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Zurani (Provos) Pathfinder Society

Updated: 12:59 PM 28 August, 2012 View: CHARACTER SHEET, text [stripped]

Male Human (Garundi) Bard (Archaeologist) 6
NG Medium Humanoid (human)
Init +4; Senses Perception +16
AC 19, touch 13, flat-footed 16 (+4 armor, +2 shield, +3 Dex)
hp 33 (6d8)
Fort +5, Ref +11, Will +8
Defensive Abilities Evasion, Trap Sense, Uncanny Dodge
Speed 30 ft.
Melee Dagger +9 (1d4+9/19-20/x2) and
   Hanbo +8 (1d6+4/x2)
Ranged +1 Darkwood Shortbow, Composite (Str +2) +10 (1d6+10/x3)
Bard (Archaeologist) Spells Known (CL 6, +8 melee touch, +8 ranged touch):
2 (4/day) Versatile Weapon (DC 15), Shatter (DC 15), Alter Self, Gallant Inspiration (DC 15)
1 (5/day) Grease (DC 14), Animate Rope, Cure Light Wounds (DC 14), Solid Note
0 (at will) Read Magic, Detect Magic, Prestidigitation (DC 13), Light, Scrivener's Chant, Sift
Str 14, Dex 16, Con 10, Int 12, Wis 10, Cha 16
Base Atk +4; CMB +8; CMD 19
Feats Bard Weapon Proficiencies, Deadly Aim -2/+4, Lingering Performance, Point Blank Shot, Precise Shot, Weapon Focus (Shortbow)
Traits Historian (Human - Garundi), Tomb Raider (Perception)
Skills Acrobatics +9, Appraise +7, Bluff +9, Climb +8, Diplomacy +10, Disable Device +17, Disguise +5, Escape Artist +5, Fly +5, Heal +2, Intimidate +5, Knowledge (arcana) +10, Knowledge (dungeoneering) +11, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +11, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +12, Perception +16, Profession (scribe) +14, Ride +5, Sense Motive +9, Sleight of Hand +10, Spellcraft +9, Stealth +5, Survival +2, Swim +4, Use Magic Device +14
Languages Azlanti, Common, Draconic, Kelish, Osiriani, Osiriani, Ancient, Polyglot, Varisian, Vudrani
SQ Archaeologist's Luck +2 (7 rounds/day), Bardic Knowledge +3, Clever Explorer +3 (take 10 & magic traps), Cold weather outfit, Dawnflower Sash, Earplugs, Furs, Lore Master (1/day), Ring of Sustenance, Risen Guard, Scrivener (empty), Tool, Masterwork Caligraphy set
Combat Gear +1 Darkwood Buckler, +1 Darkwood Shortbow, Composite (Str +2), Arrows (10), Arrows (10), Arrows, Blunt (20), Cold Iron Arrows (50), Dagger, Hanbo, Mithral Shirt; Other Gear Air Crystal, Alchemical Grease (2), Bedroll, Blanket, Blanket, winter, Candle, Case, map or scroll (10 @ 0 lbs), Charcoal Stick, Cloak of Resistance, +1, Cold weather outfit, Dawnflower Sash, Earplugs, Fishhook (2), Flint and steel, Flotation device, Furs, Hammer, Handy Haversack (36 @ 64.7 lbs), Ink (1 oz. vial, black) (2), Inkpen, Ioun Stone, Dark Blue Rhomboid (Cracked), Ioun Stone, Deep Red Sphere (Cracked) (Disable Device), Ioun Stone, Dusty Rose Prism (Cracked), Ioun Stone, Incandescent Blue Sphere (Cracked) (Profession [scribe]), Iron Spike (4), Journal, Journal, Measuring Cord (10 ft.) (4), Mug/Tankard, clay, Pantograph, Paper (sheet) (10), Pouch, belt (3 @ 0 lbs), Powder, Rations, trail (per day) (7), Ring of Sustenance, Risen Guard, Rope, silk (50 ft.) (2), Sack (12 @ 24 lbs), Scrivener (empty), Scroll of Tongues, Sealing wax, Sewing needle, Soap, Bar (50 uses), Soothe Syrup, String (50'), Thieves' tools, masterwork, Thread (50 ft.), Tool, Masterwork Caligraphy set, Wand of Cure Light Wounds, Waterskin, Weapon Blanch, Adamantine, Weapon Blanch, Silver, Whetstone, Whistle, Signal, Wrist sheath (1 @ 1 lbs)
Special Abilities
Archaeologist's Luck +2 (7 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +3 (Ex) Add + 3 to all knowledge skill checks.
Clever Explorer +3 (take 10 & magic traps) (Ex) Half time to use disable device. Can always take 10 & disarm magic traps.
Cold weather outfit +5 Fort save vs. cold weather.
Dawnflower Sash This long strip of red Qadiran fabric is designed to wrap around your waist or head several times and be held in place by its ankhshaped clasp of red gold. When worn, you remain comfortable even in warm environments as if protected by endure elements. If you unwrap it to its full length and hold the clasp in your hand, you can feather fall once per day, briefly leaving behind a trail of pleasant red-gold light as bright as a torch.

If Sarenrae is your patron, once per day by command, you can use the sash to cast cure light wounds. You may trigger this ability automatically if you are reduced to -1 hit points or less, though thereafter you must recharge it by placing it in strong sunlight for 8 continuous hours. At will, you may cause the clasp to shine as brightly as a torch or cease this illumination; the light is warm, feels like sunlight, and is enough to make sun-fearing creatures slightly uncomfortable but not enough to cause them harm.

Requirements Craft Wondrous Item, cure light wounds, endure elements, feather fall, light; Cost 1,250 gp
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Furs +2 Fort vs. Cold Weather (does not stack with Survival skill's bonuses)
Lingering Performance Bardic Performances last 2r after you stop concentrating.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Ring of Sustenance This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.

Faint conjuration; CL 5th; Forge Ring, create food and water; Price 2,500 gp.
Risen Guard +2 to Fort saves vs death and negative levels.
Scrivener (empty) +1 to Profession (scribe) for Day Job & use Linguistics to detect forgery.
Tool, Masterwork Caligraphy set This is the perfect tool for hearing and gives you a +2 circumstance bonus on audible Perception.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

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