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About Paellat SilvertonguePaellat Silvertongue was born in his father's stall in the markets of Sothis. Paellat was raised in the Malhitu Bazaar, his father and mother were merchants, so he learned to gauge the value of items. He would sneak into the Antiquities Auctions. He became fascinated by the mystical objects which were pulled from the tombs of the Ancient Osirion. Paellat was a rambunctious child, constantly on the move, even as a child, he fantasized about tomb-robbing, all his games revolved around it. As one of the few non-humans in the city, he was often mistaken for a child, and was constantly talking his way out of trouble. As a youth, he would sneak into the libraries and peruse the books, able to hide in small places, one of the advantages of being a halfling in a human city. When he was twelve he was caught, but again talked his way out of trouble, as he was able to link a story he'd heard, to the book he was reading. The scholar who caught him took him under his wing. Taught him to read Ancient Osirion, taught him about the ancient religions, and the cursed undead. He spent years under the tutelage of the Dwarven sage Merrigs Ironbook. He learned to restore books, becoming a book binder, restoring ancient texts as an illuminator. He grew bored of sitting in the library all the time, and ached for the exploration he had dreamed of as a child. Pae said his goodbyes, gathered his supplies, and the earnings he'd acquired from his toils in the library, bought some gear, and departed the library. He joined the Pathfinder Society, as an expert in Ancient Osirion. On his first expedition, he was able to translate a warning which allowed the trapfinder to bypass a deadly trap. The expedition was a huge success, he was awarded with a Handy Haversack by the Society. Paellat believes in being prepared; keeping alchemical items in his pack for many emergencies, including an everburning torch, which is definitely needed for tomb-raiding. He keeps alchmist's fire for the many swarms which dwell in the tombs of Osirion. Thunderstones to deafen enemy spellcaster's are a favorite of his. After his second mission he was awarded with his mystical mithril chain shirt. He kept a masterwork silvered dagger he retrieved on that mission as well. He also rescued a jackal pup, and has reared it into his riding companion, he trained him with some help from a Pathfinder friend, Jomal al'Kitar, a half-elven dune ranger. On his final expedition, his long time friend, Markus Blackthorne, was infected with mummy rot, he gave Pae his wand rifle as a dying gift, and had the rest of his items delivered to his family. Paellat helps Blackthorne's family on occasion, Markus was like a brother to him, and Aramae is like a sister. Her three children call him Uncle Pae. He has been dispatched to Piren's Bluff by the Pathfinder Society. He will learn his mission upon arrival. He's not liking the temperature change thus far, neither does his Riding Jackal "Ka". He hopes there will be treasure on this adventure, or he'll be wanting to return to his own lands as soon as possible. to be continued. Hit Points 26 [8 + 4d8 + 5 con]
Combat
Spoiler:
Wand Rifle Ray +8 touch [+3 BAB, +3 Dex, +1 Competence, +1 size]
Silver Bayonet +6 (d4p 19-20/x2) [+3 BAB, +1 size, +1 STR, +1MW] Cold-Iron Cane +6 (d4b 20/x2)[+3 BAB, +1 size, +1 STR, +1MW] Silver Jambiya +6 (d3s 19-20/x2) [+3 BAB, +1 size, +1 STR, +1MW] Traits Feats
Racial Abilities:
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Slow Speed: Halflings have a base speed of 20 feet. Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks. Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks. Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. Class Abilities:
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. 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. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action. 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 such performances are language dependent. 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 (Su): 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 noninstantaneous 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 (Su): 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 skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous 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 skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components. Fascinate (Su): 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 this ability from working. For every three levels the 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 all 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. Naturalist (Ex): An archivist who has identified a
Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to 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. Bardic Knowledge (Knowledge:Religion)
Lore Master (Ex): At 2nd level, an archivist may take 20
Magic Lore (Ex): At 2nd level, an archivist gains a bonus
Jack of All Trades (Ex): At 5th level, an archivist can
SPELLS
Spoiler: Spells Readied
Level 0 [DC 13] 6: detect magic, flare, mending, lullaby, read magic, resistance. Level 1 [DC 14] 4: cure light wounds, grease, indentify, summon monster I Level 2 [DC 15] 3: glitterdust, hypnotic pattern, summon swarm Level 1 [DC 14] 4+1: o cure light wounds o grease o identify oo summon monster I Level 2 [DC 15] 2+1: o glitterdust o hypnotic pattern o summon swarm Skills
GEAR
wand of color spray wiz1 34c
Handy Haversack 2000
Spoiler:
Merchant's Scale (1)
Magnifying Glass (-) Healer's Kit x2 (4) Disguise Kit (8) Climber's Kit (5) 200' Silk Rope (10) Grappling Hook (4) 14 bottles of Thick beer (14) coffer with 103gp (12) left pouch(20lb capacity - 14# currently) Spoiler:
5 Thunderstones (5) 1 tanglefoot bag (4) 5 Alchemist's Fire (5) bag of caltrops (2) right pouch(20lb capacity- current 7.5#) Spoiler:
Oak and Ivory long pipe (gpv 15)(x) 2 sachets each of Darkmoon tobacco, Mwagi Dreamweed, Andoran Tobacco, and Dark Mushroom Smoke(4) Everburning Torch (1) 5 smokesticks (2.5) 12 tindertwigs x ----------------------------------------------------------------------- Thick beer is based on the ancient Egyptian beer that that was rich in protein, so I'm calling trail rations from Sothis, Thick beer. point purchase: 14 str (5) 14 dex (5)12 Con (2) 14 Int (5) 10wis (0) 13 CHA (3) 5+5+2+5+0+3=20 Modify +2CHA/+2dex/-2STR halfling - +1CHA (L4 mod) Skillpoints: 55 (8+2int+1favored)/level Archivist:
Archivist
Some bards greatly prefer academic pursuits to the drama (and sometimes melodrama) of their artistic brethren. Bardic Performance: An archivist gains the following types of bardic performance. Naturalist (Ex): An archivist who has identified a
Lamentable Belabourment (Ex): At 6th level, an archivist
Pedantic Lecture (Su): At 18th level, an archivist can
Lore Master (Ex): At 2nd level, an archivist may take 20
Magic Lore (Ex): At 2nd level, an archivist gains a bonus
Jack of All Trades (Ex): At 5th level, an archivist can
Probable Path (Ex): At 10th level, an archivist can calculate
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