Droogami

Drektan's page

47 posts. Alias of hustonj.


Full Name

Drektan

Race

Catfolk

Classes/Levels

Archivist Bard 3

Gender

Male

Size

Medium

Age

17

Special Abilities

Bardic Knowledge, Bardic Performance, Cat's Luck, Clever Cat, Climber, Spell Casting

Alignment

NG

Languages

Catfolk, Common (Taldane), Elven, Sylvan, Draconic, Varisian, Hallit

Occupation

Slave

Strength 12
Dexterity 16
Constitution 14
Intelligence 15
Wisdom 10
Charisma 16

About Drektan

Backstory:

Born into slavery, Drektan has still known a very comfortable life. Catfolk slaves are strange and unusual in Brevoy, and so they are used as ornamentation and entertainment instead of manual labor. As a youngling in House Lebeda holdings, Drek spent as much time exploring the areas he was allowed into as he could, and several areas he was not supposed to be as well. Punishments for violating the limits taught him to seek ways not to get caught. Instead of learning to sneak around, though, Drek learned to work in three dimensions, going over and around those who reported his explorations, even climbing along the external walls instead of trying to sneak through the halls and rooms the family was using. The now deceased Terro Lebeda started referring to Drek’s perching (and other climbing) as “Fuzzbutt’s dusting again.” Many members of the family still call Drek “Fuzzbutt,” some of them fondly, others not so much.
One of Drek’s favorite locations was the library. He became a fixture in the room, perched atop one bookcase or another, reading. He assumed responsibility for helping Lebeda family members and guests find things in the library, and tutoring those willing to accept a slave’s help learning about topics he had studed. His usefulness in the library lessened expectations on his entertainment training. He was, still, required to perform with his family at appropriate events. These performances included mock combats, dancing, singing, storytelling, and even simple displays of local protocol. Drek’s understanding of both Elven and Sylvan provided some unexpectedly delicate vocal performances and his education provided for more stories and poems than guests ever expect such a strange creature to know. His brother and sister were traded to other noble houses for consideration, and eventually, so was Drektan.

Lord Tengar Medvyed acquired Drektan as a gift for his bastard son, Gird. Drektan was sent into the Stolen Lands, to Oleg's Outpost, with gear designed to help him ensure Gird's safety. He also brought some othe rsupplies and litle cash, all for Gird to use as he sees fit.


NPC Statblock:
Drektan "Fuzzbutt"
Catfolk Bard (Archivist) 3
NG Medium humanoid (Catfolk)
Init +3; Senses Low-Light, Perception +0
DEFENSE
AC 17, touch 13, flat-footed 14 (+4 Mithral Chain, +3 Dex)
hp 24
Fort +2, Ref +6, Will +3
Special Defenses Cat’s Luck
OFFENSE
Speed 30 ft.; Climb 20 ft
Melee +6 Rapier (1D6+1, 18+); +5 Cold Iron Dagger (1d4+1, 19+)
Ranged +6 Composite Shortbow (+1) (1D6+1, x3)
Special Attacks Bardic Performance, Spellcasting
STATISTICS
Str 12, Dex 16, Con 14, Int 15, Wis 10, Cha 16
Base Atk +2; CMB +3; CMD 16
Feats Disconcerting Knowledge, Weapon Finesse
Traits Mathematical Prodigy, Pioneer, Scholar of the Great Beyond
Skills Acrobatics +3, Appraise +2, Bluff +11, Climb +9, Craft (Any) +2, Diplomacy +11, Disguise +3, Escape Artist +3, Fly +3, Heal +0, Intimidate +3 (Knowledge substitution), Knowledge (Arcana) +10, Knowledge (Dungeoneering) +5, Knowledge (Engineering) +10, Knowledge (Geography) +5, Knowledge (History) +10, Knowledge (Local) +11, Knowledge (Nature) +10, Knowledge (Nobility) +11, Knowledge (Planes) +10, Knowledge (Religion) +9, Linguistics +8, Perception +0, Perform (Oratory) +9, Perform (Sing) +9, Perform (Any other) +3, Ride +3, Sense Motive +8, Stealth +3, Survival +0, Swim +1
Languages Catfolk, Common (Taldane), Elven, Sylvan, Draconic, Varisian, Hallit
SQ Bardic Knowledge +3, Bardic Performance, Clever Cat, Climber, Spell Casting
Spells Cantrips: DC13: Detect Magic, Mending, Open/Close, Prestidigitation, Read Magic, Unwitting Ally; Level 1 (2/Day): DC14: Chord of Shards, Comprehend Languages, Cure Light Wounds, Share Language
Combat Gear Mithral Chain Shirt, MW Rapier, Cold Iron Dagger, MW Composite Shortbow (+1), 40 Arrows, Spell Component Pouch
Other Gear Backpack, Belt Pouch, Entertainer’s Outfit, Gear Maintenance Kit, Journalx2, Light Horse (and tack), Scrivner's Kit, Traveler's Any-Tool, Waterskinx2

5' 8"
170#
Combat:
Init +3
Speed 30' Land, 20' Climb

Melee+3, Ranged/Finesse+5, CMB+3 (BAB+2, Str+1, Dex+3)

MW Rapier +6 for 1d6+1 @ 18+, P
(Finesse, MW)
MW Composite Shortbow (+1) +6 for 1d6+1 @ x3, P
(Ranged, MW)
Cold Iron Dagger +5 for 1d4+1 @ 19+, P or S
(Finesse)

HP24 (8+5x2+[Con+2x3])
AC17, T13, F14, CMD16 (Armor+4, Dex+3, BAB+2, Str+1)

Fort+2 (Base+1, Con+1)
Ref+6 (Base+3, Dex+3)
Will+3 (Base+3, Wis+0)

Can roll Ref twice and take better 1/day, call before roll

Bardic Performance 11 Rds/Day - Standard Action to Start; Free to maintain

Spells per Day:
Cantrips: Unlimited: DC13
Level 1: 4: DC14



Gear:
3000 GP budget
FREE Outfit, Entertainer's 4# (Worn)
1100 Mithral Chain Shirt +4/+6/-0/10%/30'/12.5# (Worn)
.320 MW Rapier 1d6/18+/2#/P/Finesse (Worn)
.450 MW Composite Shortbow (+1) 1d6/x3/70'/2#/P (Worn)
...2 Arrows, Common, 40 6# (Worn)
...4 Cold Iron Dagger 1d4/19+/10'/1#/PorS (Worn)
.250 Traveler's Any-Tool 2# (Pack)
...2 Backpack, Common 2# (Worn)
...5 Pouch, Spell Components 2# (Worn)
...1 Pouch, Belt .5# (Worn)
...2 Waterskin, x2 8# (Pack)
...5 Kit, Gear Maintenance 2# (Saddlebag)
...2 Kit, Scrivner's 1# (Saddlebag)
..20 Journal, 2 2# (Saddlebag)
FREE Horse, Light
...2 Bit & Bridle 1#
....2 Brush, Dandy, 2#
...2 Harness 2#
..10 Saddle, Riding 25#
...4 Saddlebags 8#

2181.2 spent for 85# all gear, 42# with pack, 30# w/o pack

Light <=43# (By armor)
Medium <=86# +3/-3/2-'/x4
Heavy <=130# +1/-6/20'/x3


Skills:
6+2= 8 Adventuring Skills/Level and 2 Background Skills/Level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)
+ 3-Acrobatics 3+0+0
+ 2 Appraise 2+0+0
+11 Bluff 3+3+3+2CleverCat
+ 9 Climb 1+0+0+8Climber
+ 2 Craft (Any) 2+0+0
+11 Diplomacy 3+3+3+2CleverCat
+ 3 Disguise 3+0+0
+ 3-Escape Artist 3+0+0
+ 3-Fly 3+0+0
+ 0 Heal 0+0+0
+ 3*Intimidate 3+0+0
+10 Knowledge (Arcana) 2+1+3+1MathProdigy+3BardicLore
+ 5 Knowledge (Dungeoneering) 2+0+0+3BardicLore
+10 Knowledge (Engineering) 2+1+3+1MathProdigy+3BardicLore
+ 5 Knowledge (Geography) 2+0+0+3BardicLore
+10 Knowledge (History) 2+1+3+1Scholar+3BardicLore
+11 Knowledge (Local) 2+3+3+3BardicLore
+10 Knowledge (Nature) 2+1+3+1Pioneer+3BardicLore
+11 Knowledge (Nobility) 2+3+3+3BardicLore
+10 Knowledge (Planes) 2+1+3+1Scholar+3BardicLore
+ 9 Knowledge (Religion) 2+1+3+3BardicLore
+ 8 Linguistics 2+3+3 (Background)
+ 0 Perception 0+0+0
+ 9 Perform (Oratory) 3+3+3
+ 9 Perform (Sing) 3+3+3 (Background)
+ 3 Perform (other) 3+0+0
+ 3-Ride 3+0+0
+ 8 Sense Motive 0+3+3+2CleverCat
+ 3-Stealth 3+0+0
+ 0 Survival 0+0+0
+ 1-Swim 1+0+0

May use Knowledge skill to intimidate creature of appropriate type and CR>=2.
May Take 10 on Knowledge Skills.
My Take 20 on 1 Knowledge Skill roll per day.

Languages known: Catfolk, Taldane, Elven, Sylvan, Draconic, Varisian, Hallit
[spoiler=Feats/Traits]Feats
Weapon Finesse With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Disconcerting Knowledge You can use your knowledge to demoralize an enemy. When you use a standard action to Intimidate a creature with a base CR of 2 or greater, you can use a Knowledge skill that could be used to identify the creature’s type in place of Intimidate when attempting to demoralize that creature. The target creature must be intelligent and understand the language that you are using when conveying the disconcerting knowledge.

Traits
Campaign: Pioneer You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.
Faith: Scholar of the Great Beyond You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.
Magic: Mathematical Prodigy You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you.


Bard (Archivist):

Alignment Any
Hit Die d8
Class Skills The bard’s class skills are 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 Ranks Per Level: 6 + Int modifier.
Table: Bard
[b]Level BAB Fort Ref Will Special Spells Per Day 1st 2nd 3rd 4th 5th 6th

1st +0 +0 +2 +2 Bardic knowledge, bardic performance, cantrips, countersong, distraction, fascinate, Naturalist +1 1 — — — — —
2nd +1 +0 +3 +3 Lore Master 1/Day, Magic Lore 2 — — — — —
3rd +2 +1 +3 +3 Inspire competence +2 3 — — — — —
4th +3 +1 +4 +4 — 3 1 — — — —
5th +3 +1 +4 +4 Jack-of-all-trades, Naturalist +2 4 2 — — — —
6th +4 +2 +5 +5 Lamentable Belaborment 4 3 — — — —
7th +5 +2 +5 +5 Inspire competence +3 4 3 1 — — —
8th +6/+1 +2 +6 +6 Dirge of doom, Lore Master 2/Day 4 4 2 — — —
9th +6/+1 +3 +6 +6 Inspire greatness 5 4 3 — — —
10th +7/+2 +3 +7 +7 Probable Path 1/Day 5 4 3 1 — —
11th +8/+3 +3 +7 +7 Inspire competence +4, Jack-of-all-trades, Naturalist +3 5 4 4 2 — —
12th +9/+4 +4 +8 +8 Soothing performance 5 5 4 3 — —
13th +9/+4 +4 +8 +8 Probable Path 2/Day 5 5 4 3 1 —
14th +10/+5 +4 +9 +9 Frightening tune, , Lore Master 3/Day 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 Inspire competence +5, inspire heroics 5 5 5 4 3 —
16th +12/+7/+2 +5 +10 +10 Probable Path 3/Day 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Jack-of-all-trades, Naturalist +4 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Pedantic Lecture 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Inspire competence +6, Probable Path 4/Day 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Deadly performance, Lore Master 4/Day 5 5 5 5 5 5
Class Features
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.
Spells A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, 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 (DC) 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.
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 (See Table: Ability Modifiers and Bonus Spells).
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.
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 A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
List of Bardic Performances:
Countersong (Su) At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.
Distraction (Su) At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su) At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Naturalist (Ex) An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components.
This ability replaces inspire courage.
Inspire Competence (Su) A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.
Lamentable Belaborment (Ex) At 6th level, an archivist can bewilder a creature already fascinated by his performance. Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). The target must make a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier). Success renders the target immune to this power for 24 hours, but failure leaves the target either dazed or confused (archivist’s choice) for as long as the performance continues. If the target takes damage, this effect ends immediately. This mind-affecting ability relies on audible components.
This ability replaces suggestion.
Dirge of Doom (Su) A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
Inspire Greatness (Su) A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
Soothing Performance (Su) A bard of 12th level or higher can use his performance to create an effect equivalent to the mass cure serious wounds, using the bard’s level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance relies on audible and visual components.
Frightening Tune (Sp) A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard’s performance. Frightening tune relies on audible components.
Inspire Heroics (Su) A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.
Pedantic Lecture (Su) At 18th level, an archivist can affect as many creatures with lamentable belaborment as he currently has fascinated. In addition, he may choose to cause targets to fall asleep rather than be dazed or confused.
This ability replaces mass suggestion.
Deadly Performance (Su) A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature’s saving throw fails, it dies. Deadly performance is a mind-effecting death effect that relies on audible and visual components.
Cantrips (Sp) Bard’s 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.
Lore Master (Ex) At 2nd level, an archivist may take 20 on Knowledge checks once per day, plus once per six levels beyond 2nd. (Author has clarified intent was simply to grant earlier access to Core Lore Master ability.)
This ability replaces versatile performance.
Magic Lore (Ex) At 2nd level, an archivist gains a bonus on Spellcraft checks to identify magic items or decipher scrolls equal to half his bard level and may take 10 on such checks. An archivist can use Disable Device to disarm magical traps as per a rogue’s trapfinding ability and gains a +4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind.
This ability replaces well-versed.
Jack of All Trades (Ex) At 5th level, an archivist can use any skill, even if the skill normally requires him to be trained. At 11th level, he considers all skills to be class skills, and at 17th level he can take 10 on any skill check, even if it is not normally allowed.
This ability replaces lore master.
Probable Path (Ex)
At 10th level, an archivist can calculate the action likely to bring success with the least risk. Once per day, he can take 10 on any d20 roll. He may use this ability one additional time per day for every three levels after 10th.
This ability replaces jack of all trades.

Catfolk:

[b]Ability Score Racial Traits
Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
Type Catfolk are humanoids with the catfolk subtype.
Size Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed Catfolk have a base speed of 30 feet.
Languages Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex) Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Clever Cat Catfolk’s generally friendly disposition doesn’t preclude craftiness. Some of them see social obstacles as games to be played and won. These catfolk receive a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This racial trait replaces natural hunter.
Climber Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Low-Light Vision Catfolk have low-light vision allowing them to see twice as far as humans in dim light.
Catfolk Bard Favored Class Bonus Add +1/2 to the bard’s bardic knowledge bonus.

Attributes:
Array 15, 14, 14, 14, 12, 12
Array Race Level 4
S 12 +0 12 +1
D 14 +2 16 +3
C 14 +0 14 +2
I 15 +0 15 +2
W 12 -2 10 +0
H 14 +2 16 +3

Original Background:
Born into slavery, Drektan has still known a very comfortable life. Catfolk slaves are strange and unusual in Brevoy, and so they are used as ornamentation and entertainment instead of manual labor. As a youngling in House Lebeda holdings, Drek spent as much time exploring the areas he was allowed into as he could, and several areas he was not supposed to be as well. Punishments for violating the limits taught him to seek ways not to get caught. Instead of learning to sneak around, though, Drek learned to work in three dimensions, going over and around those who reported his explorations, even climbing along the external walls instead of trying to sneak through the halls and rooms the family was using. The now deceased Terro Lebeda started referring to Drek’s perching (and other climbing) as “Fuzzbutt’s dusting again.” Many members of the family still call Drek “Fuzzbutt,” some of them fondly, others not so much.
One of Drek’s favorite locations was the library. He became a fixture in the room, perched atop one bookcase or another, reading. He assumed responsibility for helping Lebeda family members and guests find things in the library, and tutoring those willing to accept a slave’s help learning about topics he had studed. His usefulness in the library lessened expectations on his entertainment training. He was, still, required to perform with his family at appropriate events. These performances included mock combats, dancing, singing, storytelling, and even simple displays of local protocol. Drek’s understanding of both Elven and Sylvan provided some unexpectedly delicate vocal performances and his education provided for more stories and poems than guests ever expect such a strange creature to know. His brother and sister were eventually traded to other noble houses for consideration.

As House Lebeda accepted the requests from junior members of the family to join the exploration of the Stolen Lands, Drek’s knowledge of the First World and the Fey, and his obvious willingness to assist the family with his knowledge through the years, led to him being provided to such an expedition as gear on loan from the family. He, naturally, was outfit so that he could properly contribute on the expedition, but he has no money, or even personal possessions. “Fuzzbutt’s” status is truly the same as a horse pulling a wagon, though his duties are more ambiguous.