A wise man once said, "It belongs in a museum!"... words to live by I guess.
- Eyes
- Bright blue
- Hair
- Blonde, swept style
- Skin Tone/Pigmentation
- Tanned, marked with bright blue tattoos
- Height
- 5'9"
- Weight
- 135
Jax Malthor
Male half-elf bard (archaeologist) 3/rogue 3 (Pathfinder RPG Ultimate Combat 32)
CG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +10
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Defense
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 52 (6d8+12)
Fort +3, Ref +12, Will +7; +2 vs. enchantments
Defensive Abilities dual minded[APG], evasion, trap sense +2, uncanny dodge; Immune sleep
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Offense
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Speed 0 ft.
Melee dagger +8 (1d4/19-20) or unarmed strike +8 (1d3 nonlethal)
Ranged +1 heavy crossbow +9 (1d10+1/19-20)
Special Attacks archaeologist's luck 5 rounds/day (+1), sneak attack +2d6
Bard (Archaeologist) Spells Known (CL 3rd; concentration +4)
0 (at will)—detect magic, know direction, light, mage hand, open/close (DC 11), read magic
1st (4/day)—borrow skill[APG] (DC 12), comprehend languages, cultural adaptation[UI], cure light wounds
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Statistics
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Str 10, Dex 19, Con 12, Int 18, Wis 12, Cha 12
Base Atk +4; CMB +4; CMD 18
Feats Deft Hands, Lightning Reflexes, Twist Away[ACG], Weapon Finesse
Traits seeking adventure
Skills Acrobatics +3, Appraise +10, Bluff +6, Climb -1, Craft (traps) +14, Diplomacy +6, Disable Device +11, Disguise +6, Escape Artist +3, Knowledge (arcana) +11, Knowledge (dungeoneering) +13, Knowledge (engineering) +11, Knowledge (geography) +10 (+12 to navigate in the wilderness), Knowledge (history) +13, Knowledge (nobility) +10, Knowledge (planes) +9, Knowledge (religion) +10, Linguistics +10, Perception +10, Sense Motive +6, Sleight of Hand +5, Spellcraft +9, Stealth +3, Survival +1 (+5 to avoid getting lost if used with astrolabe, +3 to avoid becoming lost, +3 to navigate in the wilderness), Swim -1, Use Magic Device +7; Racial Modifiers +2 Perception
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Infernal
SQ bardic knowledge +1, clever explorer +1, elf blood, rogue talent (trap spotter), trapfinding +1
Combat Gear caltrops (15), oil (10 Other Gear +1 mithral chain shirt, +1 studded leather, +1 heavy crossbow with 1 grappling bolt, crossbow bolts (20), dagger, immovable rod, wayfinder[ISWG], astrolabe (apg)[APG], belt, belt pouch, blanket[APG], block and tackle, candle (5), chalk (4), collapsible plank[UE], colored ink (3), crowbar, drill[APG], flask, flint and steel, folding ladder[UE], grappling bolt[UE], grappling hook, hammer, hammock[UE], hollow book[UI], hooded lantern, ink, inkpen, iron spike[APG] (4), marbles[APG] (5), marlinspike[ACG], masterwork backpack[APG], masterwork tool, masterwork tool, mirror, mug/tankard, paper (30), periscope[APG], piton (10), pole, pot, scroll belt[UI], scroll case, sealing wax, sextant[APG], shovel, signet ring, sledge, small false-bottomed chest[UE], soap, spider's silk rope (200 ft.)[APG], string or twine[APG], sunrod (10), trail rations (5), waterskin, wooden holy symbol of Cayden Cailean, light horse, 46 gp, 9 cp
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Tracked Resources
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Archaeologist's Luck +1 (5 rounds/day) (Ex) - 0/5
Crossbow bolts - 7/20
Dagger - 0/1
Harrow Points - 0
Light (At will) - 0/0
Sunrod - 0/10
Trail rations - 0/5
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Special Abilities
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Archaeologist's Luck +1 (5 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Clever Explorer +1 (Ex) Half time to use disable device.
Dual Minded +2 Will saves.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Twist Away When in light or no armor, may make Ref save instead of Fort, if red eff, avoid entirely.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Male half-elf bard (archaeologist) 3/rogue 3 (Pathfinder RPG Ultimate Combat 32)
CG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +10
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Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 52 (6d8+12)
Fort +3, Ref +12, Will +7; +2 vs. enchantments
Defensive Abilities dual minded[APG], evasion, trap sense +2, uncanny dodge; Immune sleep
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Offense
--------------------
Speed 0 ft.
Melee dagger +8 (1d4/19-20) or unarmed strike +8 (1d3 nonlethal)
Ranged +1 heavy crossbow +9 (1d10+1/19-20)
Special Attacks archaeologist's luck 5 rounds/day (+1), sneak attack +2d6
Bard (Archaeologist) Spells Known (CL 3rd; concentration +4)
0 (at will)—detect magic, know direction, light, mage hand, open/close (DC 11), read magic
1st (4/day)—borrow skill[APG] (DC 12), comprehend languages, cultural adaptation[UI], cure light wounds
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Statistics
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Str 10, Dex 19, Con 12, Int 18, Wis 12, Cha 12
Base Atk +4; CMB +4; CMD 18
Feats Deft Hands, Lightning Reflexes, Twist Away[ACG], Weapon Finesse
Traits seeking adventure
Skills Acrobatics +3, Appraise +10, Bluff +6, Climb -1, Craft (traps) +14, Diplomacy +6, Disable Device +11, Disguise +6, Escape Artist +3, Knowledge (arcana) +11, Knowledge (dungeoneering) +13, Knowledge (engineering) +11, Knowledge (geography) +10 (+12 to navigate in the wilderness), Knowledge (history) +13, Knowledge (nobility) +10, Knowledge (planes) +9, Knowledge (religion) +10, Linguistics +10, Perception +10, Sense Motive +6, Sleight of Hand +5, Spellcraft +9, Stealth +3, Survival +1 (+5 to avoid getting lost if used with astrolabe, +3 to avoid becoming lost, +3 to navigate in the wilderness), Swim -1, Use Magic Device +7; Racial Modifiers +2 Perception
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Infernal
SQ bardic knowledge +1, clever explorer +1, elf blood, rogue talent (trap spotter), trapfinding +1
Combat Gear caltrops (15), oil (10 Other Gear +1 mithral chain shirt, +1 studded leather, +1 heavy crossbow with 1 grappling bolt, crossbow bolts (20), dagger, immovable rod, wayfinder[ISWG], astrolabe (apg)[APG], belt, belt pouch, blanket[APG], block and tackle, candle (5), chalk (4), collapsible plank[UE], colored ink (3), crowbar, drill[APG], flask, flint and steel, folding ladder[UE], grappling bolt[UE], grappling hook, hammer, hammock[UE], hollow book[UI], hooded lantern, ink, inkpen, iron spike[APG] (4), marbles[APG] (5), marlinspike[ACG], masterwork backpack[APG], masterwork tool, masterwork tool, mirror, mug/tankard, paper (30), periscope[APG], piton (10), pole, pot, scroll belt[UI], scroll case, sealing wax, sextant[APG], shovel, signet ring, sledge, small false-bottomed chest[UE], soap, spider's silk rope (200 ft.)[APG], string or twine[APG], sunrod (10), trail rations (5), waterskin, wooden holy symbol of Cayden Cailean, light horse, 46 gp, 9 cp
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Tracked Resources
--------------------
Archaeologist's Luck +1 (5 rounds/day) (Ex) - 0/5
Crossbow bolts - 7/20
Dagger - 0/1
Harrow Points - 0
Light (At will) - 0/0
Sunrod - 0/10
Trail rations - 0/5
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Special Abilities
--------------------
Archaeologist's Luck +1 (5 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Clever Explorer +1 (Ex) Half time to use disable device.
Dual Minded +2 Will saves.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Twist Away When in light or no armor, may make Ref save instead of Fort, if red eff, avoid entirely.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Appearance
Mentality
Known Languages
Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Infernal
Personality
The major events and journals in Jax's history, from the beginning to today.
The list of amazing people following the adventures of Jax.
Social