Amin Jalento

Errik's page

267 posts. Alias of Kip84.


Gender

Status:
HP: 27/27(13 Non lethal) | AC: 17 | Touch: 12 | Flat Footed: 15 | Fort:+1, Ref: +6, Will: +6 | CMD: 15 | Spells Cast: 1st 3, 2nd 1 | Arch Luck: 6/8 used|

About Errik

Errik Cadley
Tintalian
Alignment: Chaotic Neutral
Archeologist (Bard) 5
Languages

Vulgar, Argot, Sylvan, Emerit(Linguistics rank 1), Divina(Linguistics rank 2)
Abilities
Str:10 Dex:14 (+2) Con: 10 Int: 14 (+2) Wis 13 (+1) Cha 20 (+5){+2 Headband}

Defence
HP: 27
AC: 17 Touch: 12 Flat footed: 15 (+1 Chain Shirt)
CMD: 15
Fort: 1
Ref: 6
Will: 6 (+1 Reaves Love)

Offense
BAB: 3
CMB: 3
M.W Short Bow: Atk: 6, Dmg: 1d6, Range: 60ft, Crit: x3.
Dagger: Atk: 3, Dmg: 1d4, Crit: 19-20 x2.
Attack Options:
Archaeologists luck; +2 to Atk & Dmg rolls (8 rounds/day)
Rapid Shot: fire two arrows at -2
Point Blank Shot; +1 to Atk & Dmg rolls on ranged attacks within 30ft (6 squares)
Precise Shot; No penalties for shooting into melee combat

Spells/Day Cantrips: At will DC:14, 1st: 6/Day DC:15, 2nd: 3/day DC:16.

Cantrips known:
Detect Magic
Light 
Read Magic
Message
Ghost Sound
Prestidigitation

1st level spells known:
Grease
Cure Light Wounds
Vanish
Abundant Ammunition

2nd level spells known:
Cure Moderate wounds
Gallant Inspiration
Cats Grace

Skills:
Diplomacy: 12 (ranks 4, class 3, Cha 5)
Disable Device: 11 (ranks 5, class 0, Dex 2, MW Tools 2, Arch 2)
Knowledge Arcana: 9 (ranks 2, class 3, Int 2, Bard 2)
Knowledge Dungeoneering: 11 (ranks 4, class 3, Int 2, Bard 2)
Knowledge Geography: 8 (ranks 1, class 3, Int 2, Bard 2)
Knowledge History: 13 (ranks 5, class 3, Int 2, Bard 2, trait 1)
Knowledge Local: 12 (ranks 5, class 3, Int 2, Bard 2)
Knowledge Nature: 8 (ranks 1, class 3, Int 2,Bard 2)
Knowledge Engineering: 9 (ranks 2, class 3, Int 2, Bard 2)
Linguistics: 8 (ranks 2, class 3, Int 2, +1 occupation bonus)
Perception: 11 (ranks 5, class 3, Wis 1, Arch 2)
Sense Motive: 10 (ranks 5, class 3, Wis 1, +1 occupation bonus)
Spellcraft: 9 (ranks 4, class 3, Int 2)
Stealth: 10 (ranks 5, class 3, Dex 2)
Knowledge Other: 4 (+2 Int, +2 Bard)

Bard Features:
Archaeologist’s Luck (Ex)(Replaces Bardic Performance):
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.

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 Archeologist gains an intuitive sense that alerts him to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Archeologist reaches 6th level, to +3 when he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

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. 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.


Rogue Talents:
Combat trick: Gain a combat Feat (Rapid Shot)

Feats:
Point Blank Shot
Precise Shot
Combat Casting
Rapid Shot

Traits:
Historian: Historian (Human)
Benefit: You gain a +1 trait bonus on Knowledge (history) checks and bardic knowledge checks, and Knowledge (history) is always a class skill for you.

Magical Knack: Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.


Gear:
Dagger, 1lb
M.W Short Bow, 2lb
Arrows x28, 6lb
Blunt Arrows x20, 3lb
+1 Chain Shirt, 25lb
Thieves Tools (Masterwork) 2lb
Backpack, 2lb
Trail Rations 3 Days, 3lb
Wandermeal 15 days, 7.5lb
Water skin, 4lb
Horse Statuette 1lb
+2 Headband of Charisma
Wand of CLW (48 charges)
Scroll of 'Good Hope' CL 7th
Scroll of 'Haste' CL 5th
Scroll of Glitterdust CL 3rd
Scroll of Delay Poison CL 4th
Scroll of Ventriloquism CL 1st
Scroll of Invisibility sphere CL 5th
Scroll of Deep Slumber CL 5th

Money on hand: 66 Gp, 8 Sp, 5 Cp

Physical Discription The blond haired man sits quietly by the camp fire, He looks young maybe 20 odd years, gazing silently at the rusty and banged up horse statuette in his fair skinned hands. The collar of his light brown over coat turned up slightly. His mind lost as he thinks back on the past his own and that of the world...

A long leather bow case is slung over his back along with a quiver of arrows. Two more quivers are slung low on a belt by his right hip and a belt pouch on his left hip is stuffed with scrolls and a wand.a polished shirt of chain protects his breast,

PersonalityErrik has not had the easiest start to life having been brought up by a Father who threw himself into his research to block out the grief of losing his wife Maria Cadley. He never felt that he fit in the ridged society of Tintalas, and since moving to the Olan Vales he has felt more at peace with society as long as he keeps his magical abilities quiet. He holds no prejudice towards people from other walks of life and as long as people are friendly to him he responds likewise.  

BackgroundErrik grew up at the university of Tintalas under the feet of his father Leo Cadley, his mother(Maria Cadley) having died before he reached the age of three. He would sneak from room to room ears always open, mind always churning, he learnt a lot in his youth. Even learning that he could cast a few spells if he wished. At the age of Fifteen he fell in love with a rich merchants daughter named Reave, she was attending the university at the time and they would talk for long hours into the night. Errik's favorite subject had always been history. He was fascinated by the artifacts on display that had been brought back from the ruins of ancient cities and their conversations usually turned to such matters in the end. After a year going on like this, Reave took armor, weapons and supplies from her fathers mercantile business and suggested that they set out to find there own archeological expedition. Errik of course loved the idea and off they went. Making short forays into the country side looking for any hint of ruins, mostly it was child's play but after six months they stumbled across a real dungeon. A few rooms in however Reave fell through a trap door and broke her leg. Errik climbed down and did his best to splint the leg and make her comfortable he then went in search of help. Finding to herdsman nearby who helped to get Reave out, on their return to the city the broken leg was hard to explain and when Reaves father found out what had been going onhe was furious accusing Errik of using his daughter to steal from his business and then putting his daughter in mortal danger. Errik's father (their relationship had always been strained) disowned him and forced him to leave the university. 
Then came his wandering years. He quickly left the city. After trying to sneak in to Reaves house a few times to see her, he had started having problems with the law enforcement. He wandered the land just barely scraping by until he wound up in the vales making a meager living tutoring people with his cobbled together knowledge. 

In his heart Errik wants to be a great archaeologist delving into dungeons to find information and artifacts from ancient civilizations. 

His most prized possession is a statuette of a horse that he found in the dungeon where Reave broke her leg. It reminds him of her. 

He will always hold a place in his heart for his love Reave. It has been three years since he left Tintalas but he hopes that some day they will find each other and make a life together. 

Reave's love: The love for Reave is something that keeps you going in your darkest moments. You gain a +1 on will saving throws.

@ lvl2:
Errik Cadley
Tintalian
Alignment: Chaotic Neutral
Archeologist (Bard) 2
Languages

Vulgar, Argot, Sylvan, Emerit(Linguistics rank 1)
Abilities
Str:10 Dex:14 (+2) Con: 10 Int: 14 (+2) Wis 13 (+1) Cha 17 (+3)

Defence
HP: 12
AC: 14 Touch: 12 Flat footed: 12 (Leather armour)
CMD: 12
Fort: 0
Ref: 5
Will: 5 (+1 Reaves Love)

Offense
BAB: 1
CMB: 1
Short Bow: Atk: 3, Dmg: 1d6, Range: 60ft, Crit: x3. (Arrows 20)
Dagger: Atk: 1, Dmg: 1d4, Crit: 19-20 x2.
Attack Options:
Archaeologists luck; +1 to Atk & Dmg rolls (7 rounds/day)
Point Blank Shot; +1 to Atk & Dmg rolls on ranged attacks within 30ft (6 squares)
Precise Shot; No penalties for shooting into melee combat

Spells/Day Cantrips: At will DC:13, 1st: 3/Day DC:14.
Cantrips known
Detect Magic
Light 
Read Magic
Message
Ghost Sound

1st level spells known
Grease
Cure Light Wounds
Vanish

Skills
Diplomacy: 8 (ranks 2, class 3, Cha 3)
Disable Device: 7 (ranks 2, class 0, Dex 2, MW Tools 2, Arch 1)
Knowledge Dungeoneering: 8 (ranks 2, class 3, Int 2, Bard 1)
Knowledge Geography: 7 (ranks 1, class 3, Int 2, Bard 1)
Knowledge History: 9 (ranks 2, class 3, Int 2, Bard 1, trait 1)
Knowledge Local: 8 (ranks 2, class 3, Int 2, Bard 1)
Knowledge Nature: 7 (ranks 1, class 3, Int 2,Bard 1)
Knowledge Engineering: 7 (ranks 1, class 3, Int 2, Bard 1)
Linguistics: 6 (ranks 1, class 3, Int 2)
Perception: 7 (ranks 2, class 3, Wis 1, Arch 1)
Sense Motive: 6 (ranks 2, class 3, Wis 1)
Stealth: 7 (ranks 2, class 3, Dex 2)
Knowledge Other: 3

Bard FeaturesArchaeologist’s Luck (Ex)(Replaces Bardic Performance):
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.

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.

Feats
Point Blank Shot
Precise Shot

Traits Historian: Historian (Human)
Benefit: You gain a +1 trait bonus on Knowledge (history) checks and bardic knowledge checks, and Knowledge (history) is always a class skill for you.

Magical Knack: Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.

Gear
Dagger, 1lb
Short Bow, 2lb
Leather Armour, 15lb
Thieves Tools (Masterwork) 2lb
Backpack, 2lb
Rations 3 Days, 3lb
Water skin, 4lb
Horse Statuette 1lb

Money on hand: 175Gp, 2Sp, 5Cp

Physical Discription The blond haired man sits quietly by the camp fire, He looks young maybe 20 odd years, gazing silently at the rusty and banged up horse statuette in his fair skinned hands. The collar of his light brown over coat turned up slightly. His mind lost as he thinks back on the past his own and that of the world...

PersonalityErrik has not had the easiest start to life having been brought up by a Father who threw himself into his research to block out the grief of losing his wife Maria Cadley. He never felt that he fit in the ridged society of Tintalas, and since moving to the Olan Vales he has felt more at peace with society as long as he keeps his magical abilities quiet. He holds no prejudice towards people from other walks of life and as long as people are friendly to him he responds likewise.  

BackgroundErrik grew up at the university of Tintalas under the feet of his father Leo Cadley, his mother(Maria Cadley) having died before he reached the age of three. He would sneak from room to room ears always open, mind always churning, he learnt a lot in his youth. Even learning that he could cast a few spells if he wished. At the age of Fifteen he fell in love with a rich merchants daughter named Reave, she was attending the university at the time and they would talk for long hours into the night. Errik's favorite subject had always been history. He was fascinated by the artifacts on display that had been brought back from the ruins of ancient cities and their conversations usually turned to such matters in the end. After a year going on like this, Reave took armor, weapons and supplies from her fathers mercantile business and suggested that they set out to find there own archeological expedition. Errik of course loved the idea and off they went. Making short forays into the country side looking for any hint of ruins, mostly it was child's play but after six months they stumbled across a real dungeon. A few rooms in however Reave fell through a trap door and broke her leg. Errik climbed down and did his best to splint the leg and make her comfortable he then went in search of help. Finding to herdsman nearby who helped to get Reave out, on their return to the city the broken leg was hard to explain and when Reaves father found out what had been going onhe was furious accusing Errik of using his daughter to steal from his business and then putting his daughter in mortal danger. Errik's father (their relationship had always been strained) disowned him and forced him to leave the university. 
Then came his wandering years. He quickly left the city. After trying to sneak in to Reaves house a few times to see her, he had started having problems with the law enforcement. He wandered the land just barely scraping by until he wound up in the vales making a meager living tutoring people with his cobbled together knowledge. 

In his heart Errik wants to be a great archaeologist delving into dungeons to find information and artifacts from ancient civilizations. 

His most prized possession is a statuette of a horse that he found in the dungeon where Reave broke her leg. It reminds him of her. 

He will always hold a place in his heart for his love Reave. It has been three years since he left Tintalas but he hopes that some day they will find each other and make a life together. 

Reave's love: The love for Reave is something that keeps you going in your darkest moments. You gain a +1 on will saving throws.