About Sholloch DobbanCombat Details:
Defences: AC: 16 (10+2armour+4Dex) Touch AC: 14 (10+4Dex) Flat-Footed AC: 12 (10+2armour) CMD: +1 (0BAB+1Str) CMB: 15 (10+0BAB+1Str+4Dex) Attacks:
(Dagger/thrown) To hit: +4 (+4Dex)
(Light X-Bow) To hit: +4 (+4Dex)
Saves:
Current HP/Total HP: 18/18
Character Details:
Goal: to explore the ancient thassilonian ruins in Sandpoint and determine their purpose. Reason to be in Sandpoint: Raised by Pharasmian Clerics in an Absolom library they tended. He would spend many hours hiding himself from the more "normal" folk and reading the books he would find littering the musty shelves in the deepest corners of the basement. Here is when he first discovered the ancient civilizations of Thassilon. Some of the stories he uncovered were feeding his sense of discovery and driving a yearning to see the world. As he searched he found a more modern book mentioning the potential that a small community in Varisia may be the home to a structure constructed by the great nation of Thassilon. He worked to save as much coin as he could and bought his way to Magnamar, one of the head cities of Varisia, and the closest he could reach by sea. He has just recently found a purchase overland to get him the rest of the way. His excitement is barely contained Description: of average height (5'10") though lithe of frame (150) he keeps his appearance (black stringy hair, pure while skin and yellow eyes) as undercover as is socially acceptable. High soft leather boots, brown woolen pants and long sleeve shirt comprise the basics of his clothes. He wears a black, long, deep hooded cloak and gloves when outside, and/or in public places, again when acceptable. Personality: a shy individual prone to bouts of chatter when nervous. Socially inept, but generally likable. Insatiably bookish and curious. Favorite Beverage: a hot drink named Kahvae consisting of boiled water poured through a filter filled with ground beans of a tree found in the jungles of Sargava. Favorite Foods:
Nationality: Absalom Traits:
Mathematical Prodigy: +1 trait bonus to Knowledge (Arcana) and Knowledge (Engineering) and one becomes a class skill. (APG) Rich Parents: Starting Gold is 900gp.(APG) Biblophile: You gain a +1 trait bonus on Knowledge: History and Knowledge: Religion checks. Additional, pick three spells on your spell list available to you at 1st level. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus. Additionally, you know the following spells, and may cast one of them once a day as a Spell-like ability:
Teacher’s Pet: +2 trait bonus to Knowledge (Local) checks and it is a class skill. Carrion Crown AP
Skills:
6base+2int+1fave
Disguise:7 =1rank+3cha+3class
Feats:
1st: Additional Traits: Gain 2 more traits, houseruled to allow traits from categories already chosen from. (APG) Class/Race Features:
Class:(All CRB) Bardic knowledge: A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. Bardic performance: 2 used/5/day
Archivist Features:
Bardic Sage:
Alignment
Base Save Bonuses
Class Features
Spellcasting
To learn or cast a spell, a bardic sage must have an Intelligence score (not Charisma score) equal to at least 10 + the spell level. All other spellcasting factors, including bonus spells and save DCs, are still determined using the bardic sage's Charisma score. Add the following spells to the bardic sage's class spell list: 1st—detect chaos/evil/good/law; 2nd—zone of truth; 3rd—arcane sight; 4th—analyze dweomer (lowered from 6th), sending; 5th—contact other plane, greater scrying (lowered from 6th); 6th—true seeing, vision. Bardic Knowledge:
Bardic Performance:he can use the ability for a number of rounds per day equal to 2 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 1 additional round per day. Divine Bard: Spellcasting:
Houserule:
Cantrips & Spells: 4/2used:3/-/-/-/-/-
# == Biblophile Modded Spells + Identify Race: (All features from Beastiary 2 writeup)
Lowlight vision Shadow Blending: Shadow Blending (Su) Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance. Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5. Spell-Like Abilities (Sp):
Equipment:
Equipment: Combat: Leather Armour, CRB, 10gp, 15#, worn Daggers (2) , CRB, 4gp, 2#, (1 sheathed right side of belt, 1 on left side of belt) Light Crossbow/, CRB, 35gp, 4#, carried on back 20 bolts, CRB, 2gp, 2#, worn right hip Misc:
Carrying Capacities:
Current Weight: 50# Money: in belt pouch
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