Full Name |
Josh Tarko (NPC) |
Race |
Emberkin |
Classes/Levels |
Commoner 1/ Archaeologist 1 |
Gender |
M |
Size |
M (6'5") |
Age |
20 |
Alignment |
NG |
Languages |
Common, Spanish, Draconic |
Strength |
12 |
Dexterity |
17 |
Constitution |
13 |
Intelligence |
14 |
Wisdom |
10 |
Charisma |
16 |
About Josh Tarko NPC
Josh in Fantasy mode
NG Medium Humanoid (Outsider)
Init +3 Senses Perception +4; Darkvision 60 ft.
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Defense
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AC 13 (Dex +3) touch 13; flat-footed 10
hp 16 (1d6+1+1d8+1)
Fort +1 Ref +5 Will +2
Resistances acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee shortsword +3 (1d6+1/19-20x2)
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Statistics
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Str 12 (+1) Dex 17 (+3) Con 13 (+1) Int 14 (+2) Wis 10 (+0) Cha 16 (+3)
Skills Perception +4(1); Stealth +8(2); Disable Device +8(2); Diplomacy +10(2,*,***); Bluff +8(2); Profession (archaeologist) +5(1); Acrobatics +8(2); Knowledge (engineering) +7(1); Knowledge (religion) +7(1); Knowledge (geography) +8(1,**), Know. (Arcana) +3(0), Know. (Dungeoneering) +4(0,**), Know. (Local) +4(0,***), Know. (Nature) +3(0), Know. (Religion) +3(0), Know. (Nobility) +3(0), Know. (Planes) +5(0) (+2 ability mod for Emberkin)
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Special Powers
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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 (7 times/day). 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.
*World Traveler, Diplomacy: Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
**Scholar of Ruins: From the moment you could walk and talk, the ruins of ancient civilizations have fascinated you. Because of this, you have special insight into geography as well as expertise in exploring lost places. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (your choice) is always a class skill for you.
Scion of Humanity (alternate racial trait, replaces Celestial and alters native subtype): Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill
Incorruptible (alternate racial trait - replaces spell-like ability): Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level. This racial trait replaces the spell-like ability racial trait.
Pride (drawback): You can't abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a —2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
***Friend in Every Town: You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you.
Feat Weapon Finesse
Bardic Knowledge: A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Cantrips - 0 at will (CL 1): Dancing Lights, Flare, Resistance, Spark
1st level spells (2/day): CLW, Dazzling Blade