Count Haserton Lowis IV

Hob Prentice's page

42 posts. Alias of WreckTall.


Race

Male, Human, Bard(archaeologist) 2

Classes/Levels

Init: +3 || HP; 17/17 || AC:19 Touch:15 FF:14 || Fort: +1 || Ref: +6 || Will: +3||CMB +2||CMD15

About Hob Prentice

Name: Hob Prentice

Male, Human, Bard(archeologist) 2
CG Medium Humanoid (Human Subtype)

Str 13
Dex 16 +2 Race
Con 12
Int 14
Wis 10
Cha 14

Languages: Common, Blank, Blank
Speed: 30
Senses:

Initiative: +3

BAB +0 CMB +2 CMD 15

Fort 1 Ref 6 Will 3

AC 19 (Armor 4, Shield 2, Dex 3) Touch: 15 Flatfoot 14

HP: 17 (2d8+2) +2

Combat:

Ranged

Materwork shortbow +5 1d6 (x3) 30 gp

Melee

+1 Whip, scorpion +6 1d4+2 ×2 305 gp

Spells:

0 Level At Will
Detect Magic
Light
Mage Hand
Read Magic
Know Direction

1st Level
Grease
Cause Fear
Expeditious Retreat

Traits:

Criminal
You spent your early life robbing and stealing to get by.

Benefits: Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Fate's Favored
The fates watch over you.

Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Feats:

Weapon Focus (whip)
Weapon Finesse (Combat)

Skills:

Adventuring Skills:

Acrobatics (Dex) 8 +2 Ranks +3 Class +3 Dex
Disable Device (Dex) 12 +2 Ranks +3 Class +3 Dex +1 Trait +1 archetype +2 tools
Climb (Str) 6 +2 Ranks +3 Class +1 Str
Diplomacy (Cha) 7 +2 Ranks +3 Class +2 Cha
Escape Artist (Dex) 8 +2 Ranks +3 Class +3 Dex
Perception (Wis) 6 +2 Ranks +3 Class +1 archetype
Sense Motive (Wis) 5 +2 Ranks +3 Class
Stealth (Dex) 8 +2 Ranks +3 Class +3 Dex
Use Magic Device (Cha) 7 +2 Ranks +3 Class +2 Cha

Background Skills:

Appraise(Int) 7 +2 Ranks +3 Class +2 Int
Slieght of Hand (Dex) 8 +2 Ranks +3 Class +3 dex

Class Traits:

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).

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.

Archaeologists do not gain the bardic performance ability or any of its performance types.

Archaeologist’s Luck (Ex)
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.

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. a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
This ability replaces well-versed.

Trap Sense (Ex)
At 3rd level, an archaeologist gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level.

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.

Evasion (Ex)
At 6th level, an archaeologist gains evasion, as the rogue ability of the same name.

Advanced Talent
At 12th level, and every four levels thereafter, an archaeologist can choose an advanced rogue talent in place of a rogue talent.

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.

Jack of All Trades (Ex)
At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.

Racial Traits:

Standard Racial Traits

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits

Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Inventory:

54 gp

shortbow 30 gp
masterwork Whip, scorpion 305 gp
Chain Shirt 100 gp
Heavy Steel Shield 20 GP
Scroll Animate Rope x2 50 gp
Scroll Comprehend Languages x2 50 gp
Scroll Cure Light Wounds x4 100 gp
Scroll Feather Fall x 2 50 gp
Scroll Identify 50 gp
Scroll Remove Fear 25 gp
Scroll Share Language 25 gp
Bag of Holding IV

Kit, Bard's

Price 41 gp; Weight 33-1/2 lbs.

This includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Tools, Thieves'

This kit contains lockpicks and other tools you need to use the Disable Device skill. Without these tools, you must use improvised tools, and you take a –2 circumstance penalty on Disable Device checks.

Masterwork Thieves' Tools: Price 100 gp; Weight 2 lbs.; This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks

masterwork Kit, Spelunking

Price 174 gp; Weight 32 lbs.

This kit holds equipment for exploring underground, consisting of a lantern with 4 flasks of oil, a hammer and 8 pitons, 100 feet of silk rope, a grappling hook, and a climber's kit.

Born to Grace and Thomas Prentice, former actors turned grifters. The couple stayed connected to the travelling troop as director/ticket takers/scene painters/producers or whatever else was needed once they became too old to star in plays. They augmented their incomes with cons. Their son Hob, was instrumental in many of the schemes at a young age. A child is so trustworthy.

Hob got quite and education, especially in the nature of man. Some of his favorite tutors were a magician/escape artist, a juggler/acrobat, and a mentalist. His flowery language can sometimes betray his unconventional education. All in All, he had a great childhood, but he always wanted more than his skills could provide. enough gold to buy him nobility.