Farg
CN Tiefling Archaeologist 5/Relic Channeler Medium 1/Savage Technologist 1
Farg’s listed stats assume he is channeling the champion spirit
Init +2 Perception +13, Darkvision, Speed 40ft
HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 (25 while raging) CMB: +9 BAB: +4
FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)
Usually all saves are +5 from Heroism and Luck
MW Fauchard +11 1d10+10 (19-20/x2)
Claw/Claw/Bite/Gore +12 1d4+10 (20/x2)
MW Comp. Shortbow +8 1d6+7 (20/x3)
Heroism+Rage+Luck adds +7 to hit and +5 damage to all attack modes
Ability Scores
STR 19 [21]
DEX 14
CON 14
INT 10
WIS 7
CHA 14
Traits:
Adopted: Tusked: Gain a bite attack (1d4 secondary)
Fate's Favored: Luck Bonuses are at +1
Feats:
Lingering Performance
Combat Reflexes
Spirit Focus (Champion)
Extra Rage
Spells Known
Bard
0 -
Read Magic
Detect Magic
Prestidignation
Know Direction
Mage Hand
Message
1st - 5 per day
Cure Light Wounds
Comprehend Language
Feather Fall
Feather Step
2nd- 3 per day
Heroism
Invisibility
Mirror Image
Medium
0
Detect Psychic Significance
Guidance
Race Abilities:
Maw or Claw: Gain two claw attacks that deal 1d4 damage. These attacks are primary natural attacks.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet
Skilled: Tieflings gain a +2 racial bonus on Disable Device and Perception
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Scaled Skin The skin of these tieflings provides some energy resistance, but is also as hard as armor. A tiefling with this trait gains resistance 5 in the chosen energy type (cold) and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.
Demon-Spawn (Pitborn): +2 Str +Cha -2 Int
Class Abilities:
Archaeologists's Luck: 6* per day gain +2 Luck Bonus to Saving throws, Skill checks, Attack and Damage rolls as a swift action.
Bardic Knowledge: Add half your class level to Knowledge Skill checks
Clever Explorer: add half your class level to Perception and Disable Device.
Uncanny Dodge
Trap Sense +1
Rogue Talent: Combat Feat: Power Attack
Lore Master: Take 10 on any Knowledge Skill check. Once per day take 20.
Spirit
Spirit bonus +1 (Applies to attack, damage, STR based skills and Fortitude)
Seance Boon: You gain a +2 bonus on all non-spell damage rolls.
Spirit Power (lesser) traded out for 2 extra uses of Spirit Surge
Spirit Surge 1d6 (5 uses per day after 4 uses apply influence penalty)
Rage +4 to STR, DEX and WIL (12 rounds per day)
Fast Movement
Favored Class Bonus: 1 Skill 2 Skill 3 HP 4 skill 5 HP 6 – 7-
Skills: 41 ranks total
Acrobatics 8 (3 ranks)
Bluff 6 (1 Rank)
Climb 9 (1 Rank)
Diplomacy 6 (3 ranks)
Disable Device 16 (7 ranks +2 racial +2 MW Tools +3 Archaeologist)
Intimidate 11 (6 ranks)
Knowledge Arcana 7 (1 rank)
Knowledge Dungeoneering 7 (1 rank)
Knowledge Engineering 7 (1 rank)
Knowledge Geography 7 (1 rank)
Knowledge History 7 (1 rank)
Knowledge Local 7 (1 rank)
Knowledge Nature 7 (1 rank)
Knowledge Planes 7 (1 rank)
Knowledge Nobility 7 (1 rank)
Knowledge Religion 7 (1 rank)
Linguistics +4 (1 rank)
Perception 13 (7 ranks)
Swim 9 (1 rank)
Stealth 6 (1 rank)
Profession (Gambler) +4 (1 rank)
Languages: Common, Abyssal
Equipment
+1 Barciche
+1 Mithril Breastplate
MW Composite Shortbow +4
Wand of CLW (26 charges)
MW Thieves Tools
Wand of Disguise Self (5 charges)
2 Springloaded Wrist Sheaths
Cold Weather Outfit
Backpack
Bedroll
Rations x10
Rope
Arrows x20
Furious Amulet of Mighty Fists
Cloak of Protection +1
Weapon Blanche x2 (Silver)
Belt of STRength +2
Alchemists Fire x4
Ring of Rat Fangs
Barbarian Chew (x9)
9381 GP