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Ok, this is Khedron...
Keldon Drogheda
CG Male ½ Orc
Bard (Archeologist) 4 / Magus (Kensai) 4
Init +3
Speed 30 ft
Darkvision (120 ft)
Defense
AC : 16 = 10 + *** armor + *** ?Buckler? + 3 Dex +2 Canny Defense
HP 10 = 8 +7d8+8*2 Con
Fort + 9 =+1 Bard +4 Magus +2 Con +2 Luck
Ref + 11 =+4 Bard +1 Magus +4 Dex +2 Luck
Will + 10 =+4 Bard +4 Magus +2 Luck
CMD : 20 = 10 +6 bab+4 dex
Offense
Melee: Whip or Spiked Gauntlet
Ranged: Shortbow or Dagger
BAB : +6
Bard Spells
L0 (6,*) DC 13 : Sift, Daze, Message, Mending,***,***
L1 (4, 4/day) DC 14 : Grease, ***, ***, ***
L2 (2, 2/day) DC 15 : Heroism, ***
Magus Spells
L0 (3,*) DC 12
L1 (3) DC 13
L2 (1) DC14
CMB : +10 = +6 +4 dex
Stats
Str = 10 (0 pts)
Dex 16 =16 (10 pts) +2 lvl 4, 8
Con 14 =14 (5 pts)
Int 14 = 14 (5 pts)
Wis = 10 (0 pts)
Cha 16 = 14 (5 pts) +2 Racial
Feats: Deft Maneuvers (1st), Lingering Performance (3ed), Whip Mastery (5th), Improved Whip Mastery (7th), Weapon Focus (Whip) (Kensai)
Traits : Naive (drawback, -2 against dirty trick and improvised weapons), Fates Favored (Faith), Maestro of the Society (Social), Young Reformer (Campaign)
FCB: +4 rounds of Archeologists Luck
Skills (4*6+4*2+8*2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (+14 = 8 ranks+3 trained -1 wis +2 scavenger +2 Clever Explorer) and (+2 dimdweller),
K Local(+12 = 4 ranks+3 trained +2 int+1 trait +2 Bardic Knowledge)
Sense Motive (+6 = 4 ranks+3 trained -1 wis),
Use Magic Device (+14 = 8 ranks+3 trained +3 Cha),
Disable Device (+17 = 8 ranks+3 trained +3 Dex +1 trait +2 Clever Explorer),
Stealth (+14 = 8 ranks+3 trained +3 Cha) and (+2 dimdweller),
Diplomacy (+10 = 4 ranks+3 trained +3 Cha) ,
Bluff (+10 = 4 ranks+3 trained +3 Cha)
Languages : Common, Orc, Shoanti, Draconic, Giant
Bardic Knowledge +2 (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks
Archaeologist’s Luck (+1, 14 rounds total + lingering performance) (+2 from Fates Favored) (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.
Clever Explorer (Ex): 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. This ability replaces the versatile performance ability.
Uncanny Dodge (Ex): At 2nd level, an archaeologist gains uncanny dodge. 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. An Archeologist with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
Trap Sense (Ex): At 3rd level, an archaeologist gains trap sense +1, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level.
Rogue Talents: At 4th level, an archaeologist gains a rogue talent. He gains an additional rogue talent for every four levels of archaeologist gained after 4th level. Otherwise, this works as the rogue’s rogue talent ability.
Arcane Pool (Su) (4 Points): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Diminished Spellcasting: A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.
Canny Defense (Ex): At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. When wearing light or no armor and not using a shield, a Kensai adds 1 point of Intelligence bonus (if any) per Kensai class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a Kensai is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.
Weapon Focus (Ex): At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Magus Arcana: As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana's description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.
Magus Arcana: Wand Wielder
Perfect Strike (Ex): At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1. This ability replaces spell recall.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Dragon Sight: Half-orcs with this trait gain some of the keen senses of dragonkind. They have darkvision with a range of 120 feet. This replaces darkvision and intimidating.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Dimdweller: Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Half-orcs can take this trait in place of weapon familiarity.
Magic: Handy Haversack (2000gp), Wand of True Strike (50) (750 gp)
Weapons: Spiked Gauntlet (5gp), Whip x2 (2 gp), shortbow ( 30 gp ), 20 arrows (3 gp), Dagger X2 (4 gp)
Armor: Haramaki, ?Mithril Buckler?
Equipment
Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 50 ft hemp rope (1gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), spell component pouch (X2, 10 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), MW Thieves tools (100 gp), 7 sp in assorted coinage
His primary plan in a fight is to use True Strike driven combat maneuvers with his whip... (note, we are using Elephant in the Room, so he's effectively got weapon finesse and improved [Trip, Disarm, Dirty Trick and Feint]). He has a unchosen rogue talent and obviously his gears incomplete. Theoretically he doesn't actually need Improved Whip Mastery.
What, however are his backup plans, for A) fighting alone, and B) if combat maneuvers aren't useful for whatever reason (a swarm or an ooze say).