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Lord Vardak

Paellat 'Pae' Silvertongue's page

79 posts. Alias of Xaaon of Xen'Drik.

About Paellat 'Pae' Silvertongue

Paellat Silvertongue was born in his father's stall in the markets of Sothis. Paellat was raised in the Malhitu Bazaar, his father and mother were merchants, so he learned to gauge the value of items. He would sneak into the Antiquities Auctions. He became fascinated by the mystical objects which were pulled from the tombs of the Ancient Osirion.

Paellat was a rambunctious child, constantly on the move, even as a child, he fantasized about tomb-robbing, all his games revolved around it. As one of the few non-humans in the city, he was often mistaken for a child, and was constantly talking his way out of trouble. As a youth, he would sneak into the libraries and peruse the books, able to hide in small places, one of the advantages of being a halfling in a human city. When he was twelve he was caught, but again talked his way out of trouble, as he was able to link a story he'd heard, to the book he was reading. The scholar who caught him took him under his wing. Taught him to read Ancient Osirion, taught him about the ancient religions, and the cursed undead. He spent years under the tutelage of the Dwarven sage Merrigs Ironbook. He learned to restore books, becoming a book binder, restoring ancient texts as an illuminator. He grew bored of sitting in the library all the time, and ached for the exploration he had dreamed of as a child. Pae said his goodbyes, gathered his supplies, and the earnings he'd acquired from his toils in the library, bought some gear, and departed the library. He heard that the Pathfinder Society was looking for some brave adventurers in Katapesh, so he headed there, he applied, but did not have the weapons experience he needed, he watched those around him, the Katapeshi Whip masters with their scorpion whips,
he has been practicing with the scorpion whip he bought, but hasn't quite mastered it yet, his skill with the rapier is acceptable. where his true strength lies is in his hand crossbow. He's ready to apply to the PAthfinder Society again, or if adventure falls in his lap before then, he's ready for that as well.

"PAELLAT SILVERTONGUE (Osirion)[/bigger]
Male halfling Rogue 1
CN Small humanoid
Init +4 ; Senses Perception +4, Keen Senses
ACTF 18/15/14 (+3 armor, +4 dex, +1 size)
HP 9 (1d8+1)
FRW +2/+7/+1 (+3W v.Fear)
Defensive Abilities Fearless

Spd 20 ft./x4
Melee Rapier +1 1d4+1 (18-20/x2)
Melee Scorpion Whip -3 1d3+1 (20/x2)
Range Hand Crossbow +5 1d3 (19-20/x2)
Special Attacks Sneak Attack +1d6

11 Str
18 Dex
12 Con
14 Int
10 Wis
12 Cha

BAB +0
CMB +3 [+4 Dex,-1 Size,+0 BAB]
CMD 14 [10+CMB+4DEX+1STR-1 Size]
Armor Proficiency (Light) (PFB 82)
Agile Maneuvers (PFB 81)

Campaign: Seeking adventure
Region: Merchant Family

Armor check penalty: -2
+10 Acrobatics [1R, +3CL, +4 DEX, +2RACE]
+ 6 Appraise [1R, +3CL, +2 INT]
+10 Climb [1R, +3CL, +4 DEX, +2RACE]
+ 8 Disable Device [1R, +3CL, +4 DEX]
+ 6 Knowledge (dungeon)[1R, +3CL, +2 INT]
+ 3 Knowledge (history) [1R, +2 INT]
+ 6 Linguistics [1R, +3CL, +2 INT]
+ 6 Perception [1R, +3CL, +0 WIS, +2Keen]
+ 5 Perform (oratory) [1R, +3CL, +1 CHA]
+ 4 Profession (bookbinder)[1R, +3CL, +0 WIS]
+12 Stealth [1R, +3CL, +4DEX, +4SIZE]

Languages Common, Elven, Halfling, Thassilonian, Varissian
SQ Trapfinding
Studded leather

Scorpion Whip

Scorpion Whip: This weapon looks much like a standard
whip but with a series of razor-sharp blades and fangs
inset along its tip, giving it the ability to do lethal damage,
even to creatures with armor bonuses. In all other ways
it works like a normal whip. A creature proficient with
whips can use a scorpion whip. Whip-masters of Katapesh
usually apply poison the weapon’s spines.
The whip is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. In
addition, unlike most other weapons with reach, you can
use it against foes anywhere within your reach (including
adjacent foes).Using a whip provokes an attack of opportunity, just as
if you had used a ranged weapon. You can make trip attacks with a whip. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped. When using a whip, you get a +2 bonus on combat maneuver checks to disarm an enemy. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to
attack rolls with a whip sized for you, even though it isn’t
a light weapon.

Hand Crossbow
Small Rapier

Other Gear 43 gp 9sp
Total Load: 13.5#

Gear wt: 7.5#
Thieves' tools 1#
50' silk rope 5#
sack 1/2#
belt pouch 1/2#
smokestick 1/2#
4 water flasks 16# (on camel)
2 weeks rations.

Armor: (Wt:7.5#)
Armor check penalty: -2
studded leather 7.5#
Weapons: (Wt:3#)
small hand crossbow 1#
small scorpion whip 1#
small rapier 1#

Class Abilities


• ROGUE WEAPONS AND ARMOR - All simple weapons, hand crossbow, rapier, sap, shortbow, and short sword. All light armor, but no shield.
• SNEAK ATTACK - Deal +1d6 sneak attack damage in addition to weapon damage any time the enemy is denied a dexterity bonus to AC or is flanked by the rogue. Ranged attacks must be within 30 feet to do sneak attack damage.
• TRAPFINDING - The rogue can use the Perception skill to find traps whose DC is over 20. +1/2 Rogue level to perception/disable (min +1)
The rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Racial abilities

+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.

Small: Halflings are Small creatures, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks.

Slow Speed: Halflings have a base speed of 20 feet.

Keen Senses: Halflings receive a +2 racial bonus on erception skill checks.

Sure-footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Languages: Halflings begin play speaking Common and Halfling. Half lings with high Intelligence scores can choose any of the following: Abyssal, Dwarven, Elven, Gnome, and Goblin.

Favored Class: Rogue




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