Okay, here's my first pass on Tac the Archaeologist Bard. I threw the 'odd artifact' bit into his background, though I can always excise it. The short list of changes:
Abilities: shuffled a few points from Int to Cha
Feats: Swapped out Weapon Finesse for Point Blank Shot. I figure as a caster now, he's more likely to try to stick to range. I'm debating dropping Dodge for Rapid Shot, but I'm always nervous about AC.
Traits: Swapped out both of them, actually. Mathematical Prodigy isn't necessary since Engineering's now a class skill for him. Replaced that with a trait that fixes the Disable Device-as-non-class problem, instead. Since the fluff for the change was also basically "ancient knowledge downloaded into his brain," I was also thinking Theoretical Magician might be a neat trait.
Skills: Shuffled around again. Fewer physical skills traded in for a smattering of Know skills. Again, fits the fluff as well as the strengths of the new class.
Spells: well, he has them now.
With a subpar casting stat, it seemed best to try to take utility / buffing spells rather than anything that would grant a saving throw, since his save DC's will be pretty low.
Equipment: just added a component pouch. Maybe that's what the artifact is after it finishes working its mojo on Tac?
Also, made a call on the Archaeologist's Luck ability. The description doesn't include the "+2 per level after 1" wording that bardic performance does, but I read the "counts as bardic performance for effects, abilities, feats..." as meaning they intend it to work the same way with the exception of having specific performance types. The bonus scales just like Inspire Courage, as well, so it's not like it's an auto-win ability that needs a duration nerf.
[sblock=Tac Abor]
[sblock=Game Info]
Race: Human
Class: Bard (Archaeologist)
Level: 2
Hero Points: 1
Alignment: Neutral
Languages: Common, Draconic (int bonus)
Deity:None[/sblock]
[sblock=Abilities]
STR: 10 +0
DEX: 18 +4
CON: 10
INT: 12 +1
WIS: 16 +3
CHA: 13 +1[/sblock]
[sblock=Combat]
HP: 16 = [2d8 + 0] + 2 (favored class bonus)
AC: 17 = 10 + 2 (armor) + 4 (DEX) +1 (Dodge)
AC Touch: 15 = 10 + 4 (DEX) +1 (Dodge)
AC Flatfooted: 12 = 10 + 2 (armor) (* only flatfooted immobilized/ feinted)
INIT: +4 = +4 (DEX)
BAB: +1 = +1 (Bard)
CMB: +1 = +0 (STR) + 1 (BAB)
CMD: 15 = 10 + 0 (STR) + 4 (DEX) + 1 (BAB)
Fort: +0 = +0 (base) + 0 (Con)
Reflex: +7 = +3 (base) + 4 (Dex)
Will: +6 = +3 (base) + 3 (Wis)
Speed: 30'
Damage Reduction: N/A
Spell Resistance: N/A[/sblock]
[sblock=Weapon Stats]
Rapier (melee): +4 = +0 (BAB) + 4 (DEX) (finesse weapon)/ DMG = 1d6(P), CRIT 18-20x2
Shortbow (ranged): +4 = +0 (BAB) +4 (DEX) / DMG = 1d6(P), CRIT x3, range 60 ft.*
* +1 Attack & Damage within 30' (Point Blank Shot)
[/sblock]
[sblock=Racial Abilities]
* +2 ability of choice (Dex)
* Bonus feat
* Bonus skill point ea. level
* Choose favored class (Bard) [/sblock]
[sblock=Class Features]
* Bardic Knowledge: +1/2 level to all Know checks, make Know checks untrained
* Archaeologist's Luck: +1 luck to attack, save, skill, and damage
~Counts as bardic performance for feats
~Use 7 rounds / day (4 + 1 CHA base, **+2 Bard level beyond 1**)
* Clever Explorer:
~+1/2 bard level to Perception and Disable Device
~Disable at double speed
~Open Lock as standard action
* Simple weapon proficiency
* Proficiency: longsword, rapier, sap, short sword, shortbow, whip
* Light armor proficiency (no spell failure in light armor)
* Bard Spells:
Known: 5/3
Per day: unlimited/3
* Uncanny Dodge[/sblock]
[sblock=Feats & Traits]
Feats:
* Point Blank Shot (+1 attack / damage in 30' range) (1st level)
* Dodge (+1 AC when not flat-footed) (human bonus)
* Simple weapon proficiency (Bard)
* Proficiency: longsword, rapier, sap, short sword, shortbow, whip (Bard)
* Light armor proficiency (Bard)
Traits:
a) Nimble Fingers, Keen Mind (+1 Disable Device, and DD is a class skill)
b) Dangerously Curious (+1 UMD) OR Theoretical Magician (+2 Spellcraft)[/sblock]
[sblock=Skills]
Skill Points: 16
Max Ranks: 2
ACP: 0
Skill List:
Acrobatics +9 = +2 [ranks] +3 [class skill] +4 [DEX]
Disable Device +18 = +2 [ranks] +3 [class skill] +4 [DEX] +1 [Clever Explorer] +1 [Trait] +2 [MW tools] +5 [goggles of minute seeing]
Escape Artist +9 = +2 [ranks] +3 [class skill] +4 [DEX]
Knowledge (Dngnrng) +6 = +1 [ranks] +3 [class skill] +1 [INT] +1 [Bardic Knowledge]
Knowledge (Engnrng) +6 = +1 [ranks] +3 [class skill] +1 [INT] +1 [Bardic Knowledge]
Knowledge (History) +6 = +1 [ranks] +3 [class skill] +1 [INT] +1 [Bardic Knowledge]
Knowledge (Local) +6 = +1 [ranks] +3 [class skill] +1 [INT] +1 [Bardic Knowledge]
Knowledge (Planes) +6 = +1 [ranks] +3 [class skill] +1 [INT] +1 [Bardic Knowledge]
Knowledge (all others) +2 = +1 [INT] +1 [Bardic Knowledge
Perception +9 = +2 [ranks] +3 [class skill] +3 [WIS] +1 [Clever Explorer]
Stealth +9 = +2 [ranks] +3 [class skill] +4 [DEX]
[/sblock]
[sblock=Spells Known]Cantrips (DC 11): Dancing Lights, Mage Hand, Mending, Message, Prestidigitation
1st level (3/day, DC 12): Identify, Silent Image, Timely Intervention[/sblock]
[sblock=Equipment]
Wealth Roll
Code:
Equipment Cost Weight
--Worn / Carried--
Leather armor 10gp 15lb
Rapier 20gp 2lb
Shortbow 30gp 2lb
Arrows(20) 1gp 3lb
MW Backpack 50gp 2lb
Signal Whistle 8sp
Explorer's outfit -- --
Goggles of MS
Spell Component pouch 5gp 2
--In Backpack--
MW Thieves Tools 100gp 1lb
Chalk (5) 5cp
Flint & Steel 1gp
Ink (1 oz.) 8gp
Inkpen 1sp
Parchment (4) 8sp
Trail rations (2) 1gp 2lb
Waterskin 1gp 4lb
Sunrod (2) 4gp 2lb
Tindertwig (2) 2gp
Buy in for CLW wand: 187 gp, 5 sp
Treasure: 0pp 27gp 5sp 0cpGems:
Total weight carried: 35lbs
Maximum weight possible:* 38(light) 76(medium) 115(heavy) 230(lift) 575(drag/push)
* MW Backpack: +1 str for figuring carrying capacity[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 17
Height: 5'10"
Weight: 190lb
Hair Color: Green
Eye Color: Black
Skin Color: Olive
Appearance: Tac still sports the acrobat's build he developed in his youth: lean muscle and a light step. After too many nights trying and failing to get out all the mine dust, he's cropped his hair short, but his clothes are still always just a bit disheveled, usually from his rush to get to whatever project currently has his attention.
[sblock=Sketch]
[/sblock]
Demenor: Generally good-natured, Tac is given to lengthy asides on topics that interest him but which he isn't always quick to realize bore others. He's also often distracted when he sees something that gets his engineering gears working. [/sblock]
[sblock=Background]Tac had the life most town children dreamed of, growing up as part of a traveling gypsy circus. He was tumbling before he learned to walk, and walking a rope not long after. Jugglers, contortionists, clowns, trapeze artists, all of them family, all eager to teach the young boy.
But while Tac was a good student, in truth he'd much rather have been measuring the gauge and tension on a rope than walking it; calculating the perfect weight distribution for juggling pins than tossing them. He contented himself playing clan handyman, fixing what needed fixing, dismantling mechanisms whenever possible to see how they were made. And finally, when he was twelve, he convinced his family to let him travel to the engineering guildhall.
As an apprentice, Tac did quite well. His mind's mathematical bent made his coursework a joy rather than a burden. And his acrobatic early life made his hands-on training easier, as--after tight ropes and balance beams--scaffolding was nothing more than another kind of staircase. His ability to act as both an architect and a crewman made Tac ideal for the hands-on work of re-securing the mine in Diamond Lake, shoring it up after a disastrous collapse.
Recently, while exploring the ancient tomb outside town, Tac came into contact with an odd artifact which imbued him with a large parcel of knowledge it apparently carried, including the ability to cast spells. The change seems to have overwritten some of the knowledge and abilities he once possessed, though since the artifact apparently used up its magics in the process, it appears he has no way to reverse the process.[/sblock] [/sblock]