Classes/Levels |
Bard (Archeologist) 1 [ VP 8 WP 20 | Defense 13, DR 3/Armor, Crit Def +6 | Fort +1* Ref +5* Will +2* | CMD 13 | Init +3 | Perc +6, darkvision | Effects: ] |
About Zirrel Larenethdren
Male Elf bard (archaeologist) 1
NG medium humanoid (elf)
Init +3; Senses Darkvision 60', Perception +6,
Languages Trade Tongue, Draconic, Elven, Sylvan, Valoran
Defense 13, DR 3/Armor
Critical Defense Check +6
vp 8 wp 20 (1HD)
Fort +1, Ref +5, Will +2
Speed 30 ft. (6 squares); 20 ft. as encumbered
Melee sword, short +3 (1d6/19-20)
Melee whip +3 (1d3)
Melee dagger +3 (1d4/19-20)
Ranged dagger (thrown) +3 (1d4/19-20)
Melee longspear (two handed) +0 ((two handed) 1d8/x3)
Face 5 ft. Reach 5 ft.
Base Atk +0; CMB +0, +3 using finesse weapon; CMD 13
Special Actions Archaeologist's Luck 12 rds/day (0 used), Light at will, 10*(CL+1) minutes
Known Bard Spells (CL 1st):
1st (2/day) - cure light wounds (DC 13) , vanish (DC 13)
0th (at will) - know direction (DC ) , mage hand , prestidigitation (DC 12) , sift
Spellcasting House Rules
Abilities Str 10, Dex 16, Con 10, Int 15, Wis 11, Cha 15
Special Qualities Archaeologist's Luck +1 (12 rds/day), Armored Casting, Bardic Knowledge, Cantrips, Darkvision, Keen Senses, Lightbringer, Weapon Familiarity,
Feats Armor Proficiency, Light; Extra Performance [1st]; Shield Proficiency; Simple Weapon Proficiency; Weapon Finesse [Christmas Bonus]
Skills Acrobatics +7, Appraise +2, Bluff +6, Craft (Untrained) +2, Diplomacy +6, Disable Device +8, Disguise +6, Escape Artist +3, Fly +3, Intimidate +2, Knowledge (Untrained) +3, Perception +6, Perform (Oratory) +6, Ride +3, Spellcraft +6, Stealth +7,
Possessions sword, short; whip; studded leather; explorer's outfit; dagger; longspear; musical instrument (lute); Backpack [ Rations (Trail/Per Day) (x2); Rope (Hemp/50 ft.); Waterskin (Filled); ]; Pouch (Belt) [ Thieves' Tools; ]; 6 gp
Deity Lunastara
Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
Archaeologist's Luck (Ex) 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. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.
Bardic Knowledge (Ex) You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained.
Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Darkvision Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.
Lightbringer (Ex) Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits.
Forlorn Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus to Fortitude saving throws.
Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.
Vagabond Child (urban) (Disable Device) You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills - Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.