Adventurer

Salaish Talenduth's page

742 posts. Organized Play character for Warah.


Full Name

Salaish Talenduth

Race

HP 85/85 | AC 24 | F +14 R +15 W +13 | Perc +13 | Stealth +12 | 25 ft |

Classes/Levels

Hero 1/3 | focus 2/2 | spells 1: 3/3 2: 3/3 3: 3/3 4: 2/2 | ◇◆↺ | Active Conditions: none

Gender

(female) Gnome (Fey-Touched) Bard 7 |

Alignment

CN

Deity

agnostic

Location

just north of Novoboro, the River Kingdoms

Languages

Common, Hallit, Draconic, Gnomish, Fey

Occupation

Entertainer (busker)

Strength -1
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 12
Charisma 18

About Salaish Talenduth


____________________
PFS INFO:

PFS Number: 289224-2002
Remastered
Experience: 72

Major Factions
Envoy’s Alliance: 2
Grand Archive: 2
*Horizon Hunters: 69
Vigilant Seal: 0
Minor Factions 0
Radiant Oath: 0
Verdant Wheel: 0
All Faction Reputation
Total (Sum of the Above) Reputation: 73
*Salaish's faction

Purchased Boons
Rugged Mentor
Ally of the Iruxi (Slotless): You befriended the iruxi of Kihirat. This boon will have a special benefit in a future adventure.


____________________
STATS & SENSES:

Nationality: River Kingdoms
Birthplace: Marvbor (minor hamlet a day’s walk northwest of Novoboro)
Age: 20
Gender & Pronouns: female; she/her
Height: 3’-1”
Weight: 33 lbs
Physical Appearance: wavy aquamarine hair, amethyst eyes, golden oak skin
Gnome (Fey-Touched)
background Entertainer (busker)
Bard (Maestro), level 6
Small Humaniod Gnome Fey
CN, agnostic
Associations: Pathfinder Society
Languages: Common, Hallit, Draconic, Gnomish, Fey
____________________
ABILITY SCORES

STR -1, DEX +4, CON +3
INT +0, WIS +2, CHA +4
____________________
SENSES
Perception: +13 E = ((7 level) + (2 wis) + (4 prof) + ( item))
Special Senses: low light vision


____________________
DEFENSES:

HIT POINTS: 85

ARMOR CLASS
AC: 25 = (10 + (7 level) + (3 dex cap) + (2 prof) + (3 armor))
Occasionally: +1 (buckler)
Unarmored: [T], Light: [T], Medium: [U], Heavy: [U]

Reaction:
Empathetic Plea

SAVING THROWS
Fortitude: +14 [E] = ((7 level) + (3 con) + (4 prof) + (0 item))
Reflex: +15 [E] = ((7 level) + (4 dex) + (4 prof) + (0 item))
Will: +13 [E] = ((7 level) + (2 wis) + (4 prof) + (0 item))

Pearly White Spindle Aeon Stone: restores 1 HP per minute; resonant power grants resistance 1 to negative energy


_____________________
OFFENSE:

Class DC: 23 T = (10 + (7 level) + (4 cha) + (2 prof) + (0 item))

Speed: 25 Movement Types: land

Initiative (Perception): +15 = ((7 level) + (2 wis) + (4 prof) + (2 Incredible Initiative) + (0 item))

Melee Strikes
rapier +13/+8/+3 T = ((7 level) + (4 dex ) + (2 prof) + 0 (item)
damage (1d6 + (-1 str)) [P] (disarm, deadly (1d8), finesse)

dagger +13/+9/+5 T = ((7 level) + (4 dex) + (2 prof) + (0 item)
damage (1d4 + (-1 str )) [B.] (versatile slash, thrown 10 ft, agile, finesse)

fist +13/+9/+5 T = ((7 level) + (4 dex) + (2 prof) + (0 item)
damage (1d4 + (-1 str)) [P] (nonlethal, unarmed, agile, finesse)

Ranged Strikes
dagger +13 T [ooc]= (6 level) + (4 dex) + (2 prof) + (0 item)
damage (1d4 + (-1 str)) [P] (versatile slash, thrown 10 ft, agile, finesse)[/ooc]

Weapon Proficiencies
Simple: [T], Martial: [U], Other (longsword, rapier, sap, shortbow, shortsword, whip): [T], Unarmed: [T]


____________________
MAGIC:

Innate spells
Spell Attack Roll (Primal): +13 T = ((7 level) + (4 CHA) + (2 prof))
Spell DC (Primal): 23 T = (10 + (7 level) + (4 CHA) + (2 prof))
Bard spellcasting
Spell Attack Roll (Occult): +13 T = ((7 level) + (4 CHA) + (2 prof))
Spell DC (Occult): 23 T = (10 + (7 level) + (4 CHA) + (2 prof))

Focus Points: 2/2

Spell Slots per Day
1st: 3
2nd: 3
3rd: 3
4th: 2

Spells Known
Innate cantrips (cantrip level: 3):
Electric Arc
Produce Flame*
*This innate cantrip is constant; the other one can be changed once per day by meditating/concentrating for 10 minutes, per Fey-Touched Gnome heritage.

Focus Spells:
Counter Performance
Lingering Composition

Composition Cantrips (at will):
Dirge of Doom
Uplifting Overture (competence)
Courageous Anthem (offense)
Rallying Anthem (defense)

Signature Spells:
1: Soothe
2: Sound Burst
3: Slow
4: Painful Vibrations

Cantrips (cantrip level: 3):
Detect Magic
Figment
Light
Read Aura
Summon Instrument
1st:
Deja Vu
Fear
Kinetic Ram
Soothe (Muse spell)
2nd:
Calm Emotions
Charitable Urge
Sound Burst
3rd:
Fear
Roaring Applause
Slow
4th:
Infectious Melody
Painful Vibrations


____________________
SKILLS:

Acrobatics: +3 U = (+4 dex) + (0 prof) + (0 item) - (1 armor)
Arcana: +0 U = (0 int) + (0 prof) + (0 item)
Athletics: -2 U = (-1 str) + (0 prof) + (0 item) - (1 armor)
Crafting: +0 U = (0 int) + (0 prof) + (0 item)
Deception: +14 T = (+7 level) + (4 cha) + (2 prof) + (1 item) (ventriloquist’s ring)
Diplomacy: +16 E = (+7 level) + (4 cha) + (4 prof) + (1 item) (diplomat’s badge)
Intimidation: +4 U = (+4 cha) + (0 prof) + (0 item)
Lore (Pathfinder Society): +9 T = (+7 level) + (0 int) + (2 prof) + (0 item)
Medicine: +2 U = (+2 wis) + (0 prof) + (0 item)
Nature: +2 U = (+2 wis) + (0 prof) + (0 item)
Occultism: +9 T = (+7 level) + (0 int) + (2 prof) + (0 item)
Performance: +17* E = (+7 level) + (4 cha) + (6 prof) + (0 item)
* +2 if singing, per Virtuosic Performer feat and Persona Mask
Religion: +2 U = (+2 wis) + (0 prof) + (0 item)
Society: +9 T = (+7 level) + 0 (int) + (2 prof) + (0 item)
Stealth: +12 T = (+7 level) + (4 dex) + (2 prof) + (0 item) - (1 armor)
Survival: +2 U = (+2 wis) + (0 prof) + (0 item)
Thievery: +12 T = (+7 level) + (4 dex) + (2 prof) + (0 item) - (1 armor)


____________________
FEATS:

Ancestry Feats and Abilities
Special 1st: low-light vision
Heritage 1st: Fey-Touched Gnome
1st: First World Magic
5th: Empathetic Plea

Skill Feats
Background: Fascinating Performance
2nd: Multilingual (Draconic, Undercommon)
4th: Virtuosic Performer (singing)
6th: Group Impression

General Feats
3rd: Incredible Initiative
7th: Canny Acumen (Fortitude)

Class Feats and Abilities
Feature 1st: bard muse: Maestro
Component substitution
Composition cantrips
1st: Lingering Composition
2nd: Inspire Competence
4th: Inspire Defense
6th: Dirge of Doom
Occult spellcasting
Spell repertoire
Signature spell

Bonus Feats
Feat Name (Source)
E.g. Shield Block (Class)


____________________
EQUIPMENT:

Combat Gear: minor healing potion (1), lesser healing potion (5), soothing scents (1), matchmaker fulu (1), mesmerizing opal (1), snapleaf (1), scroll of resist energy (1), potion of water breathing (1)
PFS Provision: 3rd rank scroll of Heroism (1)
Scenario Items:
Worn Gear: buckler, studded leather +1, dagger, rapier, backpack, bandolier, bedroll, belt pouch, belt pouch, sheath, Pearly White Spindle Aeon Stone, Diplomat's Badge, Persona Mask, Ventriloquist’s Ring
Stowed Gear: chalks (10), climbing kit, clothing (winter), flint and steel, rations (1 week)s (2), rope (50 ft), soap, waterskin, purse, writing kit, pup tent

Magic Items:
Invested Items:

Spoiler:

1. Pearly White Spindle Aeon Stone, Item 3: restores 1 HP per minute; resonant power grants resistance 1 to negative energy
2. Diplomat's Badge, Item 5
3. Ventriloquist’s Ring, Item 3
4. Persona Mask, Item 3

Bulk: 3.92 (Encumbered at: 4 = 5 + (-1 str); Maximum at: 9 = 10 + (-1 str))

Gold: 656.97


____________________
BOT ME:

See MAGIC spoiler for spells.

At the start of combat, Salaish will use Lingering Composition to cast Inspire Courage, unless the party would prefer Inspire Defense.

When in doubt, use one of Salaish's Cantrips for combat attacks.

If she just has one action left on her turn, she’ll use the Dirge of Doom composition cantrip.

She's always looking for ways to use the Deja Vu and Charitable Urge spells. Getting foes to give allies their weapons amuses her, as does making them keep doing things that will be useless for them.

She'll cast Roaring Applause on a dangerous foe who used a reaction on a party member, and uses Fear selectively to prevent party members from being overwhelmed by multiple foes. She’ll use Distracting Chatter on hard-to-hit targets, as it makes them flat-footed.

Using her rapier is a last resort.

She uses Soothe as a Signature Spell to keep allies from dying, but prefers to let others to the healing.


____________________
BOONS:

PFS (2ed) Scenario #1–06: Lost on the Spirit Road[b]:
[ ] [ ] [ ] Traveler of the Spirit Road (General): You have traveled the pathways near the Forest of Spirits and not only managed to avoid losing your way, but even befriended some of the local kami. The kami’s blessing follows you now and protects you from bad luck. Whenever you would critically fail a check to Hide, Sneak, Sense Direction, or Track while in a forested area, you may check a box next to this boon as a free action to treat that check as a failure instead.

[b]PFS (2ed) Scenario #1–08: Revolution on the Riverside:
[ ] [ ] [ ] River Kingdoms Politician (General): You have made yourself, one way or another, a known quantity in the realm of River Kingdoms politics. Upon completing an adventure set in the River Kingdoms or Razmiran, you may check a box next to this boon when using your downtime to Earn Income to participate in the political intrigues of the region, allowing you find an Earn Income task of up to your level +1. Once all three boxes next to this boon are checked, this boon has a special effect in a future adventure.

PFS (2ed) Scenario #1–16: The Perennial Crown Part 1: Opal of Bhopan:
Blood Offering (Slotless): Bhopanese culture has numerous traditions that involve bloodletting as a sign of respect or a show of
bravery. You participated in at least one of these traditions. This boon will have an effect in future scenarios.

Pathfinder Society Scenario #1–20: The Lost Legend:
Waters of Warlock’s Barrow: You vanquished the spirits of Warlock’s Barrow, and now through some quirk of fate, you can call upon them to help you lay other undead to rest.
◆◆ Uses [ ] ; Effect The purified waters of Warlock’s Barrow surround your weapons, now harming the undead instead of the living. You cast disrupting weapons as a 1st-level innate spell, except the spell also has the water trait.

Ally of the Iruxi (Slotless): You befriended the iruxi of Kihirat. This boon will have a special benefit in a future adventure.

[ ] Seasoned Diplomat (Advanced): You have navigated the courts of Ekkeshikaar, honing your skills as a diplomat and researcher. You may check the box next to this boon at the beginning of an adventure to become trained in Diplomacy and Society for the duration of that adventure. If you are already trained in one of these skills, you instead become an expert. If your proficiency level is higher than expert in either of these skills, you treat any critical failure rolled with that skill as a failure and any failure as a success for the duration of the adventure.


____________________
CHRONICLES
1. PFS(2) 1-06: Lost on the Spirit Road:

Boon: ☐ ☐ ☐ Traveler of the Spirit Road (General): You have traveled the pathways near the Forest of Spirits and not only managed to avoid losing your way, but even befriended some of the local kami. The kami's blessing follows you now and protects you from bad luck. Whenever you would critically fail a check to Hide, Seek, Sense Direction, or Track while in a forested area, you may check a box next to this boon as a free action to treat that check as a failure instead.
Reputation(s): +4 (Horizon Hunters)
Fame Earned: n/a
Fame Spent: n/a
Gold Earned: 14
Downtime: 0.08

2. PFS(2) 01-08 Revolution on the Riverside:

Boon: ☐ ☐ ☐ River Kingdoms Politician (General): You have made yourself, one way or another, a known quantity in the realm of River Kingdoms politics. Upon completing an adventure set in the River Kingdoms or Razmiran, you may check a box next to this boon when using your downtime to Earn Income to participate in the political intrigues of the region, allowing you to find an Earn Income task of up to your level +1. Once all three boxes next to this boon are checked, this boon has a special effect in a future adventure.
Reputation(s): +4 (Horizon Hunters)
Fame Earned: 4
Fame Spent: 0
Gold Earned: 14
Downtime: 0.04

3. PFS(2) 02-00 King in Thorns:

Reputation(s): 0
Gold Earned: 14
Downtime: 0.04

4. PFS(2) 02-19 The Seven Secrets of Dacilane Academy:

Reputation(s): 4
Gold Earned: 22
Downtime: 0.08

5. PFS(2) 01-18 Lodge of the Living God:

A lodge in Razmiran seems like an idea fraught with peril, but perhaps the Pathfinder Society can do some good for the people held in the iron grasp of the Living God. By (▫ protecting the keep/ ▫ abandoning the lodge), you hope you’ve made the best choice for everyone.
Light in the Dark (Envoy’s Alliance, General): You sought out people with the potential to become assets and agents for the Pathfinder Society, despite the risks involved. While adventuring in Razmiran, you gain a +1 circumstance bonus to Diplomacy checks to Request Assistance or Make an Impression. Inform your GM of the function of this boon at the beginning of the adventure.
Narsen’s Web (General): For good or ill, you have been swept up in the schemes of the masked priest Narsen. Whether the cunning cultist’s aims are for good or ill remains to be seen. You gain a +1 circumstance bonus to Perception checks to Sense Motive when dealing with anyone hiding their features behind a mask or disguise (including magical disguises and polymorph effects that change the person’s appearance to something unrecognizable).
Reputation(s): 4 (Horizon Hunters); 2 (Envoy's Alliance)
Gold Earned: 22
Downtime: 0.08

6. PFS(2) Head Shot the Rot One Shot:

Reputation(s): 4 Horizon Hunters
Gold Earned: 23.6
Downtime: 0.16

7. PFS(2) 01-19 Iolite Squad Alpha:

Iolite Trainee Hobgoblin: The Iolite Squad’s reports on valuable Pathfinder skills have made it back to Oprak to be incorporated into their training regimens. You have gained access to the following background for all of your characters (include a copy of this Chronicle Sheet with any character who selects this background).
IOLITE TRAINEE HOBGOBLIN BACKGROUND Prerequisites: Hobgoblin ancestry
The Iolite Squad was Oprak’s first foray into training hobgoblins for Pathfinder membership. You’ve added the archival and archaeological skills they sent back to Oprak into your military training. Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. You’re trained in the Society skill and the Warfare Lore skill. You gain the Sign Language skill feat.
Reputation(s): 4 (Horizon Hunters)
Gold Earned: 38
Downtime: 2.4

8. PFS(2) 02-12 Snakes in the Grass:

You travelled to the hobgoblin nation of Oprak to establish formal ties between that growing nation and the Pathfinder Society. While there you encountered Artennod Raike of the Aspis Consortium, who arrived to secure a trade arrangement with Oprak for the Aspis Consortium. After a series of events X▫ you uncovered that Artennod was responsible for a sudden attack on the hobgoblin camp. You X▫ managed to secure an agreement with Oprak for the Society but perhaps X▫ Artennod Raike vowed revenge on behalf of the Aspis Consortium before departing the camp.
Reputation(s): 4 (Horizon Hunters)
Gold Earned: 38
Downtime: 0.16

9. PFS(2) 1-16 The Perennial Crown Part 1: Opal of Bhopan:

On the trail of the legends of the famous early Pathfinder Selmius Foster, you traveled to the place he died—the isolated island of Bhopan. After surviving an onslaught from the island’s fey, you found a magically advanced society whose people have deep connections to the fey. The king of Bhopan invited you to participate in a grand masquerade. The royal steward, Lelzeshin, gave you a chance what Foster sought by entering the royal vaults. After speaking to him, you (▫ worked with him to break into the vaults / ▫ refused his suggestion, and instead wound up accompanying guards to the vault’s defense after Lelzehin broke in on his own.) Ultimately, you battled Lelzehin over control of a primal artifact, the Perennial Crown. As soon as the artifact was in your hands, the vault collapsed, trapping you inside. The story continues in Pathfinder Society Scenario #1–17: The Perennial Crown Part 2: The Thorned Monarch.
Blood Offering (Slotless): Bhopanese culture has numerous traditions that involve bloodletting as a sign of respect or a show of
bravery. You participated in at least one of these traditions. This boon will have an effect in future scenarios.
Reputation(s): 4 (Horizon Hunters)
Gold Earned: 38
Downtime: 0.16

10. PFS(2) 1-16 The Perennial Crown Part 2: The Thorned Monarch:

After an earthquake collapsed the royal vaults of Bhopan with you inside, a spirit within the treasury’s greatest item, the Perennial Crown, revealed an ancient fey lord’s web of deception. This fey, the Thorned Monarch, desperately wanted to recover the crown, and they created chaos and bloodshed in the streets to bolster their power. You managed to escape with the crown and sever their hold on Bhopan’s people.
Fey Influence: The character with this Chronicle sheet gains access to the Fey Influence ancestry feat.
Reputation(s): 4 (Horizon Hunters)
Gold Earned: 64
Downtime: 2.4

11. PFS(2) 3-10 Delve the Pallid Depths:

Reputation(s): 4 Horizon Hunters
Gold Earned: 64
Downtime: 2.4

12. PFS(2) 3-06 Struck by Shadows:

Reputation(s): 4 Horizon Hunters
Gold Earned: 64
Downtime: 4

13. PFS(2) 3-13 Guardian’s Covenant:

Reputation(s): 4 Horizon Hunters
Gold Earned: 100.4
Downtime: 4

14. PFS(2) 2-07 The Blakros Deception:

Reputation(s): 4 Horizon Hunters, 2 Grand Archive
Gold Earned: 64
Downtime: 4

15. PFS(2) 1-20 The Lost Legend:

Reputation(s): 4 Horizon Hunters
Gold Earned: 80
Downtime: 6.4

16. PFS(2) 1-09 Star-Crossed Voyages:

Ally of the Iruxi (Slotless): You befriended the iruxi of Kihirat. This boon will have a special benefit in a future adventure.
Reputation(s): 5 Horizon Hunters
Gold Earned: 150
Downtime: 7.2

17. PFS(2) 1-23 Star-Crossed Court:

[ ] Seasoned Diplomat (Advanced): You have navigated the courts of Ekkeshikaar, honing your skills as a diplomat and researcher. You may check the box next to this boon at the beginning of an adventure to become trained in Diplomacy and Society for the duration of that adventure. If you are already trained in one of these skills, you instead become an expert. If your proficiency level is higher than expert in either of these skills, you treat any critical failure rolled with that skill as a failure and any failure as a success for the duration of the adventure.
Reputation(s): 4 Horizon Hunters
Gold Earned: 150
Downtime: 6.4

18. PFS(2) 05-08 Protecting the Firelight:

You were invited to attend Niishan’s Festival of Fire as honored guests! Part of your responsibilities include helping the town prepare for the festivities by [X] preparing food, [X] entertaining the children, [X] hunting for herbs for the bonfire, □ enjoying the local hot spring, and/or □ assisting with talismans. During this, you were confronted by the land spirit Anohatsa and [X] proved yourself to him or perhaps □ failed to convince him of your good intentions. Finally, the sun set, and it was time for you to guard the fire. You faced □ vicious, □ hateful, [X] furious, or □ malicious spirits first, followed by □ fey spirits, □ giant spirits, or [X] plant spirits. Once you finished handling the spirits, you were confronted by Wanikkawi, the mysterious fifth member of the original explorers! You were able to defeat him and wrap up his tale of □ undead horror, [X]cruel fey, □ vicious giants, or □ hateful plants! You then presented Mayor Deyahi with the true story of Niishan’s founding in the morning, before going on to enjoy the rest of the festival!
Reputation(s): 4 Horizon Hunters
Gold Earned: 158
Downtime: 8

Character background and personality:

Salish doesn’t remember her father, but she does remember most of the other men who rotated in and out that role as she grew up. They had nearly the whole range of human possibility: the good, the bad, the strong, and the weak. She helped her little brother, Krike, weather them all, but as Salaish grew older she began to see why all those men kept leaving. Her mother, Ban, was supremely codependent, aggravating, manipulating, and annoying. To make matters worse, Ban thought music was to be used only during leisure time, while Salaish desperately wanted to spend her whole life dedicated to it.

Finally, she couldn’t take the life of a small hamlet miller’s daughter anymore. She bid an affectionate good-bye to her brother and hit the road, aiming to make it to a big city and earn her living as a busker. After a short time in Novoboro, she heard of the Pathfinder Society, and was quickly intrigued by the prospect of using her skills to support a group of adventurers. It took her a bit to make it to Absalom, but she eventually landed on its shores, eager to start the next chapter of her story.