Halfling Slinger

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****** Pathfinder Society GM. Starfinder Society GM. 324 posts (1,701 including aliases). 26 reviews. No lists. No wishlists. 21 Organized Play characters. 3 aliases.

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A Great Intro to the Starfinder Society


The scenario was a good series of mini-quests that served to introduce the PCs to various movers and shakers in the Starfinder Society's different factions. While mostly unrelated fetch quests, the scenario serves as a good introduction to the rules of everything except starship combat (go to Into the Unknown for that). Despite the nature of the assignments, each of the primary NPCs seems unique and memorable for what their faction is interested in. Recommended for a great first scenario!

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Full Name

Vingold Spiritheartslag




Bard 5


M CN Dwarven Bard (Lotus Geisha) 6 | HP: 47/47 | AC: 16 (11 Tch, 15 Fl) | CMB: +7, CMD: 18 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +8 (+2 in dim/dark) | Speed 20 ft | Active conditions: (none)








Common, Dwarven, Undercommon

Strength 16
Dexterity 12
Constitution 12
Intelligence 13
Wisdom 10
Charisma 16

About Vingold Spiritheart

Male Dwarf Bard (Lotus Geisha) 5
CN Medium Humanoid (Dwarf)
Init +1; Senses Perception +8 (+2 in dim/dark); darkvision
AC 16, touch 11, flat-footed 15 (+4 armor, +1 shield, +1 dex)
hp 47
Fort +4, Ref +6, Will +5
Speed 20 ft.

Melee Whip +9 (1d3+3)
Longspear +7 (1d8+4)
Dwarven Waraxe +7 (1d10+3)
Sap +7 (1d6+3)

Ranged Composite Shortbow +6 (1d6+3)
Str 16, Dex 12, Con 12, Int 13, Wis 10, Cha 16
Base Atk +4; CMB +7; CMD 18
Traits Extremely Fashionable, Savant, Vagabond Child
Drawbacks Family Ties
Feats Toughness, Spell Focus (enchantment), Greater Spell Focus (enchantment), Lingering Performance, Weapon Focus (whip), Dazzling Display
Skills (48 points; 36 class, 1 INT, 1 favored class)
ACP -0
(0) Bluff +17
(1) Climb* +7
(1) Diplomacy +13
(6) Disable Device* +13
(0) Intimidate +17 (+2 in dim/dark)
(1) Knowledge (arcana) +5
(1) Knowledge (dungeoneering) +5
(1) Knowledge (nature) +5
(1) Knowledge (planar) +5
(1) Knowledge (religion) +5
(6) Perception +8 (+2 in dim/dark)
(6) Perform (comedy) +16
(6) Perform (oratory) +12
(1) Sense Motive +12
(6) Stealth* +12 (+2 in dim/dark)
(0) Survival +2
(6) Use Magic Device +13
*ACP applies to these skills
Non-Standard Skill Bonuses
+2 Intimidate in dim/dark light (racial)
+2 Perception in dim/dark light (racial)
+2 Stealth in dim/dark light (racial)
+2 Stealth (racial)
+2 Survival (racial)
+1 Bluff (trait)
+1 Diplomacy (trait)
+1 Intimidate (trait)
+2 Perform (comedy) (trait)
+1 Disable Device (trait)
+2 Perform (comedy) (item)
+2 Disable Device (item)
Languages Common, Dwarven, Undercommon

Special Abilities:

Dimdweller Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks.

Slag Child Dwarves from dishonored families must append “-slag,” “-slagsun,” or “-slagdam” to their surnames to indicate their shameful status. These dwarves are commonly banished or ostracized; they are forced to eke out a living at the fringes of dwarven settlements or in bleak wilderness areas. They gain a +2 racial bonus on Stealth and Survival checks.

Unstoppable Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves.

Mountaineer Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces.

Darkvision Dwarves can see perfectly in the dark up to 60 feet.

Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Extremely Fashionable Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.

Savant Choose a performance type. You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you.

Vagabond Child You gain a +1 trait bonus on disable device checks, and it is always a class skill for you.

Family Ties When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom- and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.

Bonus Feats At 1st level, a lotus geisha gains Spell Focus (enchantment) as a bonus feat. At 5th level, she gains Greater Spell Focus (enchantment) as a bonus feat.

Bardic Performance A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Countersong At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. inspire competence relies on audible components.

Suggestion A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.

Versatile Performance At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute. Comedy (Bluff, Intimidate), Oratory (Diplomacy, Sense Motive)

Enrapturing Performance At 2nd level, a lotus geisha gains the ability to execute an enrapturing performance in addition to her bardic performance ability. An enrapturing performance is exactly like a bardic performance with the following exceptions. A lotus geisha can use an enrapturing performance to recreate the effects of any of her known bardic performances, but she focuses the performance on only a single target within range. While other creatures see and hear a lotus geisha’s enrapturing performance, only the target of this ability is affected by it. A lotus geisha cannot have a bardic performance and an enrapturing performance in effect at the same time. Every round spent engaged in an enrapturing performance counts against the total number of rounds per day she can use her bardic performance, and she cannot use this ability if she does not have any more rounds of bardic performance left for that day. Starting an enrapturing performance is a standard action. A lotus geisha adds a +2 bonus to the DC of Will saves made to resist the effects of her fascinate, frightening tune, and suggestion enrapturing performances. When a lotus geisha uses her enrapturing performance ability to emulate inspire competence, inspire courage, inspire greatness, or inspire heroics, any bonuses to AC or on ability checks, attack rolls, damage rolls, saving throws, and skill checks increase by 1.


0th (at will) Detect Magic
Mage Hand
Read Magic

1st (5/day) Charm Person
Hideous Laughter
Saving Finale

2nd (4/day) Calm Emotions


Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried 58 lb.

Money 60 GP 0 SP 0 CP
Whip, MWK (301gp) (2 lb.)
Longspear (5gp) (9 lb.)
Dwarven Waraxe (30gp) (8 lb.)
Sap (1gp) (2 lb.)
Composite Shortbow Rating 3, MWK (375gp) (2 lb.)
+1 Studded Leather (1175gp) (20 lb.)
Light Wooden Shield, MWK (153gp) (5 lb.)
Instrument, MWK (100gp) (3 lb.)
Thieves' Tools, MWK (100gp) (2 lb.)
Exquisite Performer's Clothing (150gp) (4 lb.)
Headband of Alluring Charisma +2 (4000gp) (1 lb.)
Wand of Ill Omen (750gp)
Wand of Cure Light Wounds (750gp) (48 charges)
Wand of Silent Image (750gp)
Wand of Lesser Restoration (750gp)
Wand of Protection from Evil (750gp) (49/50)

In Highhelm, the Spiritheart is a clan of passionate and proud dwarves that take immense pride in their accomplishments. They follow the old ways of honoring your family, clan, and race above all else. Their identity is deeply defined by tradition and the binds of responsibility. It was this kind of pressure that lead Vingold to what he is today.

Vingold grew up as a prankster and social butterfly, eschewing the stoic dispositions of his peers in lieu of a more free-spirited take on life. He laughed loudly and often, taking less pride in repeating the traditions of old and more in forging new paths forward. He spent less time with the nobles of his family and more time with the street urchins, becoming a self-style vagabond. As he came of age his actions became less endearing and more frustrating to his elders, who saw his deviation from tradition as a betrayal to their ancestors. Vingold was not oblivious to this and with a bitter taste in his mouth built over many years of disapproval, left Highhelm before being confronted. The oppressive expectations of his family had become too much for him, and instead of facing the issues head-on he ran away to discover who he was outside of the influence of dwarven tradition and culture. The Spiritheart elders took Vingold's running away badly, and tainted his name as a slag child.

Vingold spent the next portion of his life as a world traveler, doing his best to explore the four corners of the world and making what money he could by telling stories and jokes along the way. From the large human cities to the lofty elven forests to the icy north and the sandy east, Vingold learned about other cultures and how big the world truly was. He came to learn more about himself and his place in the world as well, and after many years he has made he hard decision of coming back to dwarven lands. Albeit slowly at first; he started going around the other cities of the Five Kings Mountains before going back to Highhelm, and it was there he learned of his disgraced name. Now he spends his time flitting between dwarven cities, listening to rumors and what he has missed in his absence. He pretends to be trying to immerse himself back in his old culture, but truly he is stalling coming back to his family and being confronted by them.

Appearance and Personality:
Vingold is a short dwarf with a sun-weathered face and a well-combed brown beard. He has sharp, smiling brown eyes and a set of flashing white teeth. A scar runs across the bridge of his nose and he's never seen without his signature feathered hat.

Vingold embodies free-spirited living. He believes in doing what your heart tells you to do, and hang the consequences; live isn't worth living unless you live it to its fullest! He makes friends fast, as he believes laughter to be the god's greatest gifts to the mortal races.