A Knight Protector - Hakim Fedi

Bard (Archaeologist) 7 / Gunslinger (Mysterious Stranger) 1

Description:

STR: 15
DEX: 16
CON: 12
INT: 14
WIS: 13
CHA: 17

Hit Points: 58
Armor Class: 21, Touch 15, Flat Footed 17, CMD 23
Initiative: 3

Fort: 7
Ref: 12
Will: 8

Abilities:
Archaeologist’s Luck: 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

Cantrips

Heart of Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a bonus equal to half their character level on Survival checks. They also gain a +5 bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces the skilled racial trait.

Clever Explorer: 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: At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name.

This ability replaces well-versed.

Trap Sense: 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.

Rogue Talent: Combat Feat (2 Weapon Fighting)

Grit
A mysterious stranger is a force to be reckoned with. Instead of using her Wisdom to determine the number of grit points she gains at the start of each day, she uses Charisma. This ability works in all other ways like the Gunslinger’s grit class feature.

Deeds
Focused Aim: At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack. This deed replaces the quick clear deed.

Deadeye: At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Gunslinger’s Dodge: At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Feats:
Combat Expertise
Extra Traits
Point Blank Shot
Improved Trip

Traits:
Explorer: Your family heritage is filled with proud and renowned explorers, and you are a natural wayfinder. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.

Finding Haleen: You never knew your parents—perhaps they died when you were a child, or maybe you were taken from them and raised elsewhere as a slave. You owe your sanity and your life to a woman named Haleen. She could be your sister or merely a childhood companion, but whatever your relationship to her, she took care of you and protected you. She’s always been a part of your life, and although her temper often kept her from making friends or keeping a job, she’s always been kind to you. Haleen was instrumental in securing your freedom from slavery or making sure you got a good apprenticeship or job in society—but recently, she’d been growing strangely morose and depressed. You and Haleen normally kept no secrets, but whatever was bothering her wasn’t something she shared with you. One night, she vanished, leaving you a brief note, begging you to forget her and to get on with your life, but something about the note bothered you—something in the way she phrased her words struck you as forced. You may be convinced she’d been kidnapped, forced to leave against her will, or even magically controlled, but you also suspect that she left you to protect you from something—that was ever her way. You’re now convinced that it’s time for you to step in and protect her, but you had no idea where she may have gone until recently. Several months have passed since she disappeared, and you’ve spent those months searching for clues to her location, and you’ve finally found a lead—a mysterious note, a strange dream, the result of a back-alley divination, or a report of a sighting of a woman matching Haleen’s description has come to you, placing Haleen in the vicinity of an old ghost town named Kelmarane. What she’s doing there and how she came to be there makes no sense to you yet, but the lead is the strongest one you’ve had. This and Garavel’s advertisement for mercenaries to accompany him to the region is all the omen you need. You joined Garavel’s group and eagerly await the day you’ll be leaving for Kelmarane. Although Haleen chose to become a swashbuckling adventurer, she always encouraged you to seek your own path.

The class you chose at 1st level is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain. If multiple PCs take this trait, they should be siblings who were both protected and raised by Haleen.

Goldfinger: Your family comes from a long, proud tradition of housebreaking and thievery. You are a strong part of that tradition. You gain a +1 trait bonus on Disable Device and Sleight of Hand checks, and one of these skills (your choice) becomes a class skill for you.

Prehensile Whip: You can use a whip as if it were a rope with a grappling hook at the end. Attaching your whip is a standard action, but detaching it is a full-round action.

Skills:
Acrobatics: 10
Appraise: 6
Bluff: 11
Climb: 5
Diplomacy: 11
Disable Device: 15
Disguise: 8
Escape Artist: 8
Heal: 2
Intimidate: 2
Knowledge (Arcana): 10
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: 6
Perception: 12
Ride: 3
Sense Motive: 9
Spellcraft: 9
Stealth: 9
Survival: 10
Swim: 1
Use Magic Device: 12

Languages:
Gnoll
Kelish
Taldoran
Ancient Osirian

Spells:
0-Level (6 Known – DC13)
Daze
Detect Magic
Light
Mending
Open / Close
Read Magic

1st-Level (7 Known – DC14 – 5/day
Cure, Light Wounds
Comprehend Languages
Touch of Gracelessness
Feather Fall
Ear Piercing Scream
Vanish
Weapon Wand

2nd-Level (5 Known – DC 15 – 4/day)
Cure, Moderate Wounds
Invisibility
Mirror Image
Silence
Blindness / Deafness

3rd-Level (2 Known – DC16 – 2/day)
Cure Serious Wounds
Slow

Weapons:
Pistol (Magic), 9 AB, 1d8, x4 [80 bullets, 10 Silver, 10 Adamantium]
Longsword (Magic), 10 AB, 1d8+2, 19-20/x2
Scorpion Whip (Magic), 11 AB, 1d4+2, x2, 15 ft Reach, Disarm, Trip +2

Equipment:
Alchemist Fire x4
Antitoxin
Beneficial Bandolier
Chainshirt, MW
Cure Light Wand: 15 Charges
Cure Mod Potion
Heavy Darkwood Shield
Holy Water x4
Melaku’s Spellbook
Peripat of Wound Closure
Potion Belt, MW
Restoration Wand: 19 Charges
Staff of Shishak
Tanglefoot Bag

Backpack, Bedroll, Camel, Candles, Case: Scroll, Chalk, Courtier’s Outfit, Crowbar, Flint & Steel, Grappling Hook, Paper, Rations: Trail, Rope: Silk, Torches, Waterskins, Whetstone.

PP: 407, GP: 0, SP: 6, CP: 2

Christmas Tree, Feat, and Stat Planning
2. (Cha 15)
3. (Dex 15, Wisdom Skills +1) (Improved Trip)
4. (AC +1, Saves +1) (Str 14)
5. (Cha 16) (Fury’s Fall)
6. (Dex 16, Whip +1)
7. (AC +1, Saves +1, Prowess +1) (Needs a Feat)
8. (Cha 17, Str 15) (Wis 13)
9. (Whip +1, Crossbow, Light +1, Prowess +1) (Greater Trip)
10. (AC +1, Saves +1)
11. (Cha 18, Dex 17, Str 16, Prowess +1) (Needs a Feat)
12. (AC +1, Whip +1, Crossbow, Light +1) (Wis 14)
13. (Cha 19, Saves +1, Prowess +1) (Needs a Feat)
14. (Dex 18, AC +1, Crossbow, Light +1)
15. (Cha 20, Dex 19, Str 17, Whip +1, Prowess +1) (Needs a Feat)

Bio:

A Knight Protector - Hakim Fedi

Genie Wars part I: The Legacy of Fire EAK Kevtor