Jack, the Smith's son's page

65 posts. Alias of VanceMadrox.

Full Name

Jack, the Smith's son




Bard (Archaeologist) 4








Neutral Good


Common, Dwarven, Elven, Halfling



Strength 16
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 12
Charisma 15

About Jack, the Smith's son


Jack is the son of the local Blacksmith who longs for more adventure in his life.


Init +2
Speed 30'
HP 32/32

Senses: Per +10

Bab +3
CMB: +6

Longsword +7 (1d8+3), 19-20x2
Morningstar +6 (1d8+3)
Short Bow +5 (1d6)

AC: 19, FF: 17, T: 12
CMD: 18
Saves: Fort: +3, Reflex: +6, Will: +5


Acrobatics +6
Appraise +5
Bluff +6
Climb +7
Craft (Armor) +10
Craft (Weapons) +13
Diplomacy +6
Disable Device +13
Escape Artist +6
Handle Animal +6
Intimidate +6
Knowledge (Arcana) +7
Knowledge (Dungeoneering) +7
Knowledge (History) +7
Knowledge (Local) +7
Knowledge (Nature) +7
Knowledge (Nobility) +7
Knowledge (Religion) +7
Perception +10
Ride +7
Sense Motive +5
Spellcraft: +5
Stealth +6
Survival +5


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). A bard can cast bard spells while wearing light armor and using 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.

Arcane Strike (Combat)

You draw upon your arcane power to enhance your weapons with magical energy.

Prerequisite: Ability to cast arcane spells.

Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Cosmopolitan: Handle Animal, Survival, Elven, Halfling

Benefit: You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you.

Skill Focus: Craft (Weapons):
Choose a skill. You are particularly adept at that skill.

Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.


Beast Bond - Ride

Benefits: You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you.

Vagabond Child (Urban) - Disable Device

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

Class Abilities:

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.

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.

Spells & Cantrips (See Spells)

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 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.

Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.


Spells known:
0th: Detect Magic, Know Direction, Light, Mending, Read Magic, Spark
1st: Comprehend Languages, Cure Light Wounds, Feather Fall, Vanish
2nd: Heroism, Mirror Image

Spells Per Day:
0th: At will
1st: 4
2nd: 2

Save DCs:
0th: 12
1st: 13
2nd: 14



Masterwork Longsword: 315 GP
Morningstar: 8 GP
Short Bow : 30gp
40 Arrows: 2 GP

+1 Mithril Chain Shirt: 100 gp
+1 Buckler: 5gp

Backpack: 2 gp
Bedroll 1 sp
Rations (2 days worth) 1 gp
Waterskin 1 gp
Masterwork Thieves Tools 100gp
Masterwork Artisan's Tools (x2) 5 gp

Remaining: 2,052 gp, 2 silver