Thedan

Merlan Firefingers Silverhearth's page

535 posts. Alias of Ragadolf.


Full Name

Merlan 'Firefingers' Silverhearth

About Merlan Firefingers Silverhearth

Merlan 'Firefingers' Silverhearth
Male Halfling Slayer (Sniper) 1/Wizard (Teleportation) 4
NG Small Humanoid (Halfling)
Init: +4, Perception: +10 [+12 when near familiar]
Languages: Common, Draconic, Dwarven, Goblin, Halfling.
Deity: Desna

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DEFENSE
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AC 13 [17], Touch 13, Flat-footed 11 [15], CMD 13
(+1 size, +2 dex, [+4 mage armour])
HP 35/35 (5HD - 11, 6, 6, 6, 6)
Fort: +4, Ref: +5, Will: +5 [+2 v fear]
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OFFENSE
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Speed: 30 ft. (6 Squares)

Melee:
Halfling Sling-Staff +4 1d4 [Bludgeoning]
Dagger +4 1d3 (19-20/x2) [Slashing/Piercing]

Ranged:
Halfling Sling-Staff +6 1d6, 80' increment (+1/+1 within 30')
Dagger (thrown) +6 1d3 (19-20/x2), 10' increment +1/+1 within 30')
Ray/Ranged Touch +6 (+1 within 30')

Special: Range penalties with the sling-staff are halved; Studied Combat +1/+1

Base Atk: +3, CMB: +2
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STATISTICS
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Str 10, Dex 14, Con 13, Int 18, Wis 10, Cha 12
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TRAITS
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Seeker of Mysteries (Campaign)
You came to Lastwall in order to gain access to the ruins of the fortresses that once composed the Sunwall – the ancient border that was the first to fall to the Orcish hordes. Whether a result of legends and stories, personal research, or an old family secret that has been passed down, you know that the defenders had an ancient artefact of power which they could not bring with them – and so they sealed away rather than allow it to fall into Orcish hands... You believe that it’s still there, and you want it (whether to study it or to gain its powers, that's up to you, I don't judge). You gain a +1 trait bonus to Knowledge (Arcana) and Knowledge (History) checks, one of which automatically becomes a class skill for you. If you are an arcane caster, your familiarity with ancient arcane lore assists your spellcasting, granting you a +1 trait bonus on concentration checks and caster level checks made to overcome spell resistance.

Magical Knack (Magic) [Wizard]
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
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FEATS
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Armour Proficiencies: Light, Medium, Shield (not tower).
Weapon Proficiencies: Simple, Martial + Halfling Weapons.
Scribe Scroll (Wizard Class Bonus feat)
Alertness (When Familiar is near)

Standard Feats: Point Blank Shot, Spell Focus (Conjuration)(+1 DC), Augment Summoning (+4 Str & Con to each summoned creature)

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SKILLS 9/5/5/6/6
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Trained are marked with *, italics for class skills.

Spoiler:

Adventuring Skills
Skill Name [Total] = Rank + Stat + Misc (Description)
Acrobatics [+2] = 0.0 + 2 + 0
Appraise
Bluff [+1] = 0.0 + 1 + 0
Climb [+0] = 0.0 + 0 + 0
Diplomacy [+1] = 0.0 + 1 + 0
Disguise [+1] = 0.0 + 1 + 0
Escape Artist [+2] = 0.0 + 2 + 0
Fly [+2] = 0.0 + 2 + 0
Heal* [+4] = 1.0 + 0 + 3
Intimidate [+1] = 0.0 + 1 + 0
Knowledge (Untrained) [+4] = 0.0 + 4 + 0
Knowledge (Arcana)* [+12] = 4.0 + 4 + 3 + 1 (trait)
Knowledge (Dungeoneering)* [+10] = 3.0 + 4 + 3
Knowledge (Local)* [+10] = 3.0 + 4 + 3
Knowledge (Nature)* [+10] = 3.0 + 4 + 3
Knowledge (Planes)* [+10] = 3.0 + 4 + 3
Knowledge (Religion)* [+10] = 3.0 + 4 + 3
Perception* [+10|+12] = 5.0 + 0 + 3 + 2 (keen senses) [+2 alertness due to familiar]
Ride [+2] = 0.0 + 2 + 0
Sense Motive [+0|+2] = 0.0 + 0 + 0 [+2 alertness due to familiar]
Spellcraft* [+12] = 5.0 + 4 + 3
Stealth* [+10] = 1.0 + 2 + 3 +4 size
Survival
Swim

Background Skills
Skill Name [Total] = Rank + Stat + Misc (Description)
Craft (Alchemy)* [+7] = 1.0 + 3 + 3
Craft (Leatherworking)* [+7] = 1.0 + 3 + 3
Craft (Jewelry)* [+7] = 1.0 + 3 + 3
Craft (Weapons)* [+7] = 1.0 + 3 + 3
Knowledge (Engineering)* [+7] = 1.0 + 3 + 3
Knowledge (History)* [+8] = 1.0 + 3 + 3 + 1 (Trait)
Linguistics
Profession


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SPELLS (Wizard, CL 5) -- Arcane Failure: 0%
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Apprentice's Spellbook (100 Pgs; 60 pages Blank):
Spoiler:

2nd Level: Summon Monster 2, Glitterdust, Stone Call, Web,

1st Level: ant haul (DC 14) , burning hands (DC 14) , corrosive touch , enlarge person (DC 14) , expeditious retreat (DC ) , feather fall (DC 14) , grease (DC 15) , identify , mage armor (DC 15) , magic missile , magic weapon (DC 14) , mindlink (DC 14) , reduce person (DC 14) , shield (DC ) , shocking grasp , summon monster i , true strike (DC )

Cantrips: acid splash , arcane mark , bleed (DC 14) , dancing lights , detect magic , detect poison , disrupt undead , flare (DC 14) , light , mage hand , mending (DC 14) , message , open/close (DC 14) , prestidigitation (DC 14) , ray of frost , read magic (DC ) , resistance (DC 14) , spark (DC 14) , touch of fatigue (DC 14)

Traveler's Spellbook:(50 pgs; 11 Pgs Blank)

Spoiler:

[3: Blink, Tongues, Water Breathing; 2: Alter Self, Animal Aspect, Cat's Grace, Eagle's Splendour, False Life, Fox's Cunning, Glide, Invisibility, Mirror Image, Resist Energy, See Invisible; 1: Corrosive Touch, Feather Step, Infernal Healing, Monkey Fish, Reduce Person, Shield, True Strike, Vanish],

Prepared Spells (Concentration: +6) [4 -- (4+1)/(2+1)/0/0/0/0/0/0/0]
+1 trait bonus on concentration checks & caster level checks vs spell resistance.
+1 to DC of Conjuration Spells

Cantrips: Detect Magic, Prestidigitation, Light, Mage Hand.
Level 1: Enlarge Person, Grease, Vanish, Burning Hands, Summon Monster I
Level 2: Summon Monster 2, Glitterdust, See Invisible,

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RACIAL ABILITIES
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Fearless (Ex)
Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.

Fleet of Foot
Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This replaces sure-footed.

Halfling Luck (Ex)
Halflings receive a +1 racial bonus on all saving throws.

Keen Senses (Ex)
Halflings receive a +2 bonus on Perception skill checks.

Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

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SPECIAL ABILITIES
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Spoiler:

Accuracy (Ex) A sniper halves all range increment penalties when making ranged attacks with a bow, crossbow, sling or firearm.

Familiar (Arcane Bond) (Squeaky the Rhamphorrhynchus, see below)
A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.

A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other. Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level.

If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.

Favoured Class: Wizard
- Bonus Familiar Level (2x): Add +1/2 to the wizard's effective class level for the purposes of determining his familiar's natural armor adjustment, Intelligence, and special abilities.

Opposition Schools
You have chosen illusion and enchantment as opposition schools. Preparing an enchantement or illusion spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment or illusion spell as a prerequisite.

Shift (Su) (ooooo o)
At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two levels in your Wiz/Teleport class. You can do this 3+ Int mod times per day. (He can move 10 feet. He can use this ability 7 times per day.)

Studied Target (Ex)
A slayer can study an opponent to gain a +1 bonus on Bluff, Knowledge, and Sense Motive; a +1 bonus on Perception, and Survival checks attempted against that opponent; and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against 1 opponents at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. A slayer can study an opponent he can see as a move action.

Summoner's Charm (Su)
When casting Conjuration (summoning) spells the duration is increased by 2 rounds.


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EQUIPMENT
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traveler's outfit (small); dagger (small); bullet, sling (small) (x30); Halfling Sling Staff ; Spell Component Pouch ; Caltrops (1); Acid (1)

Backpack (Masterwork) (Small) [ Spellbooks; Waterskin, Filled (Small); Rations, Trail (Small) (x5); Bedroll (Small); Mess Kit; Candles (5); Journal; ]

Waterproof Bag (Small) [Ink; Inkpen; Charcoal sticks (2); Chalk (5);]

Scroll Case [ Parchment (x10); ];

bag(s) (on dog saddle) [Rations (Small/Halfling)(10); Candles (45); Chalk (45);]

Magic Items
Pearl of Power (I),
Wand of Mage Armour (22),
Wand of Magic Missile (33),
Potion of Cure Light Wounds,
Potion- Cure serious Wounds (3d8+5)
Potion- Shield of Faith +2

Coinpurse: 21gp, 12sp, 10cp.

Current load: Light
Limits: 0-33 (Light), 34-66(Medium), 67-100 (Heavy).

Letter of Credit- (250GP)
1 lb of Mithral (500GP)
Token for Courtiers' Outfit
500gp of residuum,
500gp Credit (From Group Letter of Credit for 3,000GP)

PICKED UP-
-Wand: Darkness (Charges?)
-Small knife, (Necromancy, w/Evocation/Transmutation in it)

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Familiar:
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Squeaky:

Spoiler:

Male Familiar Pterodon (Rhamphorhynchus) animal 1
TN tiny magical beast (augmented animal)
Init +3; Senses Darkvision (60 ft.), Low-Light Vision, Scent; Perception +9 [+11 when near his master]
Communication Empathic Link
AC 17, touch 15, flat-footed 14; CMD 10
hp 17 (5HD, 1/2 of masters HP)
Fort +2, Ref +8, Will +6 Defensive Abilities: Improved Evasion
Speed 10 ft. (2 squares) Fly 40 ft. (good)
Melee bite +3 (1d3-2) Reach: 0ft
Base Atk +3; [/b]CMB[/b] +4;
Special Actions: Sudden Swoop
Abilities: Str 6, Dex 17, Con 11, Int 7, Wis 14, Cha 11
Special Qualities: Alertness, Darkvision, Empathic Link, Intelligence Score, Low-Light Vision, Natural Armor Bonus, Scent, Share Spells,
Feats: Lightning Reflexes
Skills: Escape Artist +3, Fly: +11, Heal +2, Intimidate -3, Knowledge (Arcana) +2; Knowledge (Nature) +0, Knowledge (Planes) +1, Knowledge (Arcana/Dungeoneering/Local/Nature/Planes) +0; Perception +7, Stealth +20

Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.

Deliver Touch Spells (Su) If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Share Spells (Ex) The witch may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A witch may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Sudden Swoop (Ex) If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.

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Tiny, Riding Dog
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Spoiler:

Riding Dog CR 1
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8

DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1

OFFENSE
Speed 40 ft.
Melee bite +3 (1d6+3 plus trip)

STATISTICS
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats: Skill Focus (Perception)
Skills: Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

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DESCRIPTION/BACKGROUND
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Description:

Spoiler:

Description: Your first impression of Merlan is pure chaos. But in a fun, joyful way. The slight halfling stands just over 3 feet tall, and is slim for his food-loving race, weighing about 40 lbs. His usually clean-shaven face is child-like both in features, and in the look of joyful wonder that usually resides there. He can easily pass as a human child, (and has done so) but now that he's 'older & wiser', he would only do so for the sake of a mission. Or if it was really funny.

Merlan's usual ensemble is something that would make a color-blind Gnome proud. His large wizard's hat is a deep, dark purple, and looks two sizes too large for him. He keeps one side of it pinned up with a ridiculously long feather, giving him a rakish, swashbucklery look.
His wizard's robes are blue, his doublet is green, and his vest a brilliant red. (Or some combination of colors that match just as well. He likes to keep it interesting)

Background:

Spoiler:

Merlan's parents were from two different lands. His mother was a near-wild warrior-woman from the wilds of Varisa, and his father was a bookish spell-sage from Andoran. They met when the remnants of their two adventuring parties ran into each other in the wilds at the edge of the Worldwound, and had to work together to survive. The two halflings had absolutely nothing in common, and together they accounted for as many demons as the rest of the group combined. It was love at first fight.

They formed their own adventuring group of 2, and then expanded it to other short-races as well. By the time that Merlan was born he had Halflings, Gnomes, Dwarves, Kobolds and even a Goblin as 'uncles' and 'aunts'. Obviously the tyke could not go adventuring. Yet. So when they went adventuring, his parents left him in the care of a (mostly sane) gnome druid in woods near Andoran. The animals of the woods became his playmates, but his first love was the magic that his father would teach him when he was home. (His nickname 'Firefingers' is from when he mastered his first actual spell. Then wouldn't stop using it!)

His parents became involved in the movement to free slaves from Cheliax, (ALL slaves, but they were mostly concerned with the short races.) and were gone longer and longer each time. Some of their group felt that this had become a dangerous obsession, with little to no rewards, and left the adventuring company. The last time he saw them, they were very excited about something big they had planned. They never returned. Merlan has no idea if they were killed, captured, or worse. (Hey, it's Cheliax. There ARE things worse than death.)

The gnome druid continued to raise Merlan. He was gruff and not overly-affectionate, but he did care for the child as best he could. (Merlan made it his personal mission to make the old gnome smile) But the druid was losing his fight against the Bleaching. Merlan began to see first more magical creatures, then actual Fey as the gnome slipped further into madness.

By the time the druid 'went for a walk' and never returned, Merlan had grown into a cheerful, self-confident young wizard. With the aid of the fey he had managed to befriend, and the 'uncles' and 'aunts' he kept in contact with, The Halfling had been trained in hunting, fighting, spellcasting and introduced to the big cities. He was ready to strike out on his own.

Using the hunting skills of his mother he started out, and then decided that he did not enjoy the killing, even of monsters, so he concentrated on his spellcasting. He had various adventures, and ended up near Lastwall. Deciding to investigate and try to locate a powerful artifact that he heard of from the Fey, he ended up auditioning for a position on the Lord-marshall's newest team. (It sounded like fun!) And here he is.

Personality:

Spoiler:

Merlan seems to be a typical example of his race. If a trifle leaner than most. He seems ever joyful, and seems to always be looking at the world through the eyes of a child, full of wonder and joy at discovering new things. He is a bit of a busybody, always poking his nose in and trying to help people solve their problems. Whether they want his help or not. He is almost as clever as he thinks he is, and excels at getting into and out of trouble. He enjoys a good joke, even at his own expense, and he loves pranks, but his jokes are never hurtful or injurious. Due to his experience with the Fey while growing up, he is always friendly, but slow to make close friends. Once he does, he is fiercely loyal to them.

Note- He is almost always cheerful. It takes a lot to shake his endless enthusiasm. But if you ever see him not smiling, Or if you actually see him angry, someone is about to have a very bad day. (Hint. It won't be him!)

He also seems to believe that he has led many lives, and believes in Reincarnation. Although he often refers to it as Regeneration. He often refers to historical events and figures as if he was there, and has met them. Although this is likely the result of his upbringing, the stories he was told, and books he read as a youth. His tales of the past often take a turn into reminiscing about the many romantic entanglements of his past 'lives'. Each more fancifully unlikely than the last.

Lastly, but not least, he is an unabashed flirt. He honestly believes that he is a Halfling's gift to women. Sadly his SKILL at flirting does not quite, quite, match his ego. But he is so darned adorable and charming, that even when he fails miserably, all involved usually seem to end up on friendly terms.