Rapid Shot, Dodge]
Skills (6 + 3 (Int) +1 (human) per level) +2 background skills/level
Acrobatics* +9 (2 points; +3 class, +4 DEX)
Appraise +7 (1 points; +3 class, +3 INT)
Climb* +7 (2 points; +3 class, +3 STR)
Diplomacy +6 (1 points; +3 class, +2 CHA)
Disable Device* +11 (2 points; +3 class, +4 DEX, +1 trait +1 Clever Explorer)
Escape Artist* +7 (1 points; +3 class, +3 DEX)
Handle Animal +3 (1 points; +2 CHA)
Knowledge (arcana) +8 (1 points; +3 class, +3 INT +1 BardKnow)
Knowledge (dungeoneering) +8 (1 points; +3 class, +3 INT +1 BardKnow)
Knowledge (geography) +8 (1 points; +3 class, +3 INT+1 BardKnow)
Knowledge (history) +8 (1 points; +3 class, +3 INT +1 BardKnow)
Knowledge (religion) +8 (1 points; +3 class, +3 INT+1 BardKnow)
Linguistics +7 (1 points; +3 class, +3 INT)
Perception +7 (2 points; +3 class, +1 WIS +1 Clever Explorer)
Profession (goatherd) +5 (1 points; +3 class, +1 WIS)
Stealth* +8 (2 points; +3 class, +3 DEX)
Swim* +7 (1 points; +3 class, +3 STR)
Use Magic Device +7 (2 points; +3 class, +2 CHA)
[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). add Bluff later
Background Skill points - lvl 1 - profession(goatherd), handle animal; lvl 2 - appraise, kn (geography)]
ACP -1 (with buckler)
*ACP applies to these skills
Non-Standard Skill Bonuses
Languages Common, Dwarven, Elvish, Necril, Cyclops [others of interest - abyssal, celestial, draconic, infernal]
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SPECIAL ABILITIES
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Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.
Archaeologist’s Luck (Ex) 6 (4+Cha) / day: As a swift action, gain +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. must use free action to maintain luck. Treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance.
Clever Explorer (Ex): +1/2 class level to Disable Device and Perception checks. 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 (Ex): as the rogue class feature - cannot be caught flat-footed; does not lose Dex bonus to AC if the attacker is invisible; still lose Dex bonus to AC if immobilized.
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Spells
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Can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance
Spontaneous casting
Base spell DC = 12+spell level
0th (at will)
Dancing Lights
Read Magic
Prestidigitation
Ghost Sound
1st (1/day)
Grease
Heightened Awareness
Silent Image
other 1st lvl spells: detect secret door, ear-piercing scream, feather fall, invigorate (for bbn), nature's paths, remove fear, solid note, summon monster I, touch of gracelessness, unseen servant, vanish
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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
With Masterwork Backpack: Light 0-86 lb. Medium 87-173 lb. Heavy 174-260 lb.
Current Load Carried 85 lb.
explorer's outfit (wearing)
GEAR
backpack (mwk) 4lb 50gp
bedroll 5lb 1sp
pouch 0.5lb 1gp
chalk (10) - 1sp
compass 0.5lb 10gp
flint and steel - 1gp
grappling hook 4lb 1gp
ink - 8gp
pen - 1sp
journal 1lb 10gp
mirror 0.5lb 10gp
mess kit 1lb 2sp
rope, silk (50') 5lb 10gp
sack (2) 1lb 2sp
spell pouch 2lb 5gp
thief tools 1lb 30gp
twine (50') 0.5lb 1cp
rations (6d) 6lb 3gp
waterskin 4lb 1gp
wire (6') 0.5lb 5gp
alkali flask (2) 2lb 30gp
alchemical fire (2) 2lb 40gp
antiplague (3) - 150gp
WEAPONS
kunai 4 lbs. 4 gp
kunai, cold iron 4lb 8gp
(note: can be used like a crowbar or piton)
dagger 1lb 2gp
comp. shortbow (+3) 2lb 300gp
arrows (20) 3 lbs. 1 gp
silver arrows (10) 1.5lb 20.5gp
longsword 4lb 15gp
ARMOR
Studded leather (mwk) 20lb 175 gp
Buckler 5lb 5gp
ANIMALS
Brutus (goat) 6gp
harness 2gp
PERSONAL
an old mummified finger with a ring inscribed in odd runes that the professor gave him when he decided to set out ("never did figure out what those etchings meant").
Money 95 GP 7 SP 9 CP