About NymarchemadiasAbout Nymarchemadias
--------------------
Traits
--------------------
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. --------------------
Skills
--------------------
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.
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
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.
Known Spells: 0-lvl: Detect Magic, Mage Hand, Open/Close, Read Magic
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
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. |