Attributes:
Str: 10 0 Pts
Dex: 18 10 Pts
Con: 12 2 Pts
Wis: 10 0 Pts
Int: 14 5 Pts
Cha: 13 3 Pts
Statblock:
Initiative: +4; Perception +4
AC: 17 (18 with buckler) (Flat Footed 13, Touch 14); HPs: 10; CMD: 15; CMB: +0
Wil +2 For +2 Ref +6
Attack +4 Short Sword 1d6(x2/19-20)
Racial Abilities:
+2 to One Ability Score
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Class Abilities:
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): 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. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.
Feats:
Lingering Performance
Weapon Finesse
Traits:
Northern Ancestry (Campaign) +1 to Fortitude Saves Cold Resistance 2(does not stack)
Vagabond Child (Regional - Taldor) +1 to Disable Device. DD becomes class skill
???
Skills (9 per level):
Bluff (1 Rank) 5
Climb (1 Rank) 4
Swim (1 Rank) 4
Stealth (1 Rank) 8
Perception (1 Rank) 4
Disable Device (1 rank) 11 (MW Tools)
Diplomacy (1 rank) 5
Knowledge (Local) (1 Rank) 7
Knowledge (Nobility) (1 Rank) 7
Profession (Gambler) (1 Rank) 4
Profession (Scribe) (1 rank) 6
All other Knowledge Skills 3
Languages: Common
Spells known:
Cantrips
Light
Detect Magic
Mage Hand
Read Magic
1st Level
Grease
Cure Light Wounds
Equipment:
MW Thieves Tools (100 GP)
Trail Rations x5 (1 GP)
Short Sword (10 GP)
Shortbow (30 GP)
Dagger (2 GP)
Buckler (5 GP)
Studded Leather (25 GP)
Bedroll (1 GP)
Rope and Grappling Hook (1 GP)
Flint and Steel (1 SP)
110 Gold 9 Silver
Cold Weather gear (10 GP)
50 arrows
Explorer's Outfit (Free)