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Madge Blossomheart

Shel Whispertongue PFS's page

1,721 posts. Pathfinder Society character for Gerald.


Ranger 2, Rogue 7 | HP 66/66 | AC 26, 19 touch/21 flatfooted | Sneak Attack +4d6


F+10, R+17, W+9 | Init. +9 | Perc +15/+18* | Evasion | Trap Sense +3 | Uncanny Dodge

About Shel Whispertongue PFS

Baroness Shel Whispertongue
PFS # 12445-3
XP: 26; PP: 35/44 (spent two on a wand of CLW, spent two on a wand of Lead Blades, spent two on a wand of Longstrider, spent 1 PP on Noble Title of Baroness, specialized in Knowledge Nobility, only received one PP for 5-21 The Merchant's Wake, received 4 PP for Broken Chains Module,'spent 2 PP for two scrolls of Trial of Fire and Acid spells), received 0 PP for Hall of Drunken Heroes)
Fame: 44
Female Halfling Rogue 7/ Ranger 2
Age: 22
Small Humanoid
2' 7" tall; 23 lbs.
Init. + 9; Perception +15/18 to find traps.

AC 26 (Dex +5 , Armor +5, size +1, NA +1, +2 Deflection, + 1 Shield, + 1 Insight), touch 19, flat footed 21
HP: 66/66 (7d8 plus 7 Con + 7 FC) (2d10+ 2 Con)
Fort: +10, Ref: +17, Will +9
+2 to saves versus Fear
Speed 20'

Melee: Sneak Attack +(4d6)

+15/+10 Sm. +1 Human Bane Kukri, 1d3+3 (18-20/x2) or
+15/+10 Sm. +1 Cold Iron Kukri, 1d3+3 (18-20/x2) or
+14/+9 Silver Kukri 1d3+2 (18-20/x2)

Two Weapon Fighting:
+13 Sm. +1 Human Bane Kukri, 1d3+3 (18-20/x2) and
+13 Sm. +1 Cold Iron Kukri, 1d3+2 (18-20/x2) and
+8 Sm. +1 Human Bane Kukri, 1d3+3, (18-20/x2), and
+3 Sm. +1 Cold Iron Kukri, 1d3+2 l, (18-20/x2).

Ranged: +14 Masterwork Composite (STR 12) Sm. Longbow, 1d6+2/x3, 110'
w/10 arrows
STR 12(14), DEX 19(21), CON 12, INT 12, WIS 12, CHA 14

BAB: +7/+2; CMB +8; CMD 23



1. Weapon Finesse--With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
3. Iron Will
RanB2. Two Weapon Fighting.
RogueTalent2. (took Weapon Focus Kukri with Rogue talent at 2nd rogue level).
5. Improved Initiative
7. Two Weapon Defense
9. Improved Two Weapon Fighting



(8 per level + 1 Int. bonus=9 for rogue)+ (6 per level+1 Int=7 for ranger)=77 total

Acrobatics +18 (8 ranks + 5 Dex + 3 Class + 2 Racial)
Bluff +9 (1 rank + 2 Cha + 3 Class + 3 Circlet)
Climb +8 (1 rank + 2 Str + 3 Class + 2 Racial)
Diplomacy +17 (8 ranks + 2 Cha + 3 Class + 1 Trait + 3 Circlet)
Disable Device +22 (9 ranks + 5 Dex + 3 Class + 3 Trap Finding +2 Circumstance)
Escape Artist +13 (5 ranks + 5 Dex + 3 Class)
Know. Geography +5 (1 rank + 1 Int + 3 Class)
Know. Local +13 (8 ranks + 1 Int + 3 Class + 1 Trait)
Know. Nobility +5 (1 rank + 1 Int + 3 Noble Title Speciality)
Perception +15/+18* (9 ranks + 1 Wis + 3 Class + 2 Racial + 3 Trapfinding *)
*bonus only to locate traps
Sense Motive +7 (3 ranks + 1 Wis + 3 Class)
Slight of Hand +10 (2 rank + 5 Dex + 3 Class)
Stealth +21 (9 ranks + 5 Dex + 3 Class + 4 Racial)
Survival +7/+8* (3 ranks + 1 Wis + 3 Class)
*bonus only to Track
Use Magic Device +17 (9 ranks + 2 Cha + 3 Class + 3 Circlet)



*Chivalrous (Taldor): You were raised on tales of heroic knights and benevolent wizards from Taldor’s Golden Age, and try to emulate their great deeds. Benefit: You gain a +1 trait bonus on Diplomacy and Knowledge (history) checks.
*Well-Informed: You make it a point to know everyone and to be connected to everything around you. You frequent the best taverns, attend all of the right events, and graciously help anyone who needs it. Because of this, you gain a +1 trait bonus on Diplomacy checks to gather information and Knowledge (local) checks. One of these skills (your choice) is always a class skill for you.



Common, Gnome, Halfling

Halfling Racial Traits:


+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, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

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

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

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

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.

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. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Rogue Class Abilities:


Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.


Rogue Talent: A. Combat Trick: (Weapon Focus) Kukri. B. Resiliency: one time a day when below zero hit points, the rogue can gain temporary hit points equal to her level. This ability can prevent the rogue from dying. C. Combat Trick: Improved Two Weapon Fighting extra off hand attack at minus five to hit.

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: cannot be caught flatfooted and doesn't lose Dex to AC versus Invisible opponents.

Ranger Class Abilities:


*Favored Enemy (Humans): +2 to Attack, Damage, Bluff, Knowledge, Perception, Sense Motive, and Survival checks against humans.
*Track: add 1/2 level to Survival checks to follow tracks.
*Wild Empathy: Cha bonus and level added to 1d20 to Diplomacy animals.*Combat Style Feat--2 Weapon Fighting

Wealth: 5,023 gold.



Dusty Rose Prism Ioun Stone, 5000 gold
Belt of Physical Might Giant +2 (Str & Dex), 10000 gp
Circlet of Persuasive Disguise, 7200 gold. Acts as Circlet of Persuasion and Hat of Disguise.
Sm. +1 Cold Iron Kukri, 2316 gold
Sm. +1 Human Bane Kukri, 8308 gold
Cloak of Resistance +3, 9000 gp
Ring of Protection +2, 8000 gold
Amulet of Natural Armor +1, 2000 gp (We Be Goblins 2)
Wand of Lead Blades (x45), 2 PP
Wand of Longstrider (x47), 2 PP
Wand of CLW (x26), 2 PP
Oil of Daylight, 750 gp
Oil of Magic Weapon (x2), 100 gp
Oil of Bless Weapon, 100 gp
Potions of Cure Moderate Wounds (x2), 600 gp total
Potion of Lesser Restoration, 300 gp
Potion of Invisibility, 300 gp.
Potion of Fly, 750 gp
Potion of Protection from Arrows, 300 gp.
Potion of Heroism, 750 gold
Scroll of Trial of Fire and Acid (x2), 2 PP
Wand of mirror image, 12 charges, 1,080 gp

+1 Mithral Chain Shirt, 10 lbs, 2100 gp

Mstwrk Sm. Composite (STR 12) Longbow, 500 gp
Silver Kukri, 28 gp
20 arrows, 1 gp
20 cold iron arrows, 2 gp
20 arrows treated with silver blanch, 12 gp

Copy of a Thread of Silver technical journal.

Sm. Explorer's Outfit 4 lbs.--free, no weight
Noble's outfit (fancy green dress w/handbag)- 75 gp
Assorted emerald jewelry, including necklace and bracelet-125 gp
Backpack 2 gp, 1 lbs.
Waterskin 1 gp, 2 lbs.
Belt Pouch 1 gp, .25 lbs.
5 day's rations 2.5 gp, 2.5 lbs.
3 oil flasks 3 sp, 1.5 lbs.
5 tindertwigs - 5 gp
Sm. Bedroll 1 sp, 2.5 lbs
Fish hook -1 sp
Hemp Rope 25' 1 gp, 5 lbs.
Sm. Masterwork Thieves Tools. 100 gp, .5 lbs
Acid (flask), 10 gp, 1 lb.
Tanglefoot bag 50 gp, 4 lbs
Antitoxin, 50 gp, -



Shel is a cute, tiny, slender halfling. She is always good natured with a impish grin on her face. She has brown eyes and hair. Despite being slender, she is strong for her stature. She is always seen in her leather armor and always carries her sling staff with her. Unlike most halflings, Shel is not given to fits of emotions. She doesn't let others see her lose her temper or her wits. She is selfless, and good natured, always willing to help someone in need.



Typical of halflings in Cheliax, Shel was born into the world as a slave to a minor noble family. Her mother passed during the complicated childbirth, and her father was traded away. resolving a debt the house owed to another noble house. Despite this fact, Shel always maintained her pleasant demeanor, pressing down her pain, and concentrating on doing her jobs. She was in the family until the age of 16, when the line ran out due to a random, or not, fire, which killed the only as then surviving members of the house.

Thrown out on the streets, Shel was left to fend for herself. By an amazing bout of luck, she met a kindly stranger (well, she tried to pick his pocket and was caught) who instead of calling the law on her, took pity on her and brought her into his home. He was a Pathfinder,a and quickly realized her skills could help the organization procure all kinds of new discoveries. He also told all kinds of stories about his Taldorian upbringing, regaling her with the grandeur of the noble nation, and how he hoped to help it rise to its former level of influence. She loved those stories and, compared to her upbringing in Cheliax, it sounded like a fairy tale. She had adopted Taldorian beliefs as her own, even though she still hasn't been to the nation in person. She was happy to enter the Grand Lodge to set about her new career choice. She took very well to her change in circumstances.

Scenarios and Prestige:


Completed #39 the Citadel of Flame
Prestige 2/2 from The Citadel of Flame.

Completed # Severing Ties.
Prestige 2/2 from Severing Ties.

Completed The Bloodcove Disguise! Part 1.
Prestige 2/2 from The Bloodcove Disguise, Part 1.

Completed Rescue at Azlant Ridge.
Prestige 2/2 from Rescue at Azlant Ridge.

Completed 2-21 The Dalsine Affair.
Prestige 2/2 from The Dalsine Affair.

Completed Echoes of the Overwatched.
Prestige 2/2 from Echoes of the Overwatched.

Completed We Be Goblins 2.
Prestige 1/1 We Be Goblins 2

Completed 4-09 The Blackros Matrimony.
Prestige 2/2 Blackros Matrimony .

Completed 5-04 The Stolen Heir.
Prestige 2/2 from The Stolen Heir.

Completed 5-11 Library of the Lion
Prestige 2/2 from Library of the Lion.

Completed 5-06 You Have What You Hold
Prestige 2/2 from You Have What You Hold.

Completed 5-09 The Traitor's Lodge
Prestige 2/2 from The Traitor's Lodge

Completed 05-07 Port Godless
Prestige 2/2 from Port Godless

Completed 06-03 The Technic Siege
Prestige 2/2 from The Technic Siege

Completed 5-11 The Merchant's Wake
Prestige 1/2 from The Merchant's Wake

Completed Module: Broken Chains
Prestige 4/4 from Broken Chains. Also received 3 XP.

Complete 6-20 Returned to Sky
Prestige 2/2 Returned to Sky

Completed 07-02 Six Seconds to Midnight
Prestige 2/2 for Six Seconds to Midnight

Completed 6-98 Serpent's Rise
Prestige 2/2 for Serpent's Rise

Completed 07-04 The Ironbound Schism
Prestige 2/2 for The Ironbound Schism

Attempted 01-40 Hall of Drunken Heros
Awarded 1 xp, 0 PP, and 1930 gold.

Completed Module Doom Comes to Dustpawn
Gained 3 xp, 4 pp, and 17,776 gold



Year of the Risen Rune Boon-- Proud but Discouraged (Taldor): The people of Varisia stubbornly resisted Lady Gloriana Morilla’s efforts to found a new aristocracy. In that time, you have learned to rely on your fellow nobles and sympathizers. Increase the bonus of any aid another action you receive from any member of the Taldor faction by 2.

Impressive Influence: successfully influenced Nigel Aldain, Alexander Bedard, Hamaria Blakros, Tancred Desimire, Jeon Reang-Woo, Rubani Shafar.

Allies from Andoran (Taldor faction): During your time in Andoran, you acquired several allies who will aid Lady Glorianna Morilla in creating a new Army of Exploration. Mustering such a force will require more time before you see it pay off, but you know Lady Morilla remembers and will reward her allies well.

Bound for Brevoy (Taldan faction): +2 on Charisma based checks to influence residents of Brevoy.

Smine’s Best: Following your spectacular performance in the Arena of Aroden, VC Smine decided to craft a spectacular new weapon to commemorate your victory. You can apply this boon to any one weapon made primarily out of metal when you purchase it. Alternatively, you may spend 2 Prestige Points to apply this boon to a pre-existing
weapon that the venture-captain modifies for you. When you choose the weapon, record its type below. While wielding that weapon, you gain a +1 bonus on performance combat checks as well as a +1 bonus on Intimidate checks made against reatures proficient with that weapon. In addition, increase the weapon’s hit point total by 5.

Accumulating an Army (Riftwardens): Boon is cumulative with any other Accumulating an Army boons and increases benefits when commanding them.

Riftwarden Magic: Any character have access to AntiSummoning Shield, Protection from Outsiders, Telepathic Censure spells from Demon Slayer's Handbook.

Reading the Threads: Due to study of A Thread of Silver, when using the book as a dungeon guide, you increase its accuracy bonus by one and gain a +2 competence bonus on optional skill check attempting to increase its accuracy further.

Custom Order: (Gameday 3 boon). Can order magical ammo in units of 10 rather than 50.

Honored by the Twilight Talons: you may purchase Andoran vanities that require 20 Fame or less. If you have the Eagle Knight vanity, you can qualify for Andoran prestige classes.

Sky Key Component: Numeria

Starmetal Stockpile: can purchase a weapon or suit of armor at cost from the following metals: horacalcum, noqual, or siccatite.

Embeth Hound: gifted an embeth hound. Treated as a riding dog with +4 to Climb and Swim. Combat trained and knows the Track trick. If it dies, cross the boon off the sheet.

Henbane's Token: one time as a move action, can completely disappear for one round. Can't take any aactions, is not subject to any new spells or effects, and ongoing spells or effects do not progress. Cross off sheet after using.

Touched by Time: may cast Haste or Slow as a SLA using character level as caster level and Cha as ability score. Cross off sheet when used.

Spoils of the Siege (322)

Trusted Pathfinder: Circlet of Persuasive Disguise: acts as Circlet of Persuasion and Hat of Disguise. (7200 gold)

Averaka Trained: while possessing this boon, all of your PFS characters have access to the Averaka Arbiter archetype.

Orb of a Distant World: You have recovered one of the spheres from the orrery of distant worlds. The sphere is a use-activated item that can expend a number of charges to cast a spell-like ability as a standard action (CL 11th). The sphere has 4 charges and cannot be recharged. Choose one of the following spheres when you gain this boon: chose Eox (death ward, 2 charges).

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