Dorian Goodman
Human (Varisian) bard (archaeologist) 8 (Pathfinder RPG Ultimate Combat 32)
CG Medium humanoid (human)
Hero Points 1
Init +5;
Senses Perception +15
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Defense
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AC 21, touch 14, flat-footed 18 (+5 armor, +1 deflection, +3 Dex, +1 natural, +1 shield)
hp 54 (8d8+8)
Fort +2,
Ref +9,
Will +6
Defensive Abilities evasion, trap sense +2, uncanny dodge
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 scorpion whip (aa) +10/+5 (1d4+3) or
. . cold iron dagger +8/+3 (1d4+2/19-20) or
. . rapier +8/+3 (1d6+2/18-20) or
. . silver dagger +8/+3 (1d4+1/19-20) or
. . unarmed strike +8/+3 (1d3+2 nonlethal) or
. . whip +9/+4 (1d3+2 nonlethal)
Ranged shortbow +9/+4 (1d6/×3)
Space 5 ft.;
Reach 5 ft. (15 ft. with whip, 10 ft. with +1 scorpion whip (aa))
Special Attacks archaeologist's luck 9 rounds/day (+2)
Bard (Archaeologist) Spells Known (CL 8th; concentration +13)
. . 3rd (3/day)—displacement, haste, see invisibility
. . 2nd (5/day)—cure moderate wounds, ghostbane dirge[APG] (DC 17), glitterdust (DC 17), mirror image
. . 1st (6/day)—cure light wounds, ear-piercing scream[UM] (DC 16), feather fall, grease, vanish[APG] (DC 16)
. . 0 (at will)—daze (DC 15), detect magic, ghost sound (DC 15), light, mage hand, prestidigitation
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Statistics
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Str 14,
Dex 16,
Con 10,
Int 14,
Wis 10,
Cha 20
Base Atk +6;
CMB +8 (+10 disarm, +10 trip);
CMD 22 (20 vs. dirty trick, 24 vs. disarm, 24 vs. trip)
Feats Combat Expertise, Exotic Weapon Proficiency (scorpion whip), Improved Disarm, Improved Trip, Improved Whip Mastery[UC], Lost Legacy, Weapon Focus (whip), Whip Mastery[UC]
Traits dangerously curious, reactionary, vagabond child (urban)
Skills Acrobatics +0 (-4 to jump), Appraise +12, Bluff +17, Craft (leather) +6, Diplomacy +17, Disable Device +16, Disguise +12, Intimidate +17, Knowledge (dungeoneering) +17, Linguistics +11, Perception +15, Sense Motive +9, Sleight of Hand +5, Spellcraft +11, Stealth +4, Use Magic Device +18
Languages Azlanti, Catfolk, Common, Draconic, Elven, Giant, Goblin, Thassilonian, Thassilonian, Varisian
SQ bardic knowledge +4, clever explorer +4, hero points, lore master 1/day, naive, rogue talents (combat trick, trap spotter)
Combat Gear wand of cure light wounds,
wand of magic missile, alchemist's fire, tanglefoot bag;
Other Gear +1 chain shirt, studded leather, buckler,
+1 scorpion whip (aa), arrows (20), cold iron dagger, rapier, shortbow, silver dagger, whip,
amulet of natural armor +1,
belt of incredible dexterity +2,
headband of alluring charisma +2,
ring of protection +1, powder[APG] (2), stadard adventuring gear (worth 15 gp), 105 gp, 9 sp, 5 cp
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Tracked Resources
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Alchemist's fire - 0/1
Archaeologist's Luck +2 (9 rounds/day) (Ex) - 0/9
Arrows - 0/20
Cold iron dagger - 0/1
Lore Master (1/day) (Ex) - 0/1
Silver dagger - 0/1
Tanglefoot bag - 0/1
Wand of cure light wounds - 11/50
Wand of magic missile - 19/50
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Special Abilities
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Archaeologist's Luck +2 (9 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +4 (Ex) Add +4 to all knowledge skill checks.
Clever Explorer +4 (take 10 & magic traps) (Ex) Half time to use disable device. Can always take 10 & disarm magic traps.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Whip Mastery Threaten with your whip and grasp Tiny objects
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Naive -2 to AC vs. improvised weapons.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Whip Mastery Using a whip does not provoke attacks of opportunity
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