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Unra Fransk

Cephlian bard (archaeologist) 3 - CR 2


No Alignment Humanoid (Aquatic)
Ability

Score

STR

Modifier

STRENGTH

DEX
DEXTERITY

CON
CONSTITUTION

INT
INTELLIGENCE

WIS
WISDOM

CHA
CHARISMA

Saving Throw

-1

14

+2

10

20

+5

10

18

+4

Total

Base

FORTITUDE

+1 =

+1

REFLEX

+5 =

+3

(CONSTITUTION)
(DEXTERITY)

Temporary

Ability

Resist

Misc

Temp

Notes

+2

Trap Sense : +1 bonus vs. traps

WILL

+3 =

(WISDOM)

+3

Steadfast Personality : +4 insight bonus vs mind-affecting


effects
Total

AC

15

Touch AC

Armor Shield Dex

=
10

+3

Size Natur Deflec Dodge Misc

+2

12

Flat-Footed AC

13

Trap Sense : +1 bonus vs. traps

CM Bonus
CM Defense

+1
13

BAB

Strength

Size

Misc

+2

-1

= 10

BAB

Strength

Dexterity

Size

+2

-1

+2

See the AC section (above) for situational modifiers that may also apply to
CMD

Hero Points

HP

Base Attack

+2

Initiative

+6

Speed

18

Damage / Current HP

Skill Name

+8
+5
+8
-1
+11
+10
+8
+4
+2
+2
+0
+8
+16
Knowledge (dungeoneering) +10
Knowledge (engineering)
+10
Knowledge (geography)
+10
Knowledge (history) +10
Knowledge (local)
+10
Knowledge (nature) +10
Knowledge (nobility) +10
Knowledge (planes) +10
Knowledge (religion) +10
Linguistics
+11
Perception
+1
Profession (sailor)
+4
Ride
+2
Sense Motive
+0
Spellcraft
+11
Stealth
+2
Survival
+0
+11
+10

Swim
Use Magic Device

Ranks

3
1
3
3
3
1
3
1
1
1
1
1
1
1
1
1
3
1
3
-

INT (5)
CHA (4)
STR (-1)
INT (5)
CHA (4)
DEX (2)
CHA (4)
DEX (2)
DEX (2)
WIS (0)
CHA (4)
INT (5)
INT (5)
INT (5)
INT (5)
INT (5)
INT (5)
INT (5)
INT (5)
INT (5)
INT (5)
INT (5)
WIS (0)
WIS (0)
DEX (2)
WIS (0)
INT (5)
DEX (2)
WIS (0)

Temp

STR (-1)
CHA (4)

Feats

Rapier
Crit: 18-20/2
1-hand, P

+1 lamellar cuirass

+3

Ability

DEX (2)

Wayfinder: +2 to avoid becoming lost

30 ft

Main hand: +1, 1d6-1


Both hands: +1, 1d6-1

Total

Acrobatics
Appraise
Bluff
Climb
Craft (alchemy)
Diplomacy
Disable Device
Disguise
Escape Artist
Fly
Heal
Intimidate
Knowledge (arcana)

Max Dex: +4, Armor Check: Spell Fail: 5%, Light

Armor Proficiency (Light)


When you wear a type of armor with which you are proficient, the armor
check penalty for that armor applies only to Dexterity- and Strength-based skill
checks.

Bard Weapon Proficiencies


You are proficient with the Longsword, Rapier, Sap, Shortsword, Shortbow
and Whip.

Improved Initiative
You get a +4 bonus on initiative checks.

Shield Proficiency
You can use a shield and take only the standard penalties.

Simple Weapon Proficiency - All


Proficient with all simple weapons.

Skill Focus (Knowledge [arcana])


You get a +3 bonus on all checks involving the chosen skill.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.

Feats
Steadfast Personality
You rely on your assuredness and sense of self to help keep your mind clear.
Benefit: You gain an insight bonus on Will saving throws against mind-affecting
effects equal to your Charisma modifier (minimum 0).

Experience & Wealth


Experience Points: 3300/6000
Current Cash: 44 gp, 8 sp
Reputation: Fame: 7, PP: 7, 100 miles.

Traits
Natural-Born Leader
Your cohorts, followers, and summoned creatures gain +1 vs. Mind-affecting
effects, +1 Leadership score if you have the Leadership feat.

Reluctant Apprentice
You are trained in Knowledge (arcana) even if you have no ranks in it.

Gear
Total Weight Carried: 20/80 lbs, Light Load
(Light: 26 lbs, Medium: 53 lbs, Heavy: 80 lbs)
+1 lamellar cuirass
8 lbs
Alchemy crafting kit <In: Dropped to ground (2 @ 36.5 5 lbs
lbs)>
Artisan's
outfit (Free)
Backpack (23 @ 29.5 lbs) <In: Dropped to ground (2 2 lbs
@ 36.5 <In:
Bedroll
lbs)>Backpack (23 @ 29.5 lbs)>
5 lbs
Belt pouch (empty)
0.5 lbs
Flint and steel <In: Backpack (23 @ 29.5 lbs)>
Hat
0.5 lbs
Ink, black <In: Backpack (23 @ 29.5 lbs)>
Inkpen <In: Backpack (23 @ 29.5 lbs)>
Mess kit <In: Backpack (23 @ 29.5 lbs)>
1 lb
Pirate clothes, fancy
6 lbs
Pot <In: Backpack (23 @ 29.5 lbs)>
4 lbs
Potion of cure moderate wounds
Potion of invisibility
Rapier
2 lbs
Soap <In: Backpack (23 @ 29.5 lbs)>
0.5 lbs
Thieves' tools, masterwork
2 lbs
Torch x10 <In: Backpack (23 @ 29.5 lbs)>
1 lb
Trail rations x5 <In: Backpack (23 @ 29.5 lbs)>
1 lb
Waterskin <In: Backpack (23 @ 29.5 lbs)>
4 lbs
Wayfinder (empty)
1 lb

Special Abilities

Special Abilities
Trap Sense +1 (Ex)
A character 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
character reaches 6th level, to +3 when she reaches 9th level, to +4 when she
Uncanny
Dodge
reaches 12th
level, to (Ex)
+5 at 15th, and to +6 at 18th level.
You gain the ability to react to danger before her senses would normally allow
you
to
do
so.
You
cannot
be from
caught
flat-footed,
norstack.
do you lose your Dex
Trap sense bonuses gained
multiple
classes
bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to
AC if immobilized. You can still lose your Dexterity bonus to AC if an
Water
Child
(Ex) uses the feint action against you.
opponent
successfully
Benefit: Members of this race gain a +4 racial bonus on Swim checks, can
always take 10 while swimming, and may choose Aquan as a bonus
language.

Tracked Resources
Archaeologist's Luck +1 (8 rounds/day) (Ex)

Potion of cure moderate wounds


Potion of invisibility
Torch
Trail rations

Languages
Cephlian

Spells & Powers


Bard (Archaeologist) spells known (CL 3rd;
concentration +7)
Melee Touch +1 Ranged Touch +4
1st (4/day) feather fall , identify, memorize page ACG ,
vanishAPG (DC 15)
0th (at will) detect magic , mage hand , message,
prestidigitation, read magic , scrivener's chant

Amphibious (Ex)
Creatures with this special quality have the aquatic subtype, but they can survive
indefinitely on land.

Archaeologist's Luck +1 (8 rounds/day) (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
Bardic
Knowledge
+1 (Ex)
action, but
it ends immediately
if the archaeologist is killed, paralyzed, stunned,
A
bard orunconscious,
skald adds 1/2
class level
(minimum
on allaKnowledge
knocked
or his
otherwise
prevented
from1)taking
free actionskill
to maintain
checks,
and may
make all Knowledge
skill checks
untrained.
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.
Clever
Explorer
+1 (Ex)
Like
bardic
it cannot
same
time as
other
At 2nd
level,performance,
an archaeologist
gainsbea maintained
bonus equalattothe
half
his class
level
on
performance
abilities.
This bonus
increases
to +2
at 5thintricate
level, +3and
at 11th
level, and
Disable Device
and Perception
checks.
He can
disable
complex
+4
at
17th
level.
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
Hero
Points
checks,
even if distracted or endangered, and can disarm magical traps. This
Hero
canthe
be versatile
spent at any
time and ability.
do not require an action to use
abilitypoints
replaces
performance
(although the actions they modify consume part of your characters turn as
normal). You cannot spend more than 1 hero point during a single round of
combat. Whenever a hero point is spent, it can have any one of the following
Low-Light
Vision
effects.
See twice as far as a human in low light, distinguishing color and detail.
Act Out of Turn
can spend a hero point to take your turn immediately.
Swimming
(30: You
feet)

Treat
this as
a readied
action, moving your initiative to just before the currently
You have
a swim
speed.
acting creature. You may only take a move or a standard action on this turn.
You gain a +8 racial bonus to swim checks to perform a special action or avoid a
Bonus:
If used
before
a roll
made,
a heroeven
pointwhen
grants
you a +8orluck
bonus to
hazard. You
may
take 10
onisswim
checks,
distracted
endangered.
any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You
can use a hero point to grant this bonus to another character, as long as you are
in the same location and your character can reasonably affect the outcome of the
roll (such as distracting a monster, shouting words of encouragement, or otherwise
Hero LabHero
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aiding another with the check).
points
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grant of LWD Technology, Inc. Free download at http://www.wolflair.com
and +2
associated
only half the listed bonus (+4 Pathfinder
before the roll,
after themarks
roll). and logos are trademarks of Paizo Publishing, LLC, and are used under license.
Extra Action : You can spend a hero point on your turn to gain an additional
standard or move action this turn.
Inspiration:
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