Lantern Bearer

Serres "Fade" Vahl's page

374 posts. Organized Play character for Greymore.

Full Name



CG Half-elf(wildborn) Tk 9 | HP: 141/120(NL dmg=27)| AC 25 T15/FF20, CMD:21, Fort:+15*, R+13*, Will:+7*, Init:+7, Percep:+26(30 vs sound) |


Burn:3 | conditions: none | Active effects: Force Ward(21 temp HP),Fortification 15%, Air Cushion(featherfall)AirShroud(air bubble), TK Invis



About Serres "Fade" Vahl

Serres "Fade" Vahl

My backstory? Let's just say that one day a bird crapped on a fence post and the sun hatched me from there. At least that's what dad told me growing up.

Yep, dad was a real bastard. He much preferred my brother Silas to me, and he told me so every chance he got. Silas was bigger, stronger, and much better looking so naturally everyone liked him more, but I had some redeeming qualities of my own. Mine were just... less obvious.

So, with home life being so enthralling, naturally I left as soon as I felt able. Of course that was a long time ago, I think I was about five then, and I've been on my own ever since. Now before you loose your muffins, don't believe all the hype about street life. It really isn't all that bad once you get the hang of it.

I remember this one time, hiding behind some crates in a back alley, down behind some bakery. I watched the bakers come out to play a game with dice, and I was fascinated. Eventually they heard me, mostly because my stomach growled so loudly, and they called me out of my hiding place. Reluctantly I came out, but as I did, an idea struck me.

"Please sirs!" I pleaded in my most pitiful voice. "I was just watching. I didn't mean to bother you."

They just laughed and said I hadn't done anything wrong but that I had better be on my way.

"What was that game you were playing?" I asked, having no genuine clue as to the name of the game.

Now hold on a sec, while I may not have seen the game played before, I am usually pretty quick on the uptake. Especially with things I might be good at. And dice? Yeah, that was something I was going to be really good at.

So back to the story. The bakers just chuckled at me, buying into my "poor rube" act, and went on to explain the rules to me like I was some brain addled three year old. That's when I really went to work on my idea.

"Well gosh misters, could I try? I mean I don't have much coin, but could I bet... 4 copper? Please?"

Now I played that dice game and lost my first throw, because it always pays better to lure the mark in with a loss first. I fished out another 4 copper, the last I had on me to be honest, but this time I won. I played some more that day, loosing some, but winning more, and overall coming out ahead. I didn't want to tip my hand you see, so winning every time was not an option.

I did that for the next several years, floating from city to city, earning money to pay for things, until I started just taking things I wanted. I got really good at that. I still gambled, if you can even call it that, from time to time when the mood struck me, but I certainly didn't need to. I could pick the inside breast pocket of just about anyone and they would have no idea they were missing something until I was long gone. In fact it got so easy, sometimes I did it without even thinking. That's how I found the Society, or should I say, they found me. You see, you only need to pick the wrong pocket once.

His name was Fendel, and he has the sharpest eyes of anyone I have ever met.

A curmudgeon without his drink, Fade often sees the worst in people. He doesn't really care too much for most folk, but on a rare occasion he will take a shine to some poor sod. Those poor, poor people. He loves animals, though they don't always love him. He hates rain, or mud, or anything tedious. He hates being bored most of all.

"Laws? Why on earth should they matter to me? Pfft! The only laws I follow are the laws that fill my belly or ride my lap till I am spent. Any other law is just getting in my way. Hey, are you going to finish that biscuit?"

"I am not a thief. That would imply I took something that didn't belong to me... and that is just too ridiculous to even imagine."

First off, despite his outward demeanor of a mildly grumpy Eeyore, Fade is a team player and a good person that tries to be helpful.

Secondly, concepts of laws are something he begrudgingly works with in certain company only. He just doesn't have a solid concept of boundaries or ownership of things, and it goes both ways. If he has something on him that someone else needs, he fully expects them to just take it if they can. If he doesn't want someone to have something, it's up to him to say something or prevent it.

Thirdly, he has thick skin. He has been called every name in the book at one time or another, and insults just don't bother him. On occasion they even can be endearing to him or outright funny, but he never gets bothered by them. He is very hard to rile.

That said, he doesn't like it when people are hurt, and that is one of the few things that can upset him. He always looks for a way to accomplish something without a fight if he can, but when someone shows themselves to be clearly evil he has been known to end things quickly.

Weight: 150 lbs.
Hair:Raven Black and often stringy, dirty and unkempt

PFS Info:
Player: Greymore
Character: Serres "Fade" Vahl
PFS#: 133512-12
Faction: Dark Archive
Day Job: [dice=Slight of Hand]d20+24+2[/dice] (*Thieves' Guild offers +2 to steal things and use for day jobs/included in roll)

Serres "Fade" Vahl
Male half-elf (Wildborn) telekineticist 9 (Pathfinder RPG Occult Adventures 10)
CG Medium humanoid (elf, human)
Init +7; Senses low-light vision; Perception +26 (+30 vs. sound based checks)
AC 25, touch 15, flat-footed 20 (+6 armor, +5 Dex, +1 natural, +3 shield)
hp 120+21 temp (9d8+63+9 from retraining)
Fort +15, Ref +13, Will +7; +2 vs. enchantments
Defensive Abilities fortification 15%; Immune sleep
Speed 30 ft.
Melee gauntlet (from armor) +6/+1 (1d3) or
. . mwk cold iron dagger +7/+2 (1d4/19-20) or
. . unarmed strike +6/+1 (1d3)
Ranged rock +11 (1d4), Kinetic blast(w/burn)+15(+16 w/pbs)
Special Attacks kinetic blast, metakinesis (empower, maximize)
Spell-Like Abilities (CL 9th; concentration +8)
. . Constant—feather fall, air bubble
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—extended range, foe throw, pushing infusion, snake
. . Blasts—aetheric boost (), electric blast (5d6+9 electricity), telekinetic blast (5d6+18)
. . Utility—air cushion, air shroud, basic aerokinesis, basic telekinesis, kinetic healer, telekinetic finesse, telekinetic haul, telekinetic invisibility, telekinetic maneuvers
Str 10, Dex 20, Con 24, Int 16, Wis 14, Cha 8
Base Atk +6; CMB +6; CMD 21
Feats Extra Wild Talent[OA], Extra Wild Talent[OA], Improved Unarmed Strike, Point-Blank Shot, Precise Shot, Skill Focus (Perception), Weapon Focus (kineticist blast)
Traits reactionary, vagabond child (urban)
Skills Acrobatics +12, Concentration: Kineticist +15, Disable Device +24, Escape Artist +20, Heal +6, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (engineering) +7, Knowledge (local) +4, Knowledge (nobility) +4, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +5, Perception +26 (+30 vs. sound based checks), Profession (gambler) +6, Sense Motive +3, Sleight of Hand +24 (+26 to steal items without being noticed), Stealth +32; Racial Modifiers +2 Perception
Languages Common, Elven, Gnome, Polyglot, Skald, Thassilonian, Tien
SQ burn (3 points/round, max 10), elemental overflow +3, elf blood, expanded element (air), gather power, infusion specialization 2, internal buffer 1
Combat Gear cold iron sling bullets(1d4 b/x2) (50), oil of bless weapon (2), potion of barkskin +2, potion of cure light wounds, potion of cure moderate wounds, potion of darkvision, potion of endure elements (2), potion of feather step, potion of lesser restoration, potion of shield of faith +2 (2), silver sling bullets(1d4 b/x2) (50), universal solvent (3), wand of cure light wounds, air crystal (2), alchemical grease[APG] (2), alchemist's fire (5), alchemist's kindness[APG] (5), alkali flask[APG] (3), alkali salt (per packet) (2), antiemetic snuff[ACG] (2), antiplague[APG] (2), antitoxin (2), deodorizing agent (6), moonrod[ARG] (5), oil (4), reagent, salt (6), shriek bomb, smelling salts[APG], soothe syrup[APG] (2), tanglefoot bag (7), troll oil[UE], vermin repellent[UE] (2), weapon blanch (adamantine)[APG], weapon blanch (ghost salt); Other Gear +1 shadow mithral kikko armor[UC], +2 buckler, mwk cold iron dagger, rock, amulet of natural armor +1, belt of mighty constitution +4, cloak of resistance +2, deep red sphere ioun stone, eyes of the eagle, gloves of larceny[UE], handy haversack, headband of mental prowess +2 (Int, Wis), vest of escape, climber's kit, dice[UE], ear trumpet, masterwork, flint and steel, glass cutter[UE], grappling hook, hammer, hooded lantern, masterwork thieves' tools, masterwork tool, masterwork tool, mirror, piton (8), potion sponge[ARG], silk rope (100 ft.), smoked goggles[APG], torch (5), trail rations, wrist sheath, spring loaded, wrist sheath, spring loaded, 16,779 gp, 13 sp, 5 cp
Special Abilities
Air Cushion (Sp) Constantly under the effects of feather fall.
Air Shroud (Su) Constantly under the effects of air bubble.
Burn 3/round (9 nonlethal/burn, 10/day) Burn HP to gain greater effects on your wild talents.
Elemental Overflow +3/+6 (Max +3, +2 CON, +2 DEX, 15% fortification) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empowered Aetheric Boost (Sp) Level 4; Burn 3
Empowered Extended Electric Blast (Sp) Level 4; Burn 1
Empowered Extended Telekinetic Blast (Sp) Level 4; Burn 1
Extended Range Kinetic blast has range of 120ft.
Fortification 15% You have a chance to negate critical hits on attacks.
Foe Throw (DC 19) Throw a creature if it fails it save. Do blast damage to both targets and thrown creature falls prone.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Infusion Specialization 2 (Ex) Reduce burn cost of blasts with infusions by 2
Internal Buffer 1 (Su) Store burn for use later
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Healer (Sp) Heal others equal to your blast damage
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Pushing Infusion (CMB +13) Your kinetic blasts makes Bull Rush CMB using Con.
Snake Blast can bend around corners.
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.
Telekinetic Invisibility (Sp) Grants invisibility
Telekinetic Maneuvers (Sp) Do combat maneuvers using you Con to determine your CMB..

A few notes/Bot me instructions:

1)He is almost always invisible, as it makes things so much easier for him on a regular basis. Less running and hiding, more drinking and well... drinking. Since it doesn't take any burn to do, he just reactivates it when it would end. His TK invis is not full invis and only offers +10/+20 to stealth, but it also muffles sound so blindsight doesn't automatically work to find him.

2)He is always scanning for opportunity, as sharp eyes and ears bring home the best hauls. He takes 10 whenever he can for perception checks. Feel free to either roll for him or ask me to roll if you want.

3)He starts his day out with burn, bumping up his force ward, and then tries to remain free of further burn throughout the rest his day through various choices for actions. His current stats should reflect this.

4)He can heal with kinetic healer, but he always passes the burn on to the person he heals. For those that don't know, 1 burn = 1 NL damage per HD of the person healed, and it can't be healed until the person rests for the day. So if Fade heals a 9th level char it will cause them 9 NL dmg, but heal them for the same amount as his blast. It's a good trade off under the right conditions.

5)Fade loves to just take things. He is almost like a kender at times, if you know the reference, and almost absentmindedly picks pockets. Other times he fleeces people intentionally, via dice games and cheating or an outright TK pickpocket, but if someone is really down on their luck he is willing to throw a game or reverse pick pocket some change into their pouches. He has exceptional slight of hand and uses it at a range of 45 feet(short range) via TK Finesse so it's hard to catch him.

6)In combat he will usually stand in one place(preferably from behind some cover or out of reach of a melee attack at least), using gather power as a move action and attacking with an empowered blast as a standard action, using no burn for the attack. He usually plays it smart and looks to maximize his position, but there have been moments where he has acted as a distraction/target to save a friend, though that is not his preferred course of action. If the situation really calls for it, such as very tough fight that needs a swift ending, he will use burn to empower and maximize his attack.