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Zonugal
2013-09-22, 04:18 PM
As a fan of lower-level games and variants like E6 I tend to approach D&D optimization with the perspective of what I can achieve between levels one to six. In addition I am a big fan of adapting or drawing inspiration from characters in popular culture, and as such tend to re-imagine characters into D&D. As such this thread will serve as a workshop of sorts as I combine these two aspects into a presentation of different characters inspired from pop culture in between the levels of one and six.

As such the first couple characters I want to try to tackle are from Marvel comics big team, The Avengers. Every once in a while I see a thread requesting advice on re-imagining one of these superheroes into D&D and as such hope that one of my build might be able to serve as an example of sorts. In addition to the power & fame that The Avengers carry with them I also think they represent a solid force in a D&D campaign setting; a group of powerful heroes who fight against terrifying threats to their world and beyond. Highly intelligent, super strong and very talented these heroes are a great source of inspiration for a D&D adventurer. And while some rely heavily on magic items or transmuational energy or divine power the hero I wanted to do first was as a simple one. A man with no intense supernatural abilities, but who leads the greatest heroes on the planet by being an inspiration figure on the battlefield (where he is a force to be reckoned with). For my first of these builds I wanted to do the star-spangled man, Captain America.

Zonugal
2013-09-22, 04:19 PM
"Codwin the First has said that wars are fought with weapons, but they are won by men. We are going to win this war because we have the best men. And because they are going to get better. Much better. The Strategic Combat and Auxiliary Reserve is an effort made up of the best minds on Golarion. Our goal is to create the best army in history. But every army starts with one man. At the end of this week, we will choose that man. He will be the first in a new breed of noble-knights. And they will personally escort Queen Abrogail the Second through the nine layers of Hell."

Captain Andoran
Male Angel-Blooded Aasimar Woodland Skirmisher Ranger 2/ Inspiring Commander Cavalier of the Blue Rose 4
LG Medium outsider/humanoid (native, human)
Init +4; Senses Perception +10
Defense
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 56 (2d10+4/4d10+12)
Fort +9, Ref +6, Will +2
Defensive Abilities
Acid Resistance 5, Cold Resistance 5, Electricity Resistance 5
Offense
Speed 30 ft.
Melee +11/+6 (1d4+5/x2; bludgeoning; heavy shield) or +11/+6 (1d3+5/x2; bludgeoning; gauntlet)
Ranged +8/+3 (1d4+5/x2; bludgeoning; heavy shield)
Special Attacks
Statistics
Str 20, Dex 14, Con 14, Int 14, Wis 12, Cha 13
Base Atk +6; CMB +11; CMD 23
Feats Deadly Aim [1st], Shield Slam [Rngr2], Duck and Cover [Cvlr1], Throw Anything [3rd] and Equipment Trick (Shield Tricks) [5th]
Skills Acrobatic +12 (6 ranks +2 Dex +3 bonus +1 trait bonus), Climb +9 (1 rank +5 Str +3 bonus), Escape Artist +7 (5 ranks +2 Dex), Diplomacy +8 (4 ranks +1 Cha +3 bonus +2 bonus to mediation), Heal +7 (1 rank +1 Wis +3 bonus +2 racial), Knowledge (Dungeoneering) +6 (1 rank +2 Int +3 bonus), Knowledge (Geography) +6 (1 rank +2 Int +3 bonus), Knowledge (History) +6 (1 rank +2 Int +3 bonus), Knowledge (Nature) +6 (1 rank +2 Int +3 bonus), Knowledge (Nobility) +6 (1 rank +2 Int +3 bonus), Knowledge (the Planes) +4 (0 ranks +2 Int +2 racial), Perception +10 (6 ranks +1 Wis +3 bonus +1 bonus while in forests), Ride +6 (1 rank +2 Dex +3 bonus), Sense Motive +7 (3 ranks +1 Wis +3 bonus), Stealth +11 (6 ranks +2 Dex +3 bonus), Survival +5 (1 rank +1 Wis +3 bonus +1 bonus while in forests +1 bonus to tracking) and Swim +8 (1 rank +5 Str +3 bonus)
Languages Common, Dwarven and Elven
SQ Darkvision (60ft.), Scion of Humanity, Focused Enemy (Humanoid: Humans; +2), Track (+1), Forest Ghost (+1), Challenge (2/day), Inspiring Commands (12 rounds/day; Inspire Courage +1, Inspire Competence +2), Rapid Tactician (2/day; 5 rounds), Flat of the Blade, Put Your Heart Into It (5/day; 1d6 temp. hit points for 10 minutes).
Traits Rice Runner & Strong Arm, Supple Wrist

Traits
Rice Runner: You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you.
Strong Arm, Supple Wrist: Whenever you move at least 10 feet before making an attack with a thrown weapon, you add 10 feet to the range increment of the weapon thrown. You can only gain this benefit once per round.

Zonugal
2013-09-26, 08:17 PM
So for this next one I wanted to do the brilliant, charismatic, powerful and fun character of Tony Stark. While he doesn't have magical powers in any traditional incarnation, within the domain of DnD I imagine he would. Magic is the near equivalence of technology and, if so, Tony would be a great Wizard (if a bit smug). This is also out of necessity as the only way to grab every crafting feat desired under level six is through Wizard, so there you go. With that said, Iron Man...

"Is it better to be feared or respected? I say, is it too much to ask for both? With that in mind I humbly present you the crown jewel of House Stark's Freedom Line. It's the first orb cannon to incorporate the latest in proprietary necromantic energy. They say that the best weapon is the one that you never have to fire. I respectfully disagree! I prefer... the weapon you only have to fire once. That's how Dad did it, that's how Andoran does it... and it's worked out pretty well so far. Find an excuse to let one of these off, and I personally guarantee you the bad guys won't even want to come out of their caves. For your consideration... the Jericho."

The Crimson Golem
Male Middle-Aged Human Arcane Crafter Wizard 5/Mechanist Gunslinger 1
NG Medium humanoid (human)
Init +1; Senses Perception +4
Defense
AC 11, touch 11, flat-footed 11 (+1 Dex)
hp 48 (5d6+10/1d10+2)
Fort +4, Ref +4, Will +4
Defensive Abilities
--
Offense
Speed 30 ft.
Melee +3 (1d3+0/x2; bludgeoning; gauntlet)
Ranged +4 (1d8/x4; 20 ft.; bludgeoning & piercing; pistol)
Special Attacks
Wizard Spells Prepared (CL 5th; concentration +10)
3rd – 2; Heroism and ______.
2nd – 3; Bullet Shield, Protection from Arrows, and Unnatural Lust (DC 17)
1st – 5; Abundant Ammunition, Charm Person (DC 16), Crafter’s Fortune, Keep Watch, and Polypurpose Panacea
0th (At Will) – 4; Detect Magic, Mage Hand Prestidigitation, and Read Magic
Statistics
Str 11, Dex 12, Con 12, Int 20, Wis 10, Cha 16
Base Atk +3; CMB +3; CMD 14
Feats Skill Focus (Spellcraft) [1st], Additional Traits [Human], Scribe Scroll [Wiz1], Craft Wondrous Item [Wiz3], Extend Spell [3rd], Craft Magic Arms & Armors [Wiz5], Craft Construct [5th] and Gunsmithing [Gun1].
Skills Craft (Alchemy) +9 (1 rank +5 Int +3 bonus), Craft (Armor) +9 (1 rank +5 Int +3 bonus), Craft (Blacksmithing) +9 (1 rank +5 Int +3 bonus), Craft (Bows) +9 (1 rank +5 Int +3 bonus), Craft (Carpentry) +9 (1 rank +5 Int +3 bonus), Craft (Sculpture) +9 (1 rank +5 Int +3 bonus), Craft (Traps) +9 (1 rank +5 Int +3 bonus), Craft (Weapons) +9 (1 rank +5 Int +3 bonus), Diplomacy +12 (5 ranks +3 Cha +3 bonus +1 trait bonus), Disable Device +15 (6 ranks +5 Int +3 bonus +1 mechanical aptitude), Fly +8 (4 ranks +1 Dex +3 bonus), Heal +4 (1 rank +0 Wis +3 bonus), Knowledge (Arcana) +14 (6 ranks +5 Int +3 bonus), Knowledge (Dungeoneering) +9 (1 rank +5 Int +3 bonus), Knowledge (Engineering) +13 (5 ranks +5 Int +3 bonus), Knowledge (Geography) +9 (1 rank +5 Int +3 bonus), Knowledge (History) +9 (1 rank +5 Int +3 bonus), Knowledge (Local) +9 (1 rank +5 Int +3 bonus), Knowledge (Nature) +9 (1 rank +5 Int +3 bonus), Knowledge (Nobility) +9 (1 rank +5 Int +3 bonus), Knowledge (the Planes) +9 (1 rank +5 Int +3 bonus), Knowledge (Religion) +9 (1 rank +5 Int +3 bonus), Perception +4 (1 rank +0 Wis +3 bonus), and Spellcraft +19 (6 ranks +5 Int +3 bonus +2 trait bonus +3 skill focus)
Languages Common, Dwarven, Elven, Goblin, Read Lips, and Undercommon
SQ Arcane Bond (Amulet), Arcane School (Universalist: Arcane Crafter), Gunsmith (Pistol), Grit (Int-based), Deeds (Quick Clear), Mechanical Aptitude (+1), and Engineering Knowledge is Power (+2)
Traits Fixer, Iron Liver, Prince (Diplomacy) and Theoretical Magician

Traits
Fixer: Once per day, you can tinker with a broken object to allow anyone who uses it to ignore the penalties for its broken condition for 24 hours (this does not affect the object’s hit points). At the end of this time, it regains the broken condition (but you can use this trait on it over and over again).
Iron Liver: You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Prince: You gain a +1 trait bonus to Diplomacy and Intimidate checks, and one of these skills (your choice) is always a class skill for you.
Theoretical Magician: You gain a +2 trait bonus on Spellcraft checks, or a +3 bonus if you aren't a spellcaster.

Spells Prepared
0-Level
Detect Magic: Detects all spells and magic items within 60 ft.
Mage Hand: 5-pound telekinesis.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
1st-Level
Abundant Ammunition: Replaces nonmagical ammunition every round.
Charm Person: Makes one person your friend.
Crafter’s Fortune: Subject gains +5 on next Craft check.
Keep Watch: You are treated as having a night's rest even while staying awake.
Polypurpose Panacea: Gain a relaxing or entertaining effect.
2nd-Level
Bullet Shield: You gain a +4 deflection bonus to AC against firearm attacks.
Protection from Arrows: Subject gains DR 10/magic against ranged attacks.
Unnatural Lust: Target is compelled to kiss or caress another creature.
3rd-Level
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.

Zonugal
2013-10-04, 08:46 PM
For the next addition of a pop culture re-imagining I wanted to do a non-comic-book character and as such had been entertaining the idea of how Sherlock Holmes might find himself in the Pathfinder rule system. This is what I came up with...

"You see, but you do not observe. The distinction is clear."

Sherlock Holmes
Male Medium-Aged Human Rogue 1/Master of Many Styles—Monk of the Sacred Mountain Monk 2/Rogue 1/Mindchemist—Vivisectionist Alchemist 2
LG Medium humanoid (human)
Init +1; Senses Perception +14
Defense
AC 14, touch 13, flat-footed 13 (+1 Dex; +2 Wis; +1 natural armor)
hp 47 (6d8+14)
Fort +7, Ref +10, Will +5
Defensive Abilities Evasion, Poison Resistance (+2 all saving throws against poison)
Offense
Speed 30 ft.
Melee unarmed strike +4 (1d6+1/x2; bludgeoning)
Special Attacks Sneak Attack +2d6, Stunning Fist (2/day; Fort DC 13)
Extracts Prepared (CL 2)
1st – Cure Light Wounds (x3) & Disguise Self.
Statistics
Str 12, Dex 12, Con 12, Int 20, Wis 14, Cha 12
Base Atk +3; CMB +4; CMD 17
Feats Alertness [1st], Skill Focus (Perception) [Human], Improved Unarmed Strike [Monk1], Kirin Style [Monk1], Kirin Strike [Monk2], Toughness [Monk2], Snake Style [3rd], Brew Potion [Alchemist1], Throw Anything [Alchemist1], Extra Rogue Talent (Obfuscate Story) [5th] and Skill Focus (Sense Motive) [Alchemist2]
Skills Acrobatics +9 (5 ranks +1 dex +3 bonus), Appraise +10 (2 ranks +5 int +3 bonus), Bluff +11 (6 ranks +1 cha +3 bonus +1 trait bonus), Craft (Alchemy) +13 (4 ranks +5 int +3 bonus +1 alchemy competence bonus), Diplomacy +10 (6 ranks +1 cha +3 bonus), Disable Device +15 (6 ranks +5 int +3 bonus +1 trapfinding bonus), Disguise +6 (2 ranks +1 cha +3 bonus), Knowledge (Arcana) +14 (1 rank +10 int +3 bonus), Knowledge (Dungeoneering) +14 (1 rank +10 int +3 bonus), Knowledge (Engineering) +11 (1 rank +10 int), Knowledge (Geography) +11 (1 rank +10 int), Knowledge (History) +14 (1 rank +10 int +3 bonus), Knowledge (Local) +20 (6 ranks +10 int +3 bonus +1 trait bonus), Knowledge (Nature) +14 (1 rank +10 int +3 bonus), Knowledge (Nobility) +11 (1 rank +10 int), Knowledge (Planes) +11 (1 rank +10 int), Knowledge (Religion) +14 (1 rank +10 int +3 bonus), Linguistics +10 (2 ranks +5 int +3 bonus), Perception +16 (6 ranks +2 wis +3 bonus +1 trapfinding bonus to locate traps +3 skill focus +2 alertness bonus), Perform (String Instruments) +5 (1 ranks +1 cha +3 bonus), Sense Motive +19 (6 ranks +2 wis +3 bonus +1 trait bonus +2 snake style bonus +3 skill focus +2 alertness bonus), Spellcraft +9 (1 rank +5 int +3 bonus) and Stealth +10 (6 ranks +1 dex +3 bonus)
Languages Common, Dwarven, Elven, Read Lips, Gnome, Goblin, Orc, and Undercommon.
SQ Trapfinding (+1), Unarmed Strike, Fuse Style, Stunning Fist, Iron Monk, Rogue Talent (Find Clues & Obfuscate Story), Alchemy (+2), Cagnatogen, Perfect Recall, Poison Resistance (+2), and Torturer’s Eye.
Traits Addict (Sense Motive) & Student of Philosophy

Traits
Addict (Sense Motive): You start with only half of the normal starting cash, but your knowledge of the addicts lifestyle grants you a +1 trait bonus on Bluff, Knowledge (local), and Sense Motive checks. One of these skills (your choice) is always a class skill for you.
Student of Philosophy: You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

faircoin
2013-10-04, 08:49 PM
You are really way too cool, Zonugal.

avr
2013-10-04, 09:24 PM
Rather than the second level of alchemist, there's a PrC which seems to be specifically designed for old Sherlock - the Sleepless Detective (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/sleepless-detective). Even one level should be useful.

Zonugal
2013-10-05, 11:12 AM
You are really way too cool, Zonugal.

Thanks!

Any characters or ideas you'd like to see possibly adapted/re-imagined?

Psyren
2013-10-05, 01:14 PM
Rather than the second level of alchemist, there's a PrC which seems to be specifically designed for old Sherlock - the Sleepless Detective (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/sleepless-detective). Even one level should be useful.

Ooh, interesting! Didn't notice that one before.

Zonugal
2013-10-06, 04:07 PM
Rather than the second level of alchemist, there's a PrC which seems to be specifically designed for old Sherlock - the Sleepless Detective (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/sleepless-detective). Even one level should be useful.

That prestige class does look pretty nice, especially for some more intelligence stacking.

But I don't know if it can over-take the second level of Alchemist in that it'll drop the character's BaB to +2 (instead of +3) and I'd lose Perfect Recall (which is awesome for knowledge checks) and a Skill Focus feat.

It is certainly a possibility though.

Zonugal
2013-10-06, 07:56 PM
I've been kicking around this one for a while as I felt the Stonelord archetype for Paladins was a great fit for re-imagining Ben "The Thing" Grimm from the Fantastic Four.

"It's Clobberin' Time!"

The Mountain
Male Dwarven Stonelord Paladin 6
LG Medium humanoid (dwarven)
Init -1; Senses Perception +1
Defense
AC 11, touch 11, flat-footed 11 (-1 Dex, +2 natural armor)
hp 64 (6d10+24)
Fort +8, Ref +1, Will +6
Defensive Abilities
Damage Reduction 3/Adamantine, Aura of Courage, Stoneblood (+6; 25%), and Defensive Stance (17 rounds/day).
Offense
Speed 20 ft.
Melee +10/+5 (1d10+6/x2; bludgeoning; dwarven dorn-dergar)
Special Attacks Stonestrike (6/day; +2)
Statistics
Str 18, Dex 8, Con 17, Int 12, Wis 12, Cha 12
Base Atk +6; CMB +10; CMD 19
Feats Power Attack [1st], Improved Sunder [3rd], Elemental Channel (Earth) [Pal4], and Pushing Assault [5th].
Skills Craft (Armor) +5 (1 rank +1 int +3 bonus), Craft (Blacksmithing) +5 (1 rank +1 int +3 bonus), Craft (Weapons) +5 (1 rank +1 int +3 bonus), Diplomacy +10 (6 ranks +1 cha +3 bonus), Heal +5 (1 rank +1 wis +3 bonus), Knowledge (Nobility) +5 (1 rank +1 int +3 bonus), Knowledge (Religion) +5 (1 rank +1 int +3 bonus), and Sense Motive +10 (6 ranks +1 wis +3 bonus).
Languages Common, Dwarven & Undercommon
SQ Slow & Steady, Defensive Training, Hardy, Stability, Darkvision (60ft.), Craftsman, Stonecunning, Hatred, Aura of Good, Detect Evil (At Will), Heartstone, Lay on Hands (4/day; 3d6 hp), Aura of Courage, Channel Positive Energy, and Stone Servant (1/day).
Traits Glory of the Old & Self-Sacrifice

Traits
Glory of the Old: You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Self-Sacrifice: As a move action, you can use your own body to grant soft cover to an adjacent ally regardless of the difference in your respective sizes.

Zonugal
2013-10-07, 06:14 PM
I had some time after work so I did a quick build of my favorite Game of Thrones character.

"Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail and never get to try again. The fall breaks them. And some are given a chance to climb; they cling to the realm or the gods or love. Only the ladder is real. The climb is all there is."

Petyr "Littlefinger" Baelish
Male Middle-Aged Human Charlatan Rogue 3
NE Medium humanoid (human)
Init +1; Senses Perception +7
Defense
AC 11, touch 11, flat-footed 11 (+1 Dex)
hp 24 (3d8+6)
Fort +2, Ref +4, Will +2
Defensive Abilities Evasion
Offense
Speed 30 ft.
Melee dagger +2 (1d4+0/19-20x2; 10 ft.; slashing)
Special Attacks sneak attack +2d6
Statistics
Str 10, Dex 12, Con 12, Int 17, Wis 12, Cha 16
Base Atk +2; CMB +2; CMD 13
Feats Skill Focus (Bluff) [1st], Noble Scion (Scion of Lore) [Human], Extra Rogue Talent (Steal Story) [3rd]
Skills Bluff +15 (3 ranks +3 cha +3 bonus +2 racial bonus +1 trait bonus +3 skill focus), Diplomacy +12 (3 ranks +3 cha +3 bonus +2 racial bonus +1 trait bonus), Intimidate +9 (3 ranks +3 cha +3 bonus), Knowledge (Geography) +7 (3 ranks +3 int +1 noble-scion bonus), Knowledge (Local) +11 (3 ranks +3 int +3 bonus +1 trait bonus +1 noble-scion bonus), Knowledge (Nobility) +12 (3 ranks +3 int +3 bonus +3 noble-scion bonus), Linguistics +9 (3 ranks +3 int +3 bonus), Perception +7 (3 ranks +1 wis +3 bonus), Perform (Oratory) +9 (3 ranks +3 cha +3 bonus), Sense Motive +7 (3 ranks +1 wis +3 bonus), and Stealth +7 (3 ranks +1 dex +3 bonus)
Languages Common, Draconic, Dwarven, Elven, Read Lips, Orc, and Undercommon.
SQ Silver-Tongued, Natural Born Liar, Evasion, Rogue Talent (Obfuscate Story, Rumormonger, Steal Story), and Grand Hoax (Rumormonger)
Talents Friend in Every Town & Witty Repartee

Talents
Friend in Every Town: You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you.
Witty Repartee: You gain a +1 trait bonus on Bluff checks and Bluff is a class skill for you.

Zonugal
2013-10-21, 11:50 PM
A recent thread got me inspired to put out a quick build of my favorite pulp-adventurer, Dr. Indiana Jones.

“Fortune and glory, kid. Fortune and glory.”

Indyalio Jonze II
Male Medium-Aged Human Archeologist 6
CG Medium humanoid (human)
Init +3; Senses Perception +13
Defense
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 51 (6d8+18)
Fort +4, Ref +8, Will +5
Defensive Abilities
Uncanny Dodge, Trap Sense (+2), Evasion
Offense
Speed 30 ft.
Melee +5 (1d3+1/x2; bludgeoning; unarmed strike) or +5 (1d3+1/x2; slashing; whip)
Ranged +7 (1d8/x4; 20 ft. bludgeoning/piercing; pistol)
Bard Spells Known (CL 6th; concentration +7)
2nd (3/day) – Cure Moderate Wounds, Detect Thoughts, Heroism & Invisibility.
1st (5/day) – Charm Person, Comprehend Languages, Cure Light Wounds & Silent Image.
0th (At Will) – Detect Magic, Mage Hand, Open/Close, Prestidigitation, Read Magic & Sift.
Statistics
Str 12, Dex 16, Con 14, Int 17, Wis 11, Cha 12
Base Atk +4; CMB +5; CMD 18
Feats Improved Unarmed Strike [1st], Scribe Scroll [Human], Exotic Weapon Proficiency (Firearms) [3rd], Quick Draw [5th]
Skills Acrobatics +12 (6 ranks +3 dex +3 bonus), Appraise +9 (3 ranks +3 int +3 bonus), Climb +5 (1 rank +1 str +3 bonus), Diplomacy +7 (3 ranks +1 cha +3 bonus), Disable Device +15 (6 ranks +3 int +3 bonus +3 clever explorer), Knowledge (Arcana) +15 (6 ranks +3 int +3 bonus +3 bardic knowledge), Knowledge (Dungeoneering) +10 (1 rank +3 int +3 bonus +3 bardic knowledge), Knowledge (Engineering) +10 (1 rank +3 int +3 bonus +3 bardic knowledge), Knowledge (Geography) +10 (1 rank +3 int +3 bonus +3 bardic knowledge), Knowledge (History) +10 (1 rank +3 int +3 bonus +3 bardic knowledge), Knowledge (Nature) +10 (1 rank +3 int +3 bonus +3 bardic knowledge), Knowledge (Nobility) +10 (1 rank +3 int +3 bonus +3 bardic knowledge), Knowledge (Local) +10 (1 rank +3 int +3 bonus +3 bardic knowledge), Knowledge (Planes) +10 (1 rank +3 int +3 bonus +3 bardic knowledge), Knowledge (Religion) +15 (6 ranks +3 int +3 bonus +3 bardic knowledge), Linguistics +8 (2 ranks +3 int +3 bonus), Perception +13 (6 ranks +0 wis +3 bonus +3 clever explorer +1 trait bonus), Perform (Oratory) +5 (1 rank +1 cha +3 bonus), Spellcraft +10 (4 ranks +3 int +3 bonus), Stealth +12 (6 ranks +3 dex +3 bonus), & Survival +6 (2 ranks +0 wis +3 bonus +1 trait bonus)
Languages Common, Draconic, Dwarven, Elven, Giant & Undercommon
SQ Archeologist’s Luck (+2; 5 rounds/day), Bardic Knowledge (+3), Clever Explorer, Rogue Talent (Trap Spotter), Lore Master (1/day may take 20),
Traits: Prehensile Whip & Veteran Jungle Guide (Survival)

Traits
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.
Veteran Jungle Guide: You gain a +1 trait bonus on Perception checks, and a +1 trait bonus on Survival checks in jungle terrain. One of these skills becomes a class skill for you.

Spells
0-level
Detect Magic: Detects spells and magic items within 60 ft.
Mage Hand: 5-pound telekinesis.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Sift: See area as though examining it.
1st-level
Charm Person: Makes one person your friend.
Comprehend Languages: You understand all languages.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Silent Image: Creates minor illusion of your design.
2nd-level
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
Detect Thoughts: Allows “listening” to surface thoughts.
Heroism: Gives +2 on attack rolls, saves, skill checks.
Invisibility: Subject is invisible for 1 min./level or until it attacks.