Redeemer

Old Scrapper's page

No posts. Alias of Ken Marable.


Classes/Levels

Male Human Bard 1 | HP 9/9 | AC 14, FF 12, Touch 12 | F +1, R +4, W +2 | Init +2, Perc +4 | Spells 2

About Old Scrapper

Male human Bard (Archaeologist) 1
NG Medium Humanoid
Init +2; Senses Perception +4

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Defense
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AC
14 touch 12, flat-footed 12 +2 Dex, +2 leather
hp 9
Fort +1, Ref +4, Will +2

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Offense
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Speed
30 ft.
Ranged Light crossbow +2 attack, 1d8 (19-20/x2), 80 ft. (20 bolts)
Melee or ranged Kunai -1/+2 attack, 1d4-1 (x2) , 10 ft.
Melee Whip -1 attack, 1d3-1 (x2) disarm, nonlethal, reach, trip

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Statistics
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Str
8, Dex 14, Con 12, Int 16, Wis 10, Cha 16
Base Atk +0; CMB -1; CMD 11

Feats
Skill Focus: (Knowledge Engineering) +3 bonus on skill, if >10 ranks +6 bonus

Technologist: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.

Traits
Numerian Archaeologist: Numeria is a land ripe for archaeological exploration, since so many of the strange technological dungeons have been either avoided by the superstitious barbarian tribes or have been locked down by the Technic League, leaving many of them untouched and ripe for exploration. You've studied the strange language associated with these eerie technological ruins, and are eager to start exploring them—you suspect that Torch's namesake is in fact part of a larger buried ruin, and you hope to enter these ruins and learn their original purpose by exploring the caves below town. You gain Androffan as an additional language. In addition, you possess a knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result. Talk to your GM for more information about resolving glitches.

Nimble Fingers, Keen Mind: You gain a +1 trait bonus on Disable Device checks, and Disable Device is a class skill for you.

Relic Hunter - You gain a +1 trait bonus on Appraise and Knowledge (history) checks made to examine ruined buildings more than 1,000 years old as well as any ruined objects found in them. If such an item is magical, you gain a +1 trait bonus on Spellcraft checks to identify its properties and Use Magical Device checks to activate it.

Drawback
Lonely - You take a –2 penalty on Sense Motive checks and on Perception checks to see through disguises, and on saving throws against charm spells and spell-like abilities.

Skills 1 favored class
Climb (Str) +3 1 rank, -1 Str, +3 class
Disable Device (Dex) +7 1 rank, +2 Dex, +3 class, +1 trait
Perception (Wis) +4 1 rank, +0 Wis, +3 class
Use Magic Device (Cha) +7 1 rank, +3 Cha, +3 class
Knowledge (arcana) +8 1 rank, +3 Int, +3 class, +1 BardicKnow
Knowledge (dungeoneering) +8 1 rank, +3 Int, +3 class, +1 BardicKnow
Knowledge (local) +4 +3 Int, +1 BardicKnow
Knowledge (nature) +4 +3 Int, +1 BardicKnow
Knowledge (planes) +4 +3 Int, +1 BardicKnow
Knowledge (religion) +4 +3 Int, +1 BardicKnow

Background skills
Appraise (Int) +7 1 rank, +3 Int, +3 class
Craft (mechanical) (Int) +7 1 rank, +3 Int, +3 class
Knowledge (engineering) +11 1 rank, +3 Int, +3 class, +1 BardicKnow, +3 skill focus
Knowledge (geography) +4 +3 Int, +1 BardicKnow
Knowledge (history) +8 1 rank, +3 Int, +3 class, +1 BardicKnow
Knowledge (nobility) +4 +3 Int, +1 BardicKnow
Sleight of Hand (Dex) +6 1 rank, +2 Dex, +3 class

Languages Common, Androffan, Dwarven, Infernal, Orc

Equipment

Leather armor, rogue's kit, folding chair, sunrod

Rogue's Kit:
This kit includes a 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.

1 gp

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Racial Abilities

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Focused Study - All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Skilled - Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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Class Abilities
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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.

Archaeologist's Luck (Ex) - (7 rounds/day) 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.

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Spellcasting
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DC 13 + spell level; Caster Level 1; Concentration +4
Spells Known: 4/2/-/-/-/-/-
Spells per day: NA/2/-/-/-/-/-

0 level known (DC 13, 4)
Daze - Humanoid creature of 4 HD or less loses next action.
Mage Hand - 5-pound telekinesis.
Open/Close -
Opens or closes small or light things.
Sift - See area as though examining it.

1st-level known (DC 14, 2)
Cause Fear - One creature of 5 HD or less flees for 1d4 rounds.
Detect Secret Doors - Reveals hidden doors within 60 ft.

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Background
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Deity: Brigh

Although not very old, Old Scrapper's scruffy & gaunt appearance leads him to look much older than he is, helping to earn his nickname. He lives off of salvaging and selling what scraps and valuable (looking) relics he can find. Old Scrapper has never really had a roof over his head and at this point generally prefers life alternating between sleeping in the gutters or out in the wilds.

After a lifetime of digging through old bits of technology and other artifacts, he does seem to be developing an actual knack for the stuff and figuring out how it works, which would come as quite a surprise to those who know him. Most simply see him as a crazy old man who thinks every bit of metal he can find in the ground is a great discovery.

Despite his rough life of poverty, he always seems to have a smile and great confidence that everything will work out just fine. Oddly enough, in his case, it usually does. The gods seem to smile down on him and give him quite a bit of luck when he needs it to escape just about every misfortune that every comes his way.