Eando Kline

Jordy Vashnarstill's page

178 posts. Alias of karlprosek.

Full Name

Giordano Elitullus Vashnarstill


Undine (Amphibious, Chelaxian)


Bard (Archaeologist) 4 [HP: 12/33 | AC:16 | T:12 | FF:14 | CMB:+4 | CMD:16 | Fort:+2 | Ref:+6 | Will:+7 | Init:+3 | Perc:+11 (Darkvision) | Spd 30 (Swim 30)]







Special Abilities

Archaeologist's Luck 9/day, Water breathing






Common, Ancient Azlanti, Aquan


Historian, researcher, archaeologist, writer

Strength 12
Dexterity 14
Constitution 12
Intelligence 11
Wisdom 16
Charisma 16

About Jordy Vashnarstill

M LN Undine Bard (Archaeologist), Level 4, Init +3, HP 33/33, Speed 30/Swim 30, AC 16, Touch 12, Flat-footed 14, CMD 16, Fort 2, Ref 6, Will 7, CMB +4, Base Attack Bonus +3
Azlanti Longsword +1 +6 1d8+2 (19-20/x2)
Whip +4 1d3 dmg (x2) nonlethal, reach, disarm, trip
Crossbow, Light (Underwater) +5 1d8 (19-20/x2) 35 gp
Archaeologist's Luck adds +2 to attacks, damage, saves, and skill checks 9/day for 3 rounds per use
Abilities Str 12, Dex 14, Con 12, Int 11, Wis 16, Cha 16
Conditions None


In progress- House Vashnarstill traces its lineage back to the beginnings of Cheliax, claiming their founding member was a ship captain under General Coren in the Taldan Third Army of Exploration that landed at Corentyn over 3000 years ago. They claim their magic-infused blood comes from an ancient pact their ancestor made with genies that blessed his line with an affinity for the sea. House historians claim their ancestry goes back even further than the founding of Cheliax, to Azlant itself, safe in the fact that the truth is unprovable either way.

The Vashnarstills were a major noble family in Corentyn with vast mercantile and shipping interests until they backed House Davian against Thrune during the Chelish Civil War. When their forces were decimated at the Battle of a Hundred Kings they quickly bent knee to House Thrune and were rewarded with exile to Kintargo rather than destruction and being wiped from the history books. In the hundred plus years of their exile the House has regained much of its influence and wealth.

Giordano- Jordy, to his friends- is the fifth child and third son of the first son and heir apparent to the head of House Vashnarstill. Given the long lives of members of the House- a Vashnarstill can expect to live as long as a dwarf, if not longer- and his low rank among his father's children, Jordy knew from a young age that he was never going to inherit. He loved being out on the ocean, even the cold seas off the coast of Kintargo, and loved almost as much the stories of ancient kingdoms and faraway lands.

Drawn to study and read and travel, Jordy used his family's connections to gain sponsorship into the Pathfinder Society. When he heard about the Andoran expeditions the Azlanti isles he just had to go. Too late for the first wave, he applied and was accepted into the second wave, where he befriended the like-minded historians Carver Hastings and Perrell Beys.


An explorer at heart, Jordy is always looking for the hidden secret or the unspotted treasure. While he grew up on his family's commercial vessels and loves the sea, his one true passion is descending into ancient ruins forgotten by man and finding lost relics and tomes. In spite of his love for forgotten lore he has a very loose interpretation of ownership when it comes to items found in lost temples and ancient crypts. He has to make a living somehow.


Average height for a human male, with a slim, athletic build. Attractive, but not so good looking that it's particularly noteworthy. Typical Chelaxian features with dark hair and pale skin, but in the right light his hair is blue-black and his skin has a bluish undertone. While easy to miss, a keen observer might notice that his fingers are webbed and he has a nicitating membrane in his eyes.

SKILLS 6+1/lvl +2 background/lvl
Diplomacy +10 = 4 +3 Cha +3 CS
Disable Device +11 = 4 +2 Dex +3 CS +1 Feature +1 Tr Can disable magical traps.
Knowledge: All (Untrained) +1 = 0 +0 Int +1 BK
Knowledge: Arcana +8 = 4 +0 Int +3 CS +1 BK
Knowledge: Dungeoneering +8 = 4 +0 Int +3 CS +1 BK
Knowledge: Nature +6 = 2 +0 Int +3 CS +1 BK
Knowledge: Religion +5 = 1 +0 Int +3 CS +1 BK
Perception +11 = 4 +3 Wis +3 CS +1 Feature
Spellcraft +7 = 4 +0 Int +3 CS
Survival (Avoid Getting Lost, Untrained) +5 = 0 +3 Wis +2 item
Survival (Get Along in the Wild, Untrained) +5 = 0 +3 Wis +2 item
Use Magic Device +10 = 4 +3 Cha +3 CS
Knowledge: Engineering +5 = 1 +0 Int +3 CS +1 BK
Knowledge: Geography +7 = 2 +0 Int +3 CS +1 BK
Knowledge: History +8 = 4 +0 Int +3 CS +1 BK
Profession: Merchant Sailor +7 = 1 +3 Wis +3 CS


All simple weapons, plus longsword, rapier, sap, shortsword, shortbow, and whip
Light armor and shields (except tower shields)
Bardic knowledge
Bardic performance Archaeologist's Luck +1 luck bonus on attacks, damage, saves, and skill checks; 4 +2 (Cha) rounds/day, 3 rounds per use due to Lingering Performance, +1 bonus from Fate's Favored
Versatile Performance Clever Explorer Adds half Class Level to Disable Device and Perception checks; can open locks as Standard action and complex devices in half the normal time
Well-versed Uncanny Dodge Never flat-footed, does not lost Dex AC bonus against Invisible enemies
Trap Sense +1 to Ref saves and AC against traps
Outsider (Aquatic subtype, Amphibious SQ)
Swim 30'
Can breathe water
Swim is a class skill
Cold Resistance 5
SLA Hydraulic Push 1/day Amphibious
Darkvision 60'
Languages: Common, Ancient Azlanti, Aquan


Trait: Trap Finder
Trait: Fate's Favored
Trait: Prehensile Whip
Trait: Pathfinder Recruit
1: Additional Traits
3: Lingering Performance
4: Weapon Focus Longsword (Rogue Talent/Combat Trick)
5: Arcane Strike
7: Power Attack
8 (Rogue Talent)
11: Quicken Spell To use with Allegro.
12 (Rogue Talent)
16 (Rogue Talent)

0 (6, 4/day, DC 14): Detect Magic, Ghost Sound, Mage Hand, Mending, Prestidigitation, Resistance
1 (6, 5/day 4 left, DC 15): Charm Person, Cure Light Wounds, Grease, Hideous Laughter, Silent Image, Windy Escape
2 (2, 2/day, DC 16): Allegro, Heroism


Azlanti Longsword +1 Has a grip wrapped in green leather and gold wire, glowing with a pale green emerald light. The sword emits light as per the spell Light. The workmanship and engravings on the blade and hilt are Azlanti in origin.
Longsword 1d8 dmg, 19-20/x2, 15 gp, 4 lbs
Whip 1d3 dmg, x2, 1 gp, nonlethal, reach, disarm, trip, 2 lbs
Crossbow, Light (Underwater) 1d8 dmg, 19-20/x2, 35 gp, 4 lbs
-ammunition (50 bolts) 5 gp, 5 lbs

Lamellar, leather +4 armor bonus, +3 max Dex bonus, 60 gp, 25 lbs, Move 30 ft

MW Machete
Outfit, explorer's
Wayfinder, standard can illuminate as Light spell on command
Spyglass increases +1 DC to Perception checks per 20 feet instead of 10 feet

(Kit, rogue's) 50 gp, 37 lbs
Belt pouch
-flint and steel
-thieves’ tools
-tindertwigs (5)

-chalk (10)
-fishing net
-grappling hook
-iron pot
-lantern, waterproof hooded
-mess kit
-oil x5
-pitons (10)
-rope (50 ft)
-torches (10)
-trail rations (5 days)
-waterproof bag (2)

Total weight: 81 lbs
-without pack: 40 lbs

Light load 43 lbs
Med. load 86 lbs
Hvy. load 130 lbs
Lift (over head) 130 lbs
Lift (off ground) 260 lbs
Push or drag 650 lbs

1 gp
4 sp