About Paellat Silvertounge Redux
About Paellat 'Pae' Silvertongue
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,
PAELLAT SILVERTONGUE (Osirion)
Skills 11/level(8 class,2INT +1FC)
Languages Common,Dwarven, Elven, Halfling, Thassilonian, Varisian, Gnoll, Ancient Osirion,Auran, Ignan, Terran,Aquan,Celestial,Draconic.
Other Gear 182 gp 4sp
Gear wt: 7.5#
2 Potions of Expeditious Retreat
Gold: 1230 GP
• ROGUE WEAPONS AND ARMOR - All simple weapons, hand crossbow, rapier, sap, shortbow, and short sword. All light armor, but no shield.
EVASION (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion
Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before his senses would normally allow her to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A rogue with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge
Improved Uncanny Dodge (Ex):
If a character already has uncanny dodge (see above)from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
ROGUE TALENTS: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
Finesse Rogue: A rogue that selects this talent gains Weapon Finesse as a bonus feat.
Ledge Walker (Ex): This ability allows a rogue to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.
Surprise Attack.Targets are flatfooted in the Surprise Round even if they act before the Rogue
Resiliency (Ex): Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue’s level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute.
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 Perception 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