Init: +3. Senses: Perception +10. Ac: 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 shield).
Hp: 38 (7d8+7).
Fortitude: +3. Reflex: +8. Will: +3. Defensive Abilities: evasion, trap sense +2, uncanny dodge.
Speed: 30 ft.. Melee: short sword +8 (1d6-1) or whip +8 (1d3-1 nonlethal). Ranged: hand crossbow +8 (1d4/19-20). Space: 5 ft.. Reach: 5 ft. (15 ft. with whip). Special Attacks: sneak attack +4d6 plus slow reactions. Strength: 8. Dexterity: 16. Constitution: 13. Intelligence: 16. Wisdom: 12. Charisma: 10.
Base Attack: +5. Cmb: +8 (+10 to trip). Cmd: 17 (19 vs. trip).
Feats: Agile Maneuvers, Blind-Fight, Combat Expertise, Improved Trip, Weapon Finesse.
Skills: Acrobatics +12, Appraise +12, Climb +5, Disable Device +15, Escape Artist +10, Knowledge (arcana) +5, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (religion) +5, Linguistics +10, Perception +10, Profession (architect) +10, Profession (librarian) +10, Sleight of Hand +7, Spellcraft +7, Stealth +10, Use Magic Device +10.
Languages: Aklo, Common, Draconic, Dwarven, Elven, Giant, Terran, Undercommon. Special Qualities: rogue talents (ledge walker, slow reactions, trap spotter), trapfinding +3. Combat Gear: scrolls of comprehend languages, detect secret doors, erase. Other Gear: masterwork studded leather, masterwork buckler, hand crossbow with 10 bolts, short sword, whip, hand of the mage, handy haversack, rope of climbing, unguent of timelessness, everburning torch. Boon: An archaeologist can tell PCs secrets of ruins and relics of a specific ancient culture, granting a +2 circumstance bonus on Appraise, Spellcraft, and Use Magic Device checks to identify items relating to that culture, as well as Knowledge (engineering), Perception, and Disable Device checks when dealing with traps or secret doors in a ruin from that culture..
An archaeologist is a cunning scholar and explorer of ancient texts and ruins. She is knowledgeable in a wide range of fields, as quick with a quip or quotation as with a blade, bolt, or lash. An archaeologist might partner with a medium to placate the spirits of the dead disturbed in her explorations (CR 7), or supply a traveling merchant with exotic relics (CR 8).