Arnistolientar Popswicker

Nymarchemadias's page

34 posts. Alias of JohnJK.


Full Name

Nymarchemadias

Race

Gnome

Classes/Levels

Bard (Archaeologist)

Gender

Male

Alignment

Neutral Good

Strength 11
Dexterity 16
Constitution 11
Intelligence 13
Wisdom 9
Charisma 18

About Nymarchemadias

About Nymarchemadias
Nymarchemadias 
Gnome Bard (Archaeologist) 1
 NG Small humanoid (gnome)
Initiative +3; Perception +5
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Defense 
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AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) 

HP 8 Fort +0 (+0 base, +0 Con), Ref +6 (+2 base, +3 Dex), Will +1 (+2 base, -1 Wis)
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Offense 
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Speed 20 ft. 
Ranged +3 Small light crossbow (1d6/19-20/x2) 
Melee +0 Small dagger (1d3-1/19-20/x2)
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Statistics 
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Str 11, Dex 16, Con 11, Int 13, Wis 9, Cha 18

Base Atk +0; CMB +0; CMD 13 
Languages: Common (Taldane), Gnome, Sylvan, Draconic
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Feats 
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Lingering Performance:
The effects of your bardic performance carry on, even after you have stopped performing.
Prerequisite: Bardic performance class feature.
Benefit: 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

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Traits 
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Vagabond Child (Urban): You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. 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. Skill: Disable Device

Fate's Favored(Faith): The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

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Skills 
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Favored Class Bonus: +1 skill rank
Appraise +5 (1 rank)
Bluff +8 (1 rank)
Disable Device +8 (1 rank)(+1 trait)
Diplomacy +8 (1 rank)
Knowledge (Dungeoneering) +5 (1 rank) 

Perception +5 (1 rank) 
(+2 trait)
Stealth +11 (1 rank) (+4 size)
Use Magic Device +8 (1 rank)
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Gear 
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Traveler's outfit, small (free) 

Dagger, small (2 gp, 1/2 lb.) 

Light crossbow, small (35 gp, 2 lbs.) 
20 Crossbow bolts, small (2 gp, 1 lb.) 

Backpack, small (2 gp, 1 lb.) 

Bedroll, small (1 sp, 2 1/2 lbs.) 

Small grooming kit (1 gp, 1 lbs.) 
* 27 gp, 9 sp 
]
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Special Abilities 
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Gnome
Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength. 


Type: Gnomes are Humanoid creatures with the gnome subtype. 


Size: Gnomes are Small creatures and thus 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. 


Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet. 


Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.

Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects. 


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


Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. 


Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores 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. 
 


Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred.


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

Bard abilities
Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, 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 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.

Spells: A bard casts arcane spells drawn from the bard spell listpresented 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 Charismamodifier.
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.

Known Spells: 0-lvl: Detect Magic, Mage Hand, Open/Close, Read Magic
1-lvl: Cure Light Wounds, Timely Inspiration

Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.

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

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.

Jack-of-All-Trades (Ex): At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.

Archeologist Archtype
No stodgy researcher, this archaeologist meets his research head-on in the field. Archaeologists sacrifice the bard's inspirational performance for a smattering of rogue talents. This archetype also fits roguelike characters that focus more on learning than on stabbing foes in the back.

Bardic Performance: Archaeologists do not gain the bardic performance ability or any of its performance types.

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.

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.

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

Advanced Talent: At 12th level, and every four levels thereafter, an archaeologist can choose an advanced rogue talent in place of a rogue talent.

Backstory

A diminutive figure rested comfortably against a well traveled pack in a small space between the hull of the boat and several cargo crates. It would have been easy to mistake the stowaway for a child except for his manicured red beard and unusually large eyes with which he studied at a worn map, Varisia scrawled across the top, in a cargo hull that was dimly lit by the few rays of sunlight that had filtered through the deck boards. The young gnome paused as the rocking of the boat evoked a feeling of queasiness not entirely different from the nervousness felt just before discovery of an ancient artifact hidden for ages. Of course, the queasiness from a discovery disappeared once the excitement disappeared and this new queasiness seemed to get worse as the boat was tossed about like a leaf on an angry river. He closed his eyes and took a deep breath savoring the new experience of being sea sick.

This new experience was just the beginning of what promised to be a grand exploration into the ancient and exciting ruins of Varisia. An adventure that wouldn't be forestalled by a minor detail such as a lack of funds to pay for sea passage. Surely, the captain of the ship would be delighted to provide a complimentary passage to a brave archaeologist so no sense in bothering the captain who must be occupied with sailing the fine ship. Of course, he had taken a new name as gnomes often did when embarking a new adventure in a new land. He congratulated himself on his new chosen name, Nymarchemadias, thinking it would be most fitting in Varisia Henceforth he would be Nymarchemadias, explorer extraordinaire and finder of ancient lore and trinkets.