Arnistolientar Popswicker

Nibbfir Grumepgarth's page

199 posts. Alias of Reshar.

Full Name

Nibbfir "Nib" Grumepgarth




Bard (Archaeologist) 3 | AC 17/13/15 | Fort+3, Ref+4, Will+5 | Init.+5 | Perception+10 | HP: 25/25 | CMB+1/CMD 12 |







Special Abilities

Healing: 1d4+1 2/day


Chaotic Good


Nirmathas (currently)


Common, Gnome, Sylvan, Aklo, Dwarven, Draconic, Goblin


Archaeologist and researcher

Strength 10
Dexterity 13
Constitution 14
Intelligence 14
Wisdom 13
Charisma 16

About Nibbfir Grumepgarth


Nibbfir "Nib" Grumepgarth
Male Gnome Bard 2 (Archaeologist)
CG Medium Humanoid (Gnome)
Init +5; Senses: Low-light vision, Keen senses; Perception +10

AC 17 touch 13, flat-footed 15 (+1 Dex, +4 armor, +1 deflection, +1 size)
HP 25 (3d8+6)
Fort +3, Ref +4, Will +5
Speed 20 ft.
Melee: shortsword (mwk) +5(1d4; 19-20*2)
Ranged: light crossbow +5(1d6; 19-20*2)
Str 10(-2), Dex 13, Con 14(+2), Int 14, Wis 14, Cha 16(+2)
Base Atk +2; CMB +1; CMD 12

Feats: Improved Initiative, Weapon Finesse
Traits: Scholar of the Great Beyond.

Languages: Common, Gnome, Sylvan, Draconic, Dwarven, Aklo, Goblin.
Combat Gear: shortsword (mwk), light crossbow (mwk), +1 studded leather, ring of protection (+1)
Other Gear: quiver and bolts (30), Handy Haversack, belt pouch, bedroll, crowbar, oil (2 flasks), research journal, ink (2 vials), quill, trail rations (1 day), steel and flint, lamp, waterskin,3 CLW potions (1d8+3), 2 CMW potions (2d8+6), oil of Magic Weapon, anti-toxin (1 vial), Everfull Mug (3/day 12 ounces of fine beer or wine), Compass, Waterproof Blank Map book, Scrivener’s kit, silk 50 ft., Grapple hook and grapple bolt, bandolier, Candles (5), coins...

[8 SP/level]


Acrobatics +6 (2+1+3)
Appraise +6 (1+2+3)
Bluff +3 (0+3+0)
Climb +4 (1+0+3)
Craft +2 (0+2+0)
Diplomacy +3 (0+3+0)
Disguise +3 (0+3+0)
Escape Artist +1 (0+1+0)
Intimidate +3 (0+3+0)
Knowledge (arcana) +8 (2+2+3+1)
Knowledge (the planes)+8 (1+2+3+2)
Knowledge (religion) +8 (2+2+3+1)
Knowledge (dungeons)+8 (2+2+3+1)
Knowledge (history)+10 (3+2+3+2)
Knowledge (geography) +7 (2+2+3+1)
Knowledge (nature)+7 (1+2+3+1)
Knowledge (local)+7 (1+2+3+1)
Knowledge (any other)+3 (0+2+0+1)
Linguistics +7 (2+2+3)
Perception +11 (3+2+3+3)
Perform(any)+3 (0+3+0)
Profession (cartographer)+7 (2+2+3)
Sense Motive +6 (1+2+3)
Sleight of Hand +1 (0+1+0)
Spellcraft +6 (1+2+3)
Stealth +9 (1+1+3+4)
Use Magic Device +8 (2+3+3)

Class Abilities:

-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. This ability replaces well-versed.

-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.

-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.

Racial Traits:

-Abilities:+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.

-Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

-Slow Speed: Gnomes have a base speed of 20 feet.

-Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

-Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.

-Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

-Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

-Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.

-Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any one Knowledge skill. This racial trait replaces the obsessive racial trait.

-Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces the defensive training and hatred racial traits.

Spells, cantrips and other magic stuff: