About InjyNeutral Good | Male | Ifrit (Outsider, Native)
Strength 8 [-1] Constitution 12* [+1] Dexterity 18* [+4]
----------------------------------------------------------------- Defense Hit Points 64 Armor Class 21, Touch AC 15, Flat-Footed AC 21
Combat Maneuver Defense 22
AC Notes +2 to AC vs traps (Trap Sense ability) Fort Save +10
Save Notes +2 to all Will saves (Lucky ability); +2 to all Reflex saves vs traps (Trap Sense ability); prior to rolling, can take a +5 bonus to any saving throw 3x/day (Charmed Life ability); prior to rolling, can take a +4 bonus to any saving throw 1x/day (Dark Archives ability); no damage instead of half damage on a successful Reflex save ----------------------------------------------------------------- Offense Initiative +8
Normal Speed 30 ft.
Base Attack Bonus +8/+3, Melee Attack +7/+2 (BAB + STR), Ranged Attack +12/+7 (BAB + DEX) Combat Maneuver Bonus +7
Ranged Weapons:
Magical +1 Musket +13 (1d12+1, x4, 40' range, B & P)
Melee Weapons:
Machete +7/+2 melee (1d6-1, 19-20 x2, S)
----------------------------------------------------------------- Skills
Acrobatics +12 [5 Ranks, +3 Class, +4 DEX]
Languages Common, Ignan, Thassilonian, Draconic, Ancient Azlanti, Polyglot, Ancient Osiriani, Kelish, Tien ----------------------------------------------------------------- Abilities Darkvision Ifrits can see in the dark up to 60 feet. [Racial - Ifrit] Spell-Like Ability Cast Burning Hands (5d4 fire damage, DC 16) 1x/day - caster level equals the ifrit's level; DC 11 + Charisma modifier. [Racial - Ifrit] Hypnotic Ifrits with this racial trait evoke the entrancing nature of flame, adding +1 to the DC for all saving throws against spells or effects they cast that inflict the fascinated condition. Once per day, when a creature rolls a saving throw against such an effect from the ifrit, the ifrit can spend an immediate action to force that creature to reroll the saving throw and use the second result, even if it is worse. The ifrit must announce he is using this ability before the results of the first roll are revealed. This racial trait replaces fire affinity. [Racial - Ifrit] Wildfire Heart Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance. [Racial - Ifrit] Favored Class [Bard] Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank. 1st Level - 1 Skill Rank; 2nd Level - 1 Skill Rank; 3rd Level - 1 Skill Rank; 4th Level - 1 Skill Rank; 5th Level - 1 Skill Rank [Class]; 6th Level - 1 Hit Point [Class] Proficiencies Simple weapons, martial weapons, all firearms, light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use 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. [Class - Bard, Gunslinger & Swashbuckler] Spells A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, 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 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 (see Table: Ability Modifiers and Bonus Spells). 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. The numbers on Table: Bard Spells Known are fixed.) 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. [Class - Bard] Cantrips Bards 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. [Class - Bard] Bardic Knowledge (Ex) [+3] A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained. [Class - Bard] Archaeologist’s Luck (Ex) [+3, 9x/day] Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus (and an additional +1 for trait) 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. This ability replaces the bardic performance ability and all of its performance types. [Class - Bard] Clever Explorer (Ex) [+3] 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. [Class - Bard] 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. A rogue can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A rogue with this ability can still lose his Dexterity bonus to use the Feint action against him.[Class - Bard] Evasion (Ex) At 6th level, an archaeologist gains evasion, as the rogue ability of the same name. A rogue can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. [Class - Bard] Panache/Grit (Ex) [9 points/day] More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. Likewise, a gunslinger makes his mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. At the start of each day, a swashbuckler/gunslinger gains a number of panache/grit points equal to his Charisma modifier (minimum 1). His panache/grit goes up or down throughout the day, but usually can't exceed his Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler/gunslinger spends panache/grit points to accomplish deeds (see below), and regains panache in the following ways. [Class - Swashbuckler & Gunslinger]
Deeds Swashbuckler/gunslingers spend panache/grit points to accomplish deeds. Most deeds grant the swashbuckler/gunslinger a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler/gunslinger has at least 1 panache/grit point, but do not require the expenditure of panache/grit points to is level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler/gunslinger has or spends the required number of panache/grit points to perform the deed. [Class - Swashbuckler & Gunslinger]
Lucky (Ex) [+2] Starting at 2nd level, a mysterious stranger gains a +1 luck bonus (and an additional +1 for trait) on Will saving throws. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level). This ability replaces nimble. [Class - Gunslinger] Avenger Finesse (Ex) A mysterious avenger gains all of the benefits of the swashbuckler’s finesse class feature, and gains the ability to use a whip in place of a light or one-handed piercing melee weapon for all swashbuckler class features and deeds. This ability alters swashbuckler finesse. [Class - Swashbuckler] Trap Sense (Ex) [+2] 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. [Class - Bard] 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. [Class - Bard]
Lore Master (Ex) [1x/day - 'Take 20'] 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. [Class - Bard] ----------------------------------------------------------------- Feats Lingering Performance The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease. [1st Level Feat] Rapid Reload [Pistol] The time required for you to reload your chosen type of weapon is reduced to a move action (for a one-handed firearm). Reloading a firearm still provokes attacks of opportunity. [3rd Level Feat] Point Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. [5th Level Feat] Precise Shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. [7th Level Feat] Rapid Shot [Pistol] When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot. [Rogue Talent Bonus Feat] Deadly Aim [-3/+6] You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. [9th Level Feat] ----------------------------------------------------------------- Traits Vagabond Child You gain a +1 trait bonus on Disable Device checks, and it is always a class skill for you. [Regional] Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. [Faith] ----------------------------------------------------------------- Spells 0 Level Spells [DC 15]:
Mending: This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
Read Magic: You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Detect Magic: You detect magical auras. Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras; 2nd Round: Number of different magical auras and the power of the most potent aura; 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft). An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Scrivener's Chant: This spell imbues a quill with animate energy and rapidly transcribes words from one page to another. The quill copies a written work at the rate of one normal-sized page per minute. The Linguistics skill can be used to make a convincing copy, but otherwise the reproduction is written in the hand of the caster. You must concentrate upon the material being duplicated for the spell’s duration and provide new blank pages as required. The scrivener’s chant requires blank paper and a quill or other writing materials, in addition to the material components.
Message: You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.
1st Level Spells - 5x/day [DC 16]:
Vanish: The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible. Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character’s perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.
Jury-Rig: When you cast this spell, a spectral force binds a broken weapon together, relieving the broken condition for a short time. While under the effects of this spell, an item with the broken condition suffers no adverse effects from that condition, and is treated as if it is not broken. The object regains no hit points, and damage can still destroy the object.
Comprehend Languages: You can understand the spoken words of creatures or read otherwise incomprehen |
