Race |
Aasimar (halfling) |
Classes/Levels |
Bard (arch) 1 / Paladin (oath:veng) 1 || (HP 20/20) || AC: 20 | T:15 | FF:16 | CMD 17 | Fort +4 | Ref +6 | Will +4 | Init +4 | Per: +6 | Speed 30' |
Gender |
female |
About Salyne Kallum
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SALYNE KALLUM
Female Aasimar (angelkin-halfling) Bard (archaeologist) 1 / Paladin (oath of vengeance) 1
LG Small Outsider (native) / Humanoid (halfling)
Init +4; Senses Darkvision, Perception +6
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Defense
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AC 20, touch 15, flat-footed 16 (+4 armor, +4 dex, +1 shield, +1 size)
hp 20 (1d8+1d10+4)
Fort +4, Ref +6, Will +4; resist acid 5, cold 5, electric 5
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Offense
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Speed 30 ft.
Melee long sword +6 (1d6+3, 19-20/x2),
Melee dagger +5 (1d3+3, 19-20/x2),
Melee warhammer +5 (1d6+3, x3),
Ranged longbow +6 (1d6+3, 110', x3)
Special Attacks smite evil (1/d, +5/+1, +5 ac), arch's luck (9/d, swift, 3 rds, +2 att/dmg/sk/ab)
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Statistics
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Str 16, Dex 18, Con 14, Int 10, Wis 11, Cha 20
Base Atk +1; CMB +3; CMD 17
Feats Lingering Performance
Traits Fate's Favored, Artisan's Intuition
Skills Acrobatics +8, Bluff +9, Craft (weapons) +7/+12, Diplomacy +9, Disable Device +8, Heal +6, Know (religion) +7, Know (other) +1, Perception +4, Perform (sing) +9, Sense Motive +4, Sleight of Hand +7, Stealth +11
Languages Common, Halfling
SQ aura of good, detect evil
Spells (Bard, u/3): 0th - daze, detect magic, mage hand, message; 1st - cure light wounds, sleep
Combat Gear
Other Gear masterwork chain shirt, buckler, masterwork CI long sword, dagger, warhammer, composite mighty (+3) longbow, backpack, belt pouch, bandoleer, bedroll, whistle, mess kit, waterskin, flint & steel, candle (x20), chalk (x5), wandermeal (x5), silk rope 50', grappling iron, masterwork smith's tools, thieves' tools, 25 gp
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Abilities
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TRAITS
Fate's Favored Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Artisan's Intuition You are often struck with epiphanies about crafting processes and substances. Select one Craft skill. Once per day as a free action, you may gain a trait bonus equal to your Charisma modifier (minimum 0) on a Craft check you make. You can apply this bonus after you roll the check, possibly turning a failure into a success.
FEATS
Lingering Performance The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.
RACE ABILITIES/QUALITIES
Size 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 CMB and CMD, and a +4 size bonus on Stealth checks.
Celestial Resistance Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5
Skilled Aasimar have a +2 racial bonus on Diplomacy and Perception checks
Darkvision Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Variant Ability: 20 You gain an additional +2 racial bonus to your Dexterity score.
Scion of Humanity An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for halfling without using the Disguise skill.
Alternate Physical Feature: 85 Other: melodic laugh
Alternate Physical Feature: 7 Build: beautifully proportioned (flavor)
Alternate Physical Feature: 80 Other: clothing billows even without wind (flavor)
CLASS ABILITIES/QUALITIES
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.
Archaeologist’s Luck (Ex) Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.
Archaeologist's Luck rounds per day: 9
- single round activation last for 3 rounds
- +2 bonus because of Fate's Favored
Cantrips (Sp) Bards learn a number of cantrips, or 0-level spells." These spells are cast like any other spell, but they do not consume any slots and may be used again.
Smite Evil (Su) 1/day +5 to hit, +1 to damage, +5 deflection bonus to AC when used.
Aura of Good (Ex)The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp) At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds.
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Profile
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Appearance Salyne stands just shy of 4' tall, with warm olive skin and flowing dark brown hair ~ a uniquely athletic and graceful specimen among her kind. Salyne has a case of heterochromia, extremely rare among her people, granting her one emerald eye and one violet eye. She is possessed with a unique quality - when her emotions build, the air moves around her as though a breeze, and the stronger her passions, the wilder the wind. This causes both her clothing and hair to move about, which she has learned to embrace in her style, wearing a leather surcoat, silken sashes for belts, and sporting hair only partially restrained in a leather headband. She carries a long, thin elegant side sword she crafted herself, and typically fights with a buckler in her off hand.
Personality Salyne is an entertaining bundle of energy, luck, and wit. A sort of junior mascot, all newcomers to Silver Shields enjoy her company and she is remembered fondly by any who have been graced by her presence. Few know of the dark, hardened streak that burns in her heart, for she is the product of great loss. It is this pain that inspired her to take up sword and seek out evil.
Background There was never much of interest in the small hamlet of Asherholm. Situated on the edge of the forest bordering between Druma and Molthune, the community's claim to significance was as a waypoint the on the road between Kerse and Canorate. Given the business that passed on the merchant road, it made sense for Findablon "Finny" Kallum, a cartwright and farrier, to set up shop near the large inn Asher's Rest. He brought with him his lovely wife, Gretchen Binderbook, who was at the time pregnant with their daughter, a lass they would name Salyne.
Salyne's early years were quite unsurprisingly quiet. Though travelers passed through town, they did little more than that, and things remained boring. The only time excitement was guaranteed for Salyne was when her mother's "kid brother" Colewin would stop by. Colewin was a young, adventuring knight claiming to the highest chivalric standards, and he would regale Salyne with stories of adventure late into the night. And with each successive visit, the stories only got grander. As the years passed, Salyne found herself idolizing her wayward uncle, begging to go apprentice under him and become a gallant service of justice like him.
Her parents, of course, would have nothing of it. As an only child, Salyne was to inherit her father's business when he was ready to retire, and so he started teaching her the business. She was good with the horses, though had little interest in them. She however excelled at working on the horseshoes, impressing her father with how capably she picked up the basics of forging. As such, he apprenticed her to a smith in nearby Detmer for her tweenage years.
It was during this time that her talent for mischief began to arise. She had grown into a stunning young woman, and found herself beset upon by countless suitors of varying races (despite her diminutive size). She enjoyed the chase, and became something of a prankster, but always in a good-natured way. With a knack for mischief and an unnatural amount of luck, Salyne experienced her share of hijinx when not working diligently at the forge. It was a glorious time for her.
Then word came. A mercenary company had stopped in Asherholm and stabled their steeds with her father. There was a dispute over payment for services rendered (they didn't feel the need to pay a halfling), and instead ran through her father and kidnapped her mother. She raced to her uncle's compound, the Halls of Silver. Tears ran down her face as she recounted the story to Colewin. His normally jovial face became grim. He knew of the mercenary company, and knew worse who (and what) they were in league with.
He quickly assembled the Shields, ready to rescue his sister. Salyne pleaded to go with him, she wanted revenge for her father, wanted to see her mother home safely. But Colewin would hear nothing of it. He saw the look in Salyne's eye, knew what that hate, if tapped into, could do to her. No, he would not loose his niece as well. She would stay behind, be he promised her two things: first, he would return with her mother, safe from harm. Second, when he returned, she would join the Silver Shields as his squire.
True to his word, he returned with her mother Gretchen. Though physically and emotionally wounded, she would recover. And seeing her mother safe, the hate in Salyne's heart faded a bit. To Colewin, this was key to her training. He knew his niece was blessed with an uncanny luck, a gift perhaps of Chaldira Zuraristan. If he could take that luck, and grow from her pain a desire to help others, a heart for righteousness, then he could teach her the way of his order, the way of the paladin. And so Salyne was reborn, taking on the mantle of her people's fabled hero - The Luckwarden.
My Sword