Full Name |
Celso Chellini |
Race |
Halfling |
Classes/Levels |
Sorcerer 1 |
About Celso Chellini
Born and bought up in the Goldwoods, Celso's family lived happily amongst the forest folk and fey, as they had done for years. However Papa Celso decided to take the family on an adventure and ended up settling in Ilsurian. It has been several years the family have lived on the outskirts of town, but they are still considered outsiders. It is in Celso's mind to do something great and let his family name be known and accepted in the town, to be a hero.
As with all his family, there has been a bond, an understanding with the fey, almost like that of the gnomes. However in Celso it has not only materialised in his personality, fun loving, inquisitive and mischievous, it has manifested itself in magiks that have grown more powerful as he has aged. Starting with little party trick, like making lights appear and then disappear, to now he can make human's sleep soundly with a few soothing words.
Of course, the main trouble he gets into is at Fuggle's Gold, the local brewery where he works. But despite this he is a good worker, and despite not being a dwarf like his foreman Garard, he has been taken on and now happily stirs the ale whilst it is being brewed. Maybe it was his quick-witted way with words, the little white lies that have so far managed to keep job and reputation in he brewery, despite the japes and tricks he's pulled in the past. Nothing that hurt anyone, only maybe their pride or caused a little embarrassment.
He wears a dark robe with a white pine cone and tree design, on the back of the robe the complex design appears to make a smiling face. Underneath is a brown apron, smelling slightly of hops, with the image of a tankard sown below the top right strap over his shoulder.
Celso Chellini
Male halfling sorcerer 1
CG Small humanoid (halfling)
Init +5; Senses Perception +3
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Defense
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AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 7 (1d6+1)
Fort +2, Ref +4, Will +4; +2 vs. fear, +2 trait bonus vs. fear
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Offense
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Speed 20 ft.
Melee club +0 (1d4-1) or
. . dagger +0 (1d3-1/19-20) or
. . dagger +0 (1d3-1/19-20) or
. . dagger +0 (1d3-1/19-20)
Ranged light crossbow +4 (1d6/19-20)
Bloodline Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—laughing touch
Sorcerer Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—bungle[UM] (DC 17), sleep (DC 17)
. . 0 (at will)—acid splash, dancing lights, daze (DC 16), haunted fey aspect[UC]
. . Bloodline Fey
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Statistics
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Str 8, Dex 16, Con 13, Int 14, Wis 12, Cha 18
Base Atk +0; CMB -2; CMD 11
Feats Eschew Materials, Taunt[APG]
Traits good natured, reactionary
Skills Acrobatics +5 (+1 to jump), Bluff +8, Climb +1, Craft (Brewing) +6, Knowledge (arcana) +6, Perception +3, Spellcraft +6, Use Magic Device +8; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Dwarven, Gnome, Halfling
SQ bloodline arcana (+2 DC for compulsion spells)
Combat Gear alchemist's kindness[APG], alkali flask[APG] (2); Other Gear club, crossbow bolts (20), dagger, dagger, dagger, light crossbow, brewing tools, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 33 gp
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Special Abilities
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Bloodline Arcana: Fey (Ex) +2 to save DCs from spells of the Compulsion subschool.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Laughing Touch (7/day) (Sp) As a standard action, if melee touch hits, foe can take only move actions for 1 rd.
Taunt You can demoralize opponents using Bluff rather than Intimidate (see the Intimidate skill description for details) and take no skill check penalty for being smaller than your target.
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The craft skill and tools should read Brewing
Born and bought up in the Goldwoods, Celso's family lived happily amongst the forest folk and fey, as they had done for years. However Papa Celso decided to take the family on an adventure and ended up settling in Ilsurian. It has been several years the family have lived on the outskirts of town, but they are still considered outsiders. It is in Celso's mind to do something great and let his family name be known and accepted in the town, to be a hero.
As with all his family, there has been a bond, an understanding with the fey, almost like that of the gnomes. However in Celso it has not only materialised in his personality, fun loving, inquisitive and mischievous, it has manifested itself in magiks that have grown more powerful as he has aged. Starting with little party trick, like making lights appear and then disappear, to now he can make human's sleep soundly with a few soothing words.
Of course, the main trouble he gets into is at Fuggle's Gold, the local brewery where he works. But despite this he is a good worker, and despite not being a dwarf like his foreman Garard, he has been taken on and now happily stirs the ale whilst it is being brewed.
He wears a dark robe with a white pine cone and tree design, on the back of the robe the complex design appears to make a smiling face. Underneath is a brown apron, smelling slightly of hops, with the image of a tankard sown below the top right strap over his shoulder.
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