Catfolk

Forsythia Dorrell's page

10 posts. Alias of Oniwaban.


Race

Bard (Archaeologist) 3 | Init +5 | HP 18/23 | AC17 T13 FF14 | F3 R7 W5 | CMB 3 CMD 16 | Perception +10, Low-Light

About Forsythia Dorrell

Forsythia Dorrell

Female Catfolk Bard (Archaeologist) 3
CG medium humanoid
Init +5
Senses: Low-Light Vision, Perception +10

DEFENSE:

AC 17, touch 13, flat-footed 14
hp 20
CMD 16
Fort 3 Reflex 7 Will 5

OFFENSE:

Speed 30 ft
CMB 3
Mwk shortsword +6 (1d6+1, 19-20/x2)
Mwk Dagger +6 (1d4+1, 19-20/x2)

Feats:
Weapon Finesse, Arcane Strike, Armor Proficiency, Light, Shield Proficiency

Skills:
Acrobatics 6, Appraise 7, Bluff 1, Climb 12, Diplomacy 1, Disable Device 6, Disguise 1, Escape Artist 2, Fly 2, Heal 1, Intimidate 1, Knowledge (arcana) 4, Knowledge (dungeoneering) 8, Knowledge (engineering) 8, Knowledge (geography) 8, Knowledge (history) 8, Knowledge (local) 8, Knowledge (nature) 8, Knowledge (nobility) 8, Knowledge (planes) 8, Knowledge (religion) 8, Linguistics 8, Perception 10, Ride 2, Sense Motive 1, Spellcraft 6, Stealth 10, Survival 4, Swim 0, Use Magic Device 7

Languages:
Catfolk, Common, Elven, Gnoll, Ancient Osiriani, Draconic, Osiriani

Gear:
Mwk. Shortsword, Mwk. Dagger, Deluxe Dungeoneering Kit, Wand of CLW (50 charges, CL 1)

Class Features:

Class Features
Archetypes: Archaeologist

Armor and Shield Proficiency: You are proficient in Light

Armor. You are proficient with shields (excluding tower

shields.)

Weapon Proficiency: You are proficient with all Simple

weapons. Additionally you are proficient with the following

weapons: Longsword; Rapier; Sap; Shortbow; Sword, short;

Whip; Scorpion whip

Uncanny Dodge (Core 34): You can react to danger before your

senses would normally allow you to do so. You cannot be

caught flat-footed, even if the attacker is invisible. You

still lose your Dexterity bonus to AC if immobilized or if an

opponent successfully uses the feint action against you.

Bardic Knowledge (Ex) (Core 35): You add +1 to all Knowledge

skill checks* and may make Knowledge skill checks untrained*.

Archaeologist’s Luck (Ex) (UC 32): As a swift action, you can

call on fortune’s favor, giving you a +1 luck bonus on attack

rolls, saving throws, skill checks, and weapon damage rolls.

You can use this ability for a total of 11 rounds a day.

Clever Explorer (Ex) (UC 32): You gain a +1 bonus on Disable

Device and Perception checks. You can disable intricate and

complex devices in half the normal amount of time (minimum 1

round) and open a lock as a standard action.

Trap Sense (Ex) (UC 32): You get a +1 bonus to Reflex save to

avoid traps and a +1 dodge bonus to Armor Class on attacks

made by traps.

Traits:

Fate's Favored - Luck based bonuses increase by 1
Reactionary - +2 initiative