Azlanti Scientist

Mat Downshadow's page

24 posts. Alias of karlprosek.


Full Name

Matayem "Mat" Downshadow

Race

Human

Classes/Levels

Bard (Archaeologist) 8 [HP: 64/64 |AC:21|T:15|FF:17 (+2 AC vs traps)| CMB:+10 | CMD:16 | Fort:+4 | Ref:+10 (+2 vs traps)| Will:+7| Init:+6 | Perc:+23 (Darkvision, +2 in dark/dim light)| Spd 30]

Gender

M

Size

M

Age

27

Special Abilities

Archaeologist's Luck 12/day, Uncanny Dodge, Evasion, Trap Sense

Alignment

TN

Deity

Mask

Location

Waterdeep

Languages

Common, Abyssal, Draconic, Goblin, Undercommon

Occupation

Explorer

Strength 11
Dexterity 18
Constitution 14
Intelligence 15
Wisdom 12
Charisma 18

About Mat Downshadow

M CN Human (Dimdweller) Bard (Archaeologist), Level 8, Init +4<+6 underground>, HP 64/64, Speed 30, AC 21, Touch 15, Flat-footed 17 (Uncanny Dodge prevents being FF), CMD 16, Fort 4, Ref 10, Will 7, CMB +10, Base Attack Bonus +6/+1
Abilities Str 11, Dex 18, Con 14, Int 15, Wis 12, Cha 18
Conditions None

MELEE
MW Cold Iron Longsword +7/+2 (1d8, 19-20, x3), Slashing

RANGED
+1 Seeking Shortbow +11/+6 (1d6+1, x3) 60 ft. [negates all Miss chances such as concealment, no penalty for shooting into melee]
-Point Blank: +12/+7 (1d6+2, x3)
-Deadly Aim: +9/+4 (1d6+1+4, x3)
-PB+DA: +10/+5 (1d6+2+4, x3)
-Falcon's Aim 1/day: +1 atk/dmg, 19-20 x3
-has Piercing and Blunt arrows
-has silver arrows

MISC COMBAT BONUSES:
Archaeologist's Luck: +3 luck bonus to atk/dmg/saves/skills 12/day
Evasion: no damage on successful Ref saves that normally do half damage
Trap Sense: +2 on Ref saves/AC vs traps
Resistance: +1 to saves
Liberating Command: immediate action +16 (2x lvl) to Escape Artist check to escape grapple
Windy Escape: immediate action gain DR 10/magic and immune to poison/crits/sneak attacks against 1 attack
Heroism: +2 morale bonus to atk/saves/skills 10 min/lvl
Arcane Concordance: +1 enhancement bonus to DC of saves and 1 free metamagic
Haste: +1 atk/AC/Ref, +30 mvmt, full attack +1 attack

BACKGROUND:

Mat's people have lived in Waterdeep's Skullport for generations, the strange magic of Faerun's Underdark and the Undermountain's uppermost levels having leached into their blood gradually changing them into somethin akin to the darkfolk. Compared to the slums of Field Ward or Mistshore, the people of Skullport are relatively well off due to frequent trade with adventurers, criminals, and those who come to trade but for whatever reason can't do so in the open air up above.

Mat himself has always been fascinated by those very adventurers, crowding around to hear stories of trips into the Undermountain or off into the tunnels of the far-off Underdark from the time he was able to sneak out of the house. He's always been adventurous and curious and started going into the safest, nearest tunnels much too young.

He has an incredible memory for stories and details and just fell into the role of storyteller back home, where he used his talents to make money as an entertainer. But his real passion is exploration and learning about the lost secrets of the Undermountain and unraveling the mysteries of the world's biggest dungeon.

PERSONALITY:

TBD
Curious to a fault
Is constantly taking notes about and sketching maps and drawings of items of interest
Loves his parents and sister back in Skullport
Likes puzzles and riddles
Headstrong, incautious

APPEARANCE:

To a surface dweller, he looks like a Calishite or maybe a Rashemi, with dusky skin, dark hair, and dark eyes. He tends to dress in shades of grey but his favorite color is pristine, spotless, bright white, a color he seldom ever encountered growing up.

RACIAL TRAITS:
+2 racial bonus to one ability score
Size: Medium.
Speed: 30 feet.
Languages: Common
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.
Dimdweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.
Darkvision 60 feet

CLASS FEATURES:
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.
Spells
Cantrips

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.

Bardic Performance: Archaeologists do not gain the bardic performance ability or any of its performance types.
Archaeologist’s Luck (Ex): 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. He can use this ability for a number of rounds per day equal to his level + 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.

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.
-Terrain Mastery (Ex): A rogue with this talent gains a favored terrain as the ranger ability of the same name, though the favored terrain ability does not increase with her level as the ranger’s ability does.
-Favored Terrain, Underground (Ex): The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

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.

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

SKILLS AND LANGUAGES:
Adventuring Skills 56 = 8 x(6 +2 Int)
Acrobatics +15 = 8 +4 Dex +3 CS
Bluff +10 = 3 +4 Dex +3 CS
Disable Device +27 = 8 +4 Dex +3 CS +4 class +1 trait +5+2 items
Intimidate +7[+9] = 0 +4 Cha +3 CS [+2 in darkness/dim light]
Kn: Arcana +13 = 4 +2 Int +3 CS +4 class (may Take 10 on checks)
Kn: Dungeoneering +13 = 4 +2 Int +3 CS +4 class (may Take 10 on checks)
Kn: Local +13 = 4 +2 Int +3 CS +4 class (may Take 10 on checks)
Kn: Nature +11 = 2 +2 Int +3 CS +4 class (may Take 10 on checks)
Kn: Planes +11 = 2 +2 Int +3 CS +4 class (may Take 10 on checks)
Kn: Religion +11 = 2 +2 Int +3 CS +4 class (may Take 10 on checks)
Perception +21<+23>[+23<+25>] = 8 +1 Wis +3 CS +4 class<+2 underground> +5 item [+2 in darkness/dim light]
Stealth +20<+22>[+22<+24>] = 8 +4 Dex +3 CS<+2 underground> +5 item [+2 in darkness/dim light]
Survival <+3> = 0 +1 Wis <+2 underground>
UMD +10 = 3 +4 Cha +3 CS
------
Background Skills 16 = 8 x2
Craft (Alchemy) +11 = 4 +2 Int +3 CS +2 item
Kn: Engineering +10 = 1 +2 Int +3 CS +4 class (may Take 10 on checks)
Kn: Geography +10<+12> = 1 +2 Int +3 CS +4<+2 underground> class (may Take 10 on checks)
Kn: History +10 = 1 +2 Int +3 CS +4 class (may Take 10 on checks)
Kn: Nobility +10 = 1 +2 Int +3 CS +4 class (may Take 10 on checks)
Linguistics 4 +2 Int +3 CS

Languages
(Common)
Abyssal
Draconic
Goblin
Undercommon

TRAITS AND FEATS:

Traits:
Vagabond Child (DD class skill, +1 bonus)
Fate's Favored (+1 to luck bonuses)

Feats:
Hu: Point Blank Shot
1: Rapid Shot
3: Precise Shot
5: Deadly Aim
7: Lingering Performance (will swap for Darkstalker if allowed)

SPELLS:

SPELLS KNOWN
0 (6): Detect Magic, Ghost Sound, Grasp, Mage Hand, Message, Resistance
1 (5+4): Charm Person, Deja Vu, Disguise Self, Grease, Liberating Command, Silent Image, Tears to Wine, Vanish, Windy Escape
2 (4+2): Alter Self, Charm Person, Detect Thoughts, Glitterdust, Haunting Mists, Heroism
3 (3+2): Arcane Concordance, Charm Monster, Gaseous Form, Haste, Major Image

SPELLS PER DAY:
1: 5
2: 5
3: 3

SCROLLS
-Comprehend Languages
-Feather Step
-Monkeyfish

Spells Cast Today:
0:
1 (5/day):
2 (5/day):
3 (3/day):

GEAR:

WEAPONS
MW Longsword
Shortbow (below)

ARMOR
Shadow Mithral Kikko Armor +1 (+6 AC, +4 Max Dex, ACP 0)

GEAR

Magic Items
Eyes of the Eagle (+5 Perception bonus) 2.5k
Falcon's Aim Bracers (1/day Aspect of the Falcon: +3 Perception, +1 on ranged attacks, bow crit range 19-20/x3) 4k
Shadow Mithral Kikko Armor +1 6000 (1250+3750+1000, +5 to Stealth)
MW Thieves Tools (+2 to DD) 200
Trapspringer Gloves (+5 to DD, +1+1 luck bonus on saves vs traps) 4k
+1 Seeking Shortbow 8330
Handy Haversack 2k
Belt of Incredible Dexterity 4k
Ring of Protection +1 2k
Sleeves of Many Garments
==33,250

Haversack
Rogue kit 50
-backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin.
100 ft silk rope 20
Collapsible Plank .4
Pole, 10 ft .05
Compass 10
Air Crystals 50
Hammock .1
MW Alchemy Crafting kit 50

40x arrows 2
40x silver arrows 4
40x Blunt arrows 4
20x Barbed arrows 2

Acid x4 40
Alchemist's Fire x2 40
Alkali Flask x2 30
Holy Water x2 50
Shadowcloy x2 50

Antiplague 50
Antitoxin 50
Soothe Syrup 25
=473.45

Belt pouch
-MW Thieves Tools

Scroll case
-Comprehend Languages 25
-Feather Step 25
-Monkeyfish 25

Total weight: 36 = 25 armor +5 haversack +4 sword +2 bow
-without pack: 31 lbs.

Light load 38 lbs.
Med. load 76 lbs.
Hvy. load 115 lbs.
Lift (over head) 80 lbs.
Lift (off ground) 160 lbs.
Push or drag 400 lbs.

MONEY
27 gp
3 sp
7 cp