About The Maiden of Gold"The mask is for everyone's benefit. Associating with a thief like me is risky, you see-" The maiden abruptly stops and grabs a braid of hair and turns to it, seemingly talking to it. "For the last time, I like the mask . It stays. I'm talking to a client, we'll discuss later." She turns back to you. "Hopefully the gods will let me live long enough to hear your terms." Bot Me!:
Archaeologist’s Luck is a swift action that provides a +2 luck bonus to attacks, skill checks and saves. Use it, then stop performing so Lingering Performance will let it last 2 rounds longer. After that, go nuts. Fire the bow, use the whip in melee to aid another or trip, or use the longsword and fish for critical hits.
Background: Charis is the most common pseudonym she goes by, but if you ask her (and she's in the mood to talk) her memories start in a temple she was banished from. The clerics told her the gods punished her (for what?) and she had to wander the world as a human as penance. She was also told she was a medusa, and somewhere those two ideas were swirled together. She thinks her hair are her snake-hair and frequently talks to them when she's not on a mission. Her journeys made her a thief by necessity, then by trade when people realized how good she was at it. Personality: Her love of money and her joys of religion are the two things she cares about, and will often speak of one of the two. Her side thoughts seem to manifest through her locks of hair which she often speaks to. Role: Here's your cat burglar. She's a nimble thief. If you don't want the target to know what happened, she can do it. XP 7
Alts:
Default - Mithral Scarab Pirate - Jirelle Swashbuckler Half-Orc - Irabeth Guard - Oriana Saving Throws:
Fort 1 Brd + 1 Con = 2 Reflex 3 Brd + 2 Dex = 5 Will 3 Brd + 1 Wis = 4 Archaeologist’s Luck + Fate's Favored gives Charis a +2 bonus to saving throws.
Defenses And Movement:
HP: 8 + (5 * 2 Bard) + 3 Con + 2 Favored Class = 23 AC 10 + 2 Dex + 4 Armor + 1 Natural + 1 Dodge = 18 T 10 + 2 Dex + 1 Dodge = 13 FF 10 + 4 Armor + 1 Natural = 16 (Uncanny Dodge) Init 2 Dex + 1 Trait CMD 10 + 2 BAB + 1 Str + 2 Dex + 1 Dodge = 16 Arcane Temper You gain a +1 trait bonus on concentration and initiative checks.
Offense:
BAB 2 CMB 2 BAB + 1 Str = 3 Archaeologist’s Luck + Fate's Favored gives Charis a +2 bonus to attack and damage rolls. My calculations assume it's on. Melee
Longsword
Masterwork Silver Light Mace
Masterwork Cold Iron Dagger
Ranged
Cold Iron Dagger
Skills:
Skills: (6 Bard * 3) + 3 Int + 1 Favored Class Bonus = 22 ACP: 0 Acrobatics 3 In Class + 2 Dex + 3 Ranks = 8
Clever Explorer 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. Bardic knowledge 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 + Fate's Favored gives Charis a +2 bonus to skill checks. Serpent's Sense (Ex) Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks. [/ooc]Add +1 against traps[/ooc]
[dice= Stealth]1d20+6[/dice] Feats:
1 Lingering Performance The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. 3 Dodge +1 dodge bonus to AC while aware of attacks. Spells:
Bard Concentration Check 6 = 2 Bard + 3 Cha + 1 Trait Arcane Temper You gain a +1 trait bonus on concentration and initiative checks. Level 0, DC 13, 6 spells known, at will
Level 1, DC 14, 4 spells known, 4/day
Class Abilities:
Archaeologist’s Luck +1 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. Bardic knowledge A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. Cantrips Clever Explorer 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. Traits:
Fate's Favored Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. Arcane Temper You gain a +1 trait bonus on concentration and initiative checks. Gear:
Gear from the current adventure:
Chronicles
Tide of Twilight:
Character Remake:
Race: Nagaji Attributes: Str 10+2, Dex 14, Con 13, Int 12-2, Wis 10, Cha 14+2 Class: Archeologist (Bard) Reset starting gold and sell all stuff, so 150 + 521 = 671 Feat: Lingering Performance Purchases:
For a total of 144.1 Also,
20 Point Buy:
I built her using 15 points when I should have used 20. Base Attributes:
20 points:
Racial Attributes:
Int +1, Wis +1
2: The Confirmation:
I'm Level 2!:
Getting 1 level of Archeologist Bard (Now level 2 Archeologist Bard) HP 5 + 1 Con = 16
Class Features:
Uncanny Dodge (Ex) At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her. (Done) Skills: 6 + 1 Int + 1 Favored Class Bonus (now 15) Acrobatics +1 (now 7)
Reflex Save +1 (now +5)
Spells: 1 more level 1 spell cast per day (now 3/day)
4 The Compact Consortium:
I'm Level 3!:
HP: 5 + 1 Con + 1 Favored Class (now 23) BAB: +1 (now +2) Skills: 6 + 1 Int - Acrobatics (now 8) - Disable Device (now 6) - Disguise (now 8) - Knowledge(Local) (now 6) - Perception (now 10) - Sleight of Hand (now 7) - Stealth (now 7) Spells: 1 more level 1 spell per day (now 4 per day)
Fort Saves +1 (Now +2) Trap Sense +1
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