| WEIGHT ALLOWANCE |
| Light |
43 |
Medium |
86 |
Heavy |
130 |
| MONEY |
|
Unspent Funds = 0.0 |
*Bite
|
TOTAL ATTACK BONUS |
DAMAGE |
CRITICAL |
+9
|
1d6+7
|
20/x2
|
| HAND |
RANGE |
TYPE |
SIZE |
SPECIAL PROPERTIES |
Primary
|
0 ft.
|
BP
|
M
|
|
Crossbow, Light
|
HAND |
TYPE |
SIZE |
CRITICAL |
Carried
|
P
|
M
|
19-20/x2
|
| Range |
30 ft.'
|
80 ft.'
|
160 ft.'
|
240 ft.'
|
320 ft.'
|
| Bonus |
+9
|
+9
|
+7
|
+5
|
+3
|
| Dam |
1d8+2 |
1d8+2 |
1d8+2 |
1d8+2 |
1d8+2 |
Ammunition Used
|
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ |
Special Properties
|
|
| 1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand. |
|
| PROFICIENCIES |
Battle Aspergillum, Bayonet, Bite, Blowgun, Boar Spear, Brass Knuckles, Cestus, Claw, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Chain), Dagger (Punching), Dart, Gaff, Gauntlet, Gauntlet (Spiked), Grapple, Javelin, Longspear, Longsword, Mace (Heavy), Mace (Light), Mere Club, Morningstar, Quarterstaff, Rapier, Rock, Sap, Shortbow, Shortspear, Sickle, Sling, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Splash Weapon, Stake, Sword (Short), Unarmed Strike, Underwater Crossbow (Heavy), Underwater Crossbow (Light), Whip
|
| Archetypes |
| Archaeologist
No stodgy researcher, this Archaeologist meets his research head-on in the field. Archaeologists sacrifice the bard's inspirational performance for a smattering of rogue talents. This archetype also fits roguelike characters that focus more on learning than on stabbing foes in the back. |
| SPECIAL ATTACKS |
|
Disease
(Su)
|
[Paizo Inc. - Bestiary, p.146] |
|
Ghoul Fever: Bite--injury; save Fort DC 15; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. |
|
Paralysis
(Su)
|
[Paizo Inc. - Bestiary, p.146] |
|
This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can resist it with a Fortitude saving throw DC 15. Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. |
| SPECIAL QUALITIES |
|
Archaeologist's Luck
(Ex)
|
[Paizo Inc. - Ultimate Combat, p.32] |
|
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. (9 uses per day with +2 bonus) |
|
Armored Casting
(Ex)
|
[Paizo Inc. - Core Rulebook, p.35] |
|
You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. |
|
Bardic Knowledge
(Ex)
|
[Paizo Inc. - Core Rulebook, p.35] |
|
You add +3 to all Knowledge checks and may make all Knowledge skill checks untrained. |
|
Bardic Performance
|
[Paizo Inc. - Ultimate Combat, p.32] |
|
Archaeologists do not gain the bardic performance ability or any of its performance types. |
|
Black Market Connections
(Ex)
|
[Paizo Inc. - Ultimate Combat, p.69] |
|
A rogue with this talent gains better access to magic items from black market connections. She treats every settlement as one size greater (see Table 15-1 on page 461 of the Core Rulebook) for the purpose of determining the gp limit of the base value of items for sale, as well as the number of minor, medium, and major magic items for sale in the settlement. If the settlement is already a metropolis, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful Diplomacy check, the rogue can treat the settlement as two sizes larger. If the settlement is already a metropolis and she succeeds at the check, all magic items are for sale. If the settlement is already a large city and she succeeds at the check, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful check, the rogue can also sell stolen items on the black market. If the check fails by 5 or more, the rogue does something to spook the market, and treats the city as normal for 1 week. Furthermore, those in control of the black market may alert the authorities to the rogue's presence in an act of reprisal for spooking the market or to divert attention away from their illicit activities. The DCs of the checks are by settlement size and are given in the table below. |
|
Cantrips
|
[Paizo Inc. - Core Rulebook, p.38] |
|
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. |
|
Channel Resistance
(Ex)
|
[Paizo Inc. - Bestiary, p.298] |
|
You are less easily affected by clerics or paladins. You add +4 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy. |
|
Clever Explorer
(Ex)
|
[Paizo Inc. - Ultimate Combat, p.32] |
|
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. |
|
Darkvision
(Ex)
|
[Paizo Inc. - Bestiary] |
|
Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. |
|
Evasion
(Ex)
|
[Paizo Inc. - Ultimate Combat, p.32] |
|
At 6th level, an Archaeologist gains evasion, as the rogue ability of the same name. |
|
Evasion
(Ex)
|
[Paizo Inc. - Core Rulebook] |
|
You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion. |
|
Immunity to Ability Drain
(Ex)
|
[Paizo Inc. - Bestiary, p.301] |
|
You are immune to ability drain attacks. |
|
Immunity to Death Effects
(Ex)
|
[Paizo Inc. - Bestiary, p.301] |
|
You are never subject to death effects. |
|
Immunity to Death from Massive Damage
(Ex)
|
[Paizo Inc. - Bestiary, p.301] |
|
You are not at risk of death from massive damage. |
|
Immunity to Disease
(Ex)
|
[Paizo Inc. - Bestiary, p.301] |
|
You are never subject to disease effects. |
|
Immunity to Energy Drain
(Ex)
|
[Paizo Inc. - Bestiary, p.301] |
|
You are immune to energy drain attacks. |
|
Immunity to Exhaustion
(Ex)
|
[Paizo Inc. - Bestiary, p.301] |
|
You can never be exhausted. |
|
Immunity to Fatigue
(Ex)
|
[Paizo Inc. - Bestiary, p.301] |
|
You can never be fatigued. |
|
Immunity to Mind-Affecting Effects
(Ex)
|
[Paizo Inc. - Bestiary, p.301] |
|
You are never affected by mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). |
|
Immunity to Nonlethal Damage
(Ex)
|
[Paizo Inc. - Bestiary, p.301] |
|
You are never subject to nonlethal damage. |
|
Immunity to Paralysis
(Ex)
|
[Paizo Inc. - Bestiary, p.301] |
|
You can never be paralyzed. |
|
Immunity to Poison
(Ex)
|
[Paizo Inc. - Bestiary, p.301] |
|
You never take poison damage. |
|
Immunity to Sleep
(Ex)
|
[Paizo Inc. - Bestiary, p.301] |
|
You are never subject to sleep effects. |
|
Immunity to Stunning
(Ex)
|
[Paizo Inc. - Bestiary, p.301] |
|
You are never subject to stunning. |
|
Lore Master
(Ex)
|
[Paizo Inc. - Core Rulebook, p.38] |
|
You have become a master of lore and can take 10 on any Knowledge skill check that you have ranks in. You can choose not to take 10 and can instead roll normally. In addition, 1 times per day, you can take 20 on any Knowledge skill check as a standard action. |
|
Rogue Talents
|
[Paizo Inc. - Ultimate Combat, p.32] |
|
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. |
|
Trap Sense
(Ex)
|
[Paizo Inc. - Ultimate Combat, p.32] |
|
At 3rd level, an Archaeologist gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level. |
|
Trap Sense
(Ex)
|
[Paizo Inc. - Core Rulebook] |
|
You gain a +2 bonus on Reflex saves made to avoid traps, and a +2 dodge bonus to AC against attacks made by traps. |
|
Uncanny Dodge
(Ex)
|
[Paizo Inc. - Ultimate Combat, p.32] |
|
At 2nd level, an Archaeologist gains uncanny dodge, as the rogue class feature of the same name. This ability replaces well-versed. |
|
Uncanny Dodge
(Ex)
|
[Paizo Inc. - Core Rulebook] |
|
You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity 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 opponent successfully uses the feint action against you. |
| FEATS |
| Arcane Strike |
[Paizo Inc. - Core Rulebook, p.118] |
| As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, you gain a +2 damage bonus and your weapons are treated as magic for the purpose of overcoming damage reduction. |
| As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level. |
| Civilized Ghoulishness |
[Allard Hoeve - Houserules] |
| Although undead, you can easily pass as living. |
| Your appearance is such that, while pale-skinned and gaunt, you can pass as a living humanoid of your choice. You gain a +10 racial bonus on Disguise checks made to appear human, and your channel resistance increases by +2. |
| Weapon Finesse |
[Paizo Inc. - Core Rulebook, p.136] |
| You are trained in using your agility in melee combat, as opposed to brute strength. |
| With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. |
|