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About Shel Whispertongue PFSBaroness Shel Whispertongue
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Melee: Sneak Attack +(5d6) +19/+14 Sm. +2 Human Bane Kukri, 1d3+4 (18-20/x2) or
Two Weapon Fighting:
Ranged: +17 Masterwork Composite (STR 12) Sm. Longbow, 1d6+2/x3, 110'
BAB: +9/+4; CMB +10; CMD 26 Feats: Spoiler:
1. Weapon Finesse--With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Skills: Spoiler:
(8 per level + 1 Int. bonus=9 for rogue)+ (6 per level+1 Int=7 for ranger)=104 total Acrobatics +23 (12 ranks + 6 Dex + 3 Class + 2 Racial)
Traits: Spoiler:
*Chivalrous (Taldor): You were raised on tales of heroic knights and benevolent wizards from Taldor’s Golden Age, and try to emulate their great deeds. Benefit: You gain a +1 trait bonus on Diplomacy and Knowledge (history) checks. *Well-Informed: You make it a point to know everyone and to be connected to everything around you. You frequent the best taverns, attend all of the right events, and graciously help anyone who needs it. Because of this, you gain a +1 trait bonus on Diplomacy checks to gather information and Knowledge (local) checks. One of these skills (your choice) is always a class skill for you. Languages: Spoiler:
Common, Gnome, Giant, Halfling Halfling Racial Traits: Spoiler:
+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. Rogue Class Abilities: Spoiler:
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields. Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Evasion. Rogue Talent: A. Combat Trick: (Weapon Focus) Kukri. B. Resiliency: one time a day when below zero hit points, the rogue can gain temporary hit points equal to her level. This ability can prevent the rogue from dying. C. Combat Trick: Improved Two Weapon Fighting extra off hand attack at minus five to hit. Offensive Defense: when hit opponent with sneak attack, gain +1 to AC for every two sneak attack dice for one round against that opponent. Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.[/ Improved Uncanny Dodge: cannot be caught flatfooted and doesn't lose Dex to AC versus Invisible opponents. Can't be flanked. Advanced Rogue Talent: 1. Petrifying Strike—on a successful sneak attach, target takes 2 points of Dexterity damage.
Ranger Class Abilities: Spoiler:
*Favored Enemy (Humans): +2 to Attack, Damage, Bluff, Knowledge, Perception, Sense Motive, and Survival checks against humans. *Track: add 1/2 level to Survival checks to follow tracks. *Wild Empathy: Cha bonus and level added to 1d20 to Diplomacy animals.*Combat Style Feat--2 Weapon Fighting Wealth: 23311 gold Gear: Spoiler:
Dusty Rose Prism Ioun Stone, 5000 gold
+2 Mithral Chain Shirt, 10 lbs, 5100 gold Mstwrk Sm. Composite (STR 12) Longbow, 500 gp
Copy of a Thread of Silver technical journal. Sm. Explorer's Outfit 4 lbs.--free, no weight
Appearance: Spoiler:
Shel is a cute, tiny, slender halfling. She is always good natured with a impish grin on her face. She has brown eyes and hair. Despite being slender, she is strong for her stature. She is always seen in her leather armor and always carries her sling staff with her. Unlike most halflings, Shel is not given to fits of emotions. She doesn't let others see her lose her temper or her wits. She is selfless, and good natured, always willing to help someone in need. Backstory: Spoiler:
Typical of halflings in Cheliax, Shel was born into the world as a slave to a minor noble family. Her mother passed during the complicated childbirth, and her father was traded away. resolving a debt the house owed to another noble house. Despite this fact, Shel always maintained her pleasant demeanor, pressing down her pain, and concentrating on doing her jobs. She was in the family until the age of 16, when the line ran out due to a random, or not, fire, which killed the only as then surviving members of the house. Thrown out on the streets, Shel was left to fend for herself. By an amazing bout of luck, she met a kindly stranger (well, she tried to pick his pocket and was caught) who instead of calling the law on her, took pity on her and brought her into his home. He was a Pathfinder,a and quickly realized her skills could help the organization procure all kinds of new discoveries. He also told all kinds of stories about his Taldorian upbringing, regaling her with the grandeur of the noble nation, and how he hoped to help it rise to its former level of influence. She loved those stories and, compared to her upbringing in Cheliax, it sounded like a fairy tale. She had adopted Taldorian beliefs as her own, even though she still hasn't been to the nation in person. She was happy to enter the Grand Lodge to set about her new career choice. She took very well to her change in circumstances. Scenarios and Prestige: Spoiler:
Completed #39 the Citadel of Flame
Completed # Severing Ties.
Completed The Bloodcove Disguise! Part 1.
Completed Rescue at Azlant Ridge.
Completed 2-21 The Dalsine Affair.
Completed Echoes of the Overwatched.
Completed We Be Goblins 2.
Completed 4-09 The Blackros Matrimony.
Completed 5-04 The Stolen Heir.
Completed 5-11 Library of the Lion
Completed 5-06 You Have What You Hold
Completed 5-09 The Traitor's Lodge
Completed 05-07 Port Godless
Completed 06-03 The Technic Siege
Completed 5-11 The Merchant's Wake
Completed Module: Broken Chains
Complete 6-20 Returned to Sky
Completed 07-02 Six Seconds to Midnight
Completed 6-98 Serpent's Rise
Completed 07-04 The Ironbound Schism
Attempted 01-40 Hall of Drunken Heros
Completed Module Doom Comes to Dustpawn
Completed Special Blood Under Absolom
Completed 36 (part 1): Echoes of the Everwar.
Completed 42 (part 2): Echoes of the Everwar.
Completed 44 (part 3): Echoes of the Everwar (Terror at Whistledown)
Completed 7-11 Ancient’s Anguish
Completed 9-13, The Lion’s Justice
Completed 10-15 Tapestry’s Trial
Completed 4-12 The Refuge of Time
Completed special The Runecarved Key
Boons: Spoiler:
Year of the Risen Rune Boon-- Proud but Discouraged (Taldor): The people of Varisia stubbornly resisted Lady Gloriana Morilla’s efforts to found a new aristocracy. In that time, you have learned to rely on your fellow nobles and sympathizers. Increase the bonus of any aid another action you receive from any member of the Taldor faction by 2. Impressive Influence: successfully influenced Nigel Aldain, Alexander Bedard, Hamaria Blakros, Tancred Desimire, Jeon Reang-Woo, Rubani Shafar. Allies from Andoran (Taldor faction): During your time in Andoran, you acquired several allies who will aid Lady Glorianna Morilla in creating a new Army of Exploration. Mustering such a force will require more time before you see it pay off, but you know Lady Morilla remembers and will reward her allies well. Bound for Brevoy (Taldan faction): +2 on Charisma based checks to influence residents of Brevoy. Smine’s Best: Following your spectacular performance in the Arena of Aroden, VC Smine decided to craft a spectacular new weapon to commemorate your victory. You can apply this boon to any one weapon made primarily out of metal when you purchase it. Alternatively, you may spend 2 Prestige Points to apply this boon to a pre-existing
Accumulating an Army (Riftwardens): Boon is cumulative with any other Accumulating an Army boons and increases benefits when commanding them. Riftwarden Magic: Any character have access to AntiSummoning Shield, Protection from Outsiders, Telepathic Censure spells from Demon Slayer's Handbook. Reading the Threads: Due to study of A Thread of Silver, when using the book as a dungeon guide, you increase its accuracy bonus by one and gain a +2 competence bonus on optional skill check attempting to increase its accuracy further. Custom Order: (Gameday 3 boon). Can order magical ammo in units of 10 rather than 50. Honored by the Twilight Talons: you may purchase Andoran vanities that require 20 Fame or less. If you have the Eagle Knight vanity, you can qualify for Andoran prestige classes. Sky Key Component: Numeria Starmetal Stockpile: can purchase a weapon or suit of armor at cost from the following metals: horacalcum, noqual, or siccatite. Embeth Hound: gifted an embeth hound. Treated as a riding dog with +4 to Climb and Swim. Combat trained and knows the Track trick. If it dies, cross the boon off the sheet. Henbane's Token: one time as a move action, can completely disappear for one round. Can't take any aactions, is not subject to any new spells or effects, and ongoing spells or effects do not progress. Cross off sheet after using. Touched by Time: may cast Haste or Slow as a SLA using character level as caster level and Cha as ability score. Cross off sheet when used. Spoils of the Siege (322) Trusted Pathfinder: Circlet of Persuasive Disguise: acts as Circlet of Persuasion and Hat of Disguise. (7200 gold) Averaka Trained: while possessing this boon, all of your PFS characters have access to the Averaka Arbiter archetype. Orb of a Distant World: You have recovered one of the spheres from the orrery of distant worlds. The sphere is a use-activated item that can expend a number of charges to cast a spell-like ability as a standard action (CL 11th). The sphere has 4 charges and cannot be recharged. Choose one of the following spheres when you gain this boon: chose Eox (death ward, 2 charges). Combat boon: two times, may reroll attack before the result is announced. After using it twice, mark through this boon. Protector of Whistledown: +1 on Cha checks vs Gnomes. Sacred Scorpion Tattoo: Gain ability to use wild empathy on scorpions. +2 on Diplomacy checks vs. girtablilus. -2 on Fort saves versus scorpion venom and girtablilus. Always Welcome in Breezy Creek (Legacy): if you settle down and stop being a Pathfinder agent, you can live on a plot of land next to Kalbio’s farm. Glorymane Resplendent: If Glorymane is available on a character’s Chronicle, that character can pay 15000 to increase its power. Enhancement bonus goes from +2 to +4, Glorymane’s bite attack is +4 and the bite damage increases to 2d10. Political Aspirations:
Advocate for Hao Jin: Three times as a standard action, you can use this boon,to gain a +2 on Sense Motive and Diplomacy checks to gather information for the rest of the scenario. Liberator of 322 (Legacy): this boon may have effects in PF2 Society play. Magnimarian Debt: when you need a raise dead, resurrection or true resurrection, it only costs you half the normal, in either gold or prestige required. Formidable Renoun: +2 to Intimidate to demoralize vs Lissalian cultists. Once an encounter can attempt to demoralize them as a move instead on a standard action. |