Count Lucinean Galdana

Professor Thorne's page

17 posts. Alias of Isinghar Thorden.


Full Name

Professor Thorne

Race

| HP 40/40 | AC 21 T 15 FF 17 | CMB +4, CMD 19 | F: +3, R: +8, W: +4 | Init: +4 | Perc: +11, SM: +7, Darkvision 60ft., Low-Light Vision | Move. 30ft.

Classes/Levels

Skills:
Acrobatics +9, Appraise +5, Bluff +3, Climb +0, Diplomacy +11, Disable Device +13, Escape Artist +8, Knowledge (all) +7 or +8, Perception +11, Sense Motive +7, Spellcraft +5, Stealth +3, Swim +0, UMD +11

Gender

Male LN Half-Elf Bard (archaeologist) 5

Size

Medium

Age

30

Alignment

Lawful Neutral

Deity

Abadar

Location

Wati

Occupation

Professor / Archaeologist

Strength 13
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 8
Charisma 16

About Professor Thorne

Appearance & Personality:

Give me a feel for your character's physical appearance and personality.

Thorne is a half-elf that favors his mother's human racial features above his elven heritage. His dark brown wavy locks fall to his shoulders, and he sports a distinguished-looking goatee. He has dark brown eyes and olive brown skin, so he does not stand out on the streets of Wati as a foreigner. He is taller and slimmer than the average native, clearing six feet by half a foot and weighing less than 160 pounds, so he does tower over most of the locals. He is a bit self-conscious about his height, and has begun stooping over and hunching his back since his arrival in Wati. He wears light, loose clothes, favoring white cotton shirts and loose khaki breeches. He has a large floppy hat to shade his eyes and face from the blistering sun. His most distinguishing item is an ancient longbow that is clearly of elven craftsmanship and design. He keeps it strapped across his back even when walking the streets, which has attracted the attention of the local guards more than once.

Background:

What has your character accomplished in his/her life? Greatest achievement?

Professor Thorne is extremely proud of being selected as a permanent professor of history at the prestigious Arcanamirium, the most well-known magical school of Absalom despite not being a wizard himself. He achieved tenure two years ago after a decade of dedication, hard work and completing a number of missions for the powerful Masters of the Academy. Since then he has gained more independence and now is a traveling docent spending most of his time at archaeological digs and exploring ancient ruins.

Why is he/she in Wati - what is your connection to the city? Native or foreigner?

His mother (human) is Osirian and originally from Wati. Her bedtime stories all included marvelous tales of ancient Osirion and planted a seed in young Thorne's subconscious, which now draws him to the city. He credits his mother for his passion for history and Osirian relics and traditions, and his elven father for his wanderlust and spirit of adventure. He lost both his parents at a young age, and he has come to Wati in search of his roots and identity. He believes his mother is a direct descendent of an ancient line of pharaohs and this drives him to search for clues to his illustrious bloodline. He is not a native, but he does not consider himself a foreigner despite not having been born in Wati nor ever lived in the city.

The Campaign starts as you are invited to attend an auction of Osirion relics recently recovered from a tomb-raiding expedition in the Necropolis. Why is your character at the auction?

Professor Thorne learnt about the Osirion relics from his colleagues in academia that operate in the city. He was asked by his friend Abdel Shepses (a priest of Pharasma) to visit the auction and look for any interesting items. On a personal note Thorne hopes to find leads to his family tree amongst the artifacts.

Character:

Professor Thorne
Male half-elf bard (archaeologist) 5 (Pathfinder RPG Ultimate Combat 32)
LN Medium humanoid (elf, human)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +11, Sense Motive +7
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Defense
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AC 21, touch 15, flat-footed 17 (+5 armor, +1 deflection, +4 Dex, +1 natural)
hp 40 (5d8+10)
Fort +3, Ref +8, Will +4; +2 vs. enchantments
Defensive Abilities trap sense +1, uncanny dodge; Immune sleep
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Offense
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Speed 30 ft.
Melee mwk cold iron cestus +5 (1d4+1/19-20) or
. . rapier +4 (1d6+1/18-20)
Ranged +1 adaptive composite longbow +8 (1d8+2/×3)
Special Attacks archaeologist's luck 18 rounds/day (+2)
Bard (Archaeologist) Spells Known (CL 5th; concentration +8)
. . 2nd (3/day)—cat's grace, glitterdust (DC 15), heroism
. . 1st (5/day)—cure light wounds, grease, heightened awareness[ACG], vanish[APG] (DC 14)
. . 0 (at will)—dancing lights, detect fiendish presence, detect magic, ghost sound (DC 13), prestidigitation, read magic
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Statistics
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Str 13, Dex 18, Con 14, Int 12, Wis 8, Cha 16
Base Atk +3; CMB +4; CMD 19

Feats Arcane Strike, Extra Performance, Point-Blank Shot, Precise Shot
Traits blood of pharaohs, fate's favored

Skills
Acrobatics +9,
Appraise +5,
Diplomacy +11,
Disable Device +13,
Escape Artist +8,
Knowledge (arcana) +7,
Knowledge (dungeoneering) +7,
Knowledge (engineering) +7,
Knowledge (geography) +7,
Knowledge (history) +7,
Knowledge (local) +7,
Knowledge (nature) +7,
Knowledge (nobility) +8,
Knowledge (planes) +7,
Knowledge (religion) +7,
Linguistics +9,
Perception +11,
Sense Motive +7,
Spellcraft +5,
Use Magic Device +11;
Racial Modifiers +2 Perception

Languages Ancient Osiriani, Aquan, Auran, Common, Elven, Ignan, Osiriani, Terran

SQ bardic knowledge +2, clever explorer +2, elf blood, lore master 1/day, rogue talent (combat trick)

Other Gear +1 mithral chain shirt, mwk buckler, +1 adaptive composite longbow, mwk cold iron cestus[APG], rapier, amulet of natural armor +1, ring of protection +1, bandolier[UE], concealable thieves' tools[UI], masterwork backpack[APG], 274 gp, 5 sp
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Special Abilities
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Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Archaeologist's Luck +2 (18 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Clever Explorer +2 (Ex) Half time to use disable device.
Darkvision (60 feet) You can see in the dark (black and white only).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.

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