About The Maiden of JewelsSaving Throws:
Fort 2 Brd + 2 Con + 1 Cloak = 5 Reflex 5 Brd + 2 Dex + 1 Cloak = 8 Will 5 Brd + 1 Wis + 1 Cloak = 7 Trap Sense She gets a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps. Evasion No damage taken on a successful Reflex Saving Throw. Failure still means she takes full damage.
Defenses And Movement:
HP: 8 + 6d8 + 14 Con = 52 AC 10 + 2 Dex + 5 Armor + 1 Ring + 1 Dodge = 19 T 10 + 2 Dex + 1 Ring + 1 Dodge = 14 FF 10 + 5 Armor + 1 Ring = 16 Init 2 Dex + 1 Trait CMD 10 + 5 BAB + 1 Str + 2 Dex = 18 Arcane Temper You gain a +1 trait bonus on concentration and initiative checks. Ring of Protection +1 Offers +1 deflection bonus. Low-light vision Uncanny Dodge She can react to danger before her senses would normally allow her to do so. 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. She can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her. Trap Sense She gets a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps. Slippers, Feather Step Once per day for 10 minutes, these fine silken slippers allow their wearer to ignore the adverse movement effects of difficult terrain as if subject to the feather step spell, including granting the ability to take 5-foot steps in difficult terrain.
Offense:
BAB 5 CMB 5 BAB + 1 Str = 6 Improved Dirty Trick +8 (+11 with Fate's Favored) Archaeologist’s Luck + Fate's Favored gives Charis a +3 bonus to attack and damage rolls. Melee
Cold Iron Longsword
Ranged
Skills:
Skills: (6 Bard * 7) + (1 Human Skilled * 7) = 42 Acrobatics 3 In Class + 2 Dex + 7 Ranks = 12 Appraise 3 In Class + 1 Int + 1 Ranks = 5 Bluff 3 In Class + 3 Cha + 1 Ranks = 7 Climb 3 In Class + 1 Str + 1 Ranks = 5 Diplomacy 3 In Class + 3 Cha + 1 Ranks = 7 Disable Device 2 Dex + 3 Clever Explorer + 7 Ranks = 12 Disguise 3 In Class + 3 Cha + 1 Ranks + 2 Kit = 9 Escape Artist 3 In Class + 2 Dex + 3 Ranks = 8 Knowledge (history) 3 In Class + 1 Int + 1 Ranks = 5 Knowledge (local) 3 In Class + 1 Int + 1 Ranks = 5 Knowledge (religion) 3 In Class + 1 Int + 3 Ranks = 7 Linguistics 3 In Class + 1 Int + 1 Ranks = 5 Perception 3 In Class + 0 Wis + 3 Clever Explorer + 7 Ranks = 13 Profession (Burglar) 3 In Class + 0 Wis + 1 Ranks = 4 Sense Motive 3 In Class + 1 Wis + 2 Ranks = 6 Sleight of Hand 3 In Class + 2 Dex + 3 Ranks = 8 Spellcraft 3 In Class + 1 Int + 1 Ranks = 5 Stealth 3 In Class + 2 Dex + 5 Ranks = 8 Swim 3 In Class + 2 Dex + 1 Ranks = 6 Use Magic Device 3 In Class + 3 Cha + 1 Ranks = 7 Thieves' Tools +2 Circumstance bonus to Disable Device checks. Disguise Kit +2 Circumstance bonus to Disguise checks. Exhausted after 10 uses. 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 +3 bonus to skill checks. 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. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps. [dice=Perception, Heroism, Neg Level, Wis]1d20+13+2-1-1[/dice]
Feats:
Human: Additional Traits 1 Lingering Performance 3 Dodge 5 Extra Rogue Talent 7 Mobility Class Abilities:
Archaeologist’s Luck +2 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. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps. Uncanny Dodge She can react to danger before her senses would normally allow her to do so. 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. She can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her. Trap Sense At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack. Evasion No damage taken on a successful Reflex Saving Throw. Failure still means she takes full damage. Rogue Talent - Fast Stealth This ability allows a rogue to move at full speed using the Stealth skill without penalty. Rogue Talent - Underhanded Trick A rogue who selects this talent gains Improved Dirty Trick as a bonus feat, even if she does not meet the prerequisites. At 6th level, she is treated as if she meets all the prerequisites for Greater Dirty Trick (although she must take the feat as normal). If she succeeds in giving her target the blinded condition, the target cannot remove the condition during the first round of blindness.
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. Spells:
Bard Concentration Check 11 = 7 Bard + 3 Cha + 1 Trait Arcane Temper You gain a +1 trait bonus on concentration and initiative checks. Wand of Cure Light Wounds: 2 charges
Level 0, DC 13, 6 spells known, at will
Level 1, DC 14, 5 spells known, 5/day
Level 2, DC 15, 4 spells known, 4/day
Level 3, DC 16, 2 spells known, 2/day
Gear:
Cloak of Resistance +1 1000 Scorpion Whip +1 2305 Cold Iron Longsowrd 630 Arrows x 10 Silver Arrows x10 21 Adamantine Arrows x10 601 Shortbow +1 2330 Mithral Shirt +1 2100 Ring of Protection +1 2000 Slippers, Feather Step 2000 Thieves' tools, Concealable 190 Wand of Cure Light Wounds 50 Bard's Kit 41 backpack a bedroll a belt pouch a flute a flint and steel ink an inkpen an iron pot a journal a mess kit a mirror rope soap torches (10) trail rations (5 days) a waterskin Scroll of Mirror Image x2 (400) Alchemical Fire x5 (100) Acid Flask x5 (50) 1381 gp
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