Halfling

Silvio Errico's page

1,257 posts. Alias of Tazo.


Full Name

Silvio Errico

Race

Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |

Classes/Levels

Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

Gender

Male

Size

Small

Alignment

NG

Deity

Erastil

Languages

Common, Celestial, Halfling

Strength 12
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 14
Charisma 9

About Silvio Errico

Tracked Resources:
1st: Command, Divine Favor, Remove Fear, Weapons Against Evil
0th: Create Water, Guidance, Light, ________
Fervor 3/3
2 Inspiration Points
2 rations
Wand of Bless (4 charges)
Wand of CLW (4 charges)
Wand of CLW (20 charges)
Lesser Restoration scroll
Healer's kit (10 charges)
Veterinarian's kit (10 charges)

Backstory:
Silvio grew up as the eldest child to one of the few halfling couples in Kassen. As the eldest, he lacked halfling siblings to play with for a time, and instead found himself playing with human boys, earning a welcome despite his small stature by demonstrating his toughness and bravery. He was particularly close to Tolmir, a similarly reckless human boy. He and Tolly liked to romp through the forests of Nirmathas with reckless abandon. Everything changed, however, when in one of their adventures they ran across a wild boar that hadn't noticed them yet. Silvio convinced Tolly that they should have some fun by pelting it with a rock and then quickly clambering up a nearby tree. Silvio tossed the rock and then they ran, the two of them screeching and laughing as they climbed the tree. That is, until Tolly's foot slipped, the charging boar slammed straight into his back, and the boy crumpled feebly onto the ground. The boar quickly departed, deciding the threat neutralized and paying no heed to the screaming halfling boy in the trees. "Heeeeellllp! Somebody heeeelllllp!" screamed Silvio. He clambered down to look at the gash. It seemed bad, and Silvio had no idea what to do. Was he more useful staying or searching for aid? Silvio finally resolved to leave and find some help. He found the town's trusted ranger, Arnama Lastrid. Or rather Arnama found him plowing through the woods in despair. But by the time they returned to Tolly, it was too late.

As far as the community knows, Tolmir died from a vicious boar. Silvio hid his own shameful role in Tolly's death. And Silvio became withdrawn, losing the typical gregariousness of halflings that ingratiated them with other folk. He formed bonds instead with animals, companions from whom he felt unconditional love despite his flaws. Silvio found gainful employment as a shepherd, herding sheep to graze in the hills. He watched over them protectively with his shepherd's staff that doubled as a sling. Silvio had an uncanny touch with his sling staff. While Silvio preferred to evade threats in the hills where possible, he fended off many a predator. Though it helped to have a loyal sheep dog. Winter was the closest thing he had left to a best friend. Some thought the white-furred creature was dangerous, more wild animal than dog. But Winter always protected the sheep and he was fiercely loyal to Silvio. "He's your dog now," the owner of the sheep said one day, recognizing the special bond they had developed.

Within the community, Silvio's relationship with the human community began to weaken, as he withdrew to the company of his own kind. He found comfort among other halflings, but was always especially heartened when he saw Jimes "Short Change" Iggins, the halfling waiter. Jimes knew how to make Silvio laugh, and that was worth every copper that Jimes would short change him.

However, Silvio did connect to the larger community through faith, as he wrestled with the meaning of what had happened to Tolmir. He spent much time in prayer and learned much from the teachings of Father Rantal Prasst, including most importantly the healing arts--at first mundane, and then, as his faith grew, magical. It helped that Father Prasst was young, and could relate to youth. But even as he developed a bond with Father Prasst, he was strongly inspired by Sir Dramott, a mighty paladin. The townsfolk saw Sir Dramott as an outsider, but Silvio was in awe whe hearing about his heroics in Lastwall. Sir Dramott was understandably skeptical when little Silvio said he wanted to be a hero just like Sir Dramott. But Silvio certainly showed courage and a desire to protect and serve. Only recently had Silvio begun having doubts about Sir Dramott's ways. One day, as he brought the sheep back to his boss, he saw a group of ruffians giving the boss a hard time, saying that they were here to collect their debts. As Silvio and Winter approached, the halfling told them to back off. When the ruffians laughed, Winter growled menacingly, and Silvio made up a story about how Winter was the alpha of a pack of dogs hidden among the sheep, and how they would really regret it if Winter decided to attack. It was enough to scare the ruffians away, and Silvio was proud. But Sir Dramott said it was dishonorable to lie. Was what Silvio did really wrong, when his little lie had been for a greater good?

Training Vignette:
"Put your legs into it, boy!" shouts Sir Dramott. As soon as Silvio heard that, his staff veered awkwardly off target, striking the ground. It was not easy for a halfling to put that much power behind his strikes. As Silvio left an opening, Dramott stepped in, hitting Silvio in the ribs with his training sword. "You left your guard down," continued Dramott. "If you were fighting an orc, you'd be dead now."

"Dying's . . . not . . . so . . . bad . . ." responded Silvio, trying to catch his breath. "Means I get . . . to rest."

It'd been a long training session between running, shooting practice, and sparring. "You'd not be so tired if you kept the right form. You rely too much on your upper body." He shakes his head in mild disapproval. "Go grab yourself a drink."

Silvio went for his waterskin and downed the cool, refreshing water, before pouring some over his head to wash up. "Sir Dramott, have you ever thought about settling down here?"

"With who, lad? One of the merry tavern girls?" The paladin laughed, before turning his gaze northward, in the direction of Lastwall. "My heart belongs there, in the great nation of Lastwall, standing between civilization and the barbarians beyond. You should come with me the next time I go. You're a fearless spirit with a guardian's heart."

Silvio had gotten this offer more than once. But today, it was feeling tempting. Because today was the anniversary of Tolmir's death. The shame of his failure that day bubbled up once more. "Maybe I will go," he finally said. "I've always wanted to prove myself. Seems like there's no better place than Lastwall."

Sir Dramott was surprised. And then delighted. "No better place indeed, boy! I'll be going in a few weeks time, to report to my superiors. We can volunteer for a patrol or two, so you can get a real taste for adventure!" He gave Silvio a hearty slap on the back. "Come on, then. One last round."

Silvio went at it again, trying to put his legs into it. It felt awkward at first, but as the muscle memory developed, Silvio started feeling like he was making progress. It was a good feeling to end on, as he and Sir Dramott closed their session by kneeling in prayer. Silvio clutched the bow and arrow of Erastil around his neck, praying that he might redeem Tolly's death by being a guardian to others.

Character Sheet:
Silvio Errico
Male Halfling Warpriest (Divine Commander) 3
NG Small Humanoid (halfling)
Init +6; Perception +4
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Defense
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AC 20, touch 15, flat-footed 16 (+4 Dex, +4 Armor, +1 Shield, +1 Size, -1 ACP)
hp 36 (3d8+6+1d6)
Fort +5, Ref +6, Will +6
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Offense
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Speed: 20 ft.
Mwk. Halfling Sling Staff, ranged, deadly aim: +8, 1d6+3/x2 (80ft)
Mwk. Halfling Sling Staff, melee, power attack: +5, 1d4+3/x2
+1 Dagger, power attack: +8, 1d4+4/19-20/x2 (10ft)
--------------------
Statistics
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Str 12, Dex 18, Con 12, Int 12, Wis 14, Cha 9
BAB +2; CMB +5; CMD 16
Feats: Deny the Reaper, Precise Shot, Run, Weapon Focus (thrown), Rapid Shot, Lookout
Traits/Drawbacks:
Clever Wordplay (handle animal) - Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
Fate's Favored - The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Highlander - You were born and raised in rugged badlands or hills, and you’ve become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
Overprotective - In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.
Showdown - You encountered a group of ruffians from out of town threatening a townsperson, and, through your strength of personality, got them to back down. Pick one of the following skills: Bluff or Intimidate. You gain a +1 trait bonus in that skill, and that skill is a class skill for you.
Skills: Bluff +4(1), Climb +5(1), Handle Animal +7(3), Heal +8(1), K. Engineering +5(1), K. Religion +5(1), Lore (Kassen) +5(1), Perception +4(2), Profession (shepherd) +6(1), Ride +9(2), Sense Motive +6(1), Stealth +13(1) (+14 hilly/rocky), Survival +6(1), Swim +10(1)
Languages: Common, Celestial, Halfling
Halfling Abilities:
-2 Str, +2 Dex, +2 Cha
Halfling Luck (+1 saves)
Warslinger (reload sling free action)
Fey Quickened (+2 Init, Run as a bonus feat)
Weapon Familiarity, Halfling
Warpriest Abilities
Aura (LG)
Mount (wolf)
Focus Weapon (Thrown)
Fervor 1d6 (1/2 lvl + Wis)
Spells:
1st (3/day)
0th (4/day)
triple favored class bonus!
Equipment:
Mwk. Chain Shirt
Mwk. Buckler
Mwk. Sling Staff
Studded Leather Barding (50 gp)
Bullets x10
rations x5
small tent
winter blanket
waterskin
piece of map
brandy
packed lunch
note from parents
Tanglefoot bag
4 platinum pieces (to be distributed)
+1 dagger
Wand of CLW (10 charges)
Wand of Bless (10 charges)
Lesser Restoration scroll
Healer's kit (10 charges)
Veterinarian's kit (10 charges)
Boline - treat deadly wounds with a single charge
Surgeon's Tools - treat deadly wounds at +3 bonus instead of +2
Bag of Holding (Type I)
Ring of Swimming
Spring-Loaded Wrist Sheath x2
Wand of CLW (20 charges)
*Utility scrolls TBD
XXgp

Winter:
Winter
N medium animal (wolf)
Init +3; Perception +5; low-light vision, scent
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Defense
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AC 20, touch 13, flat-footed 17 (+2 Dex, +3 Armor, +4 natural, +1 dodge)
hp 36 (3d8+6+1d6)
Fort +4, Ref +5, Will +2
--------------------
Offense
--------------------
Speed: 50 ft
Bite, PA +5, 1d6+6, trip
Trip: +6
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6
BAB +2; CMB +5; CMD 17
Feats: Light Armor Proficiency, Weapon Focus (natural), Dodge/Mobility
Skills: Acrobatics +5(1), Perception +5(1), Stealth +6(1)
Special Abilities: Link, Share Spells, Evasion
Tricks: Attack x2, Defend, Flank, Herd, Sneak, Track, Watch

Future Development?:
4 +1 Dex, channel energy, sacred weapon
5 Weapon Specialization, fervor 2d6
6 Celestial Mount
7 Large Target, sacred armor