Darius Finch

Sholano Gale's page

305 posts. Alias of Viscount K.

Full Name

Sholano Gale


[HP 16/16 | AC 20; T 14; FF 16; CMD 15 | Fort +0, Ref +6, Will +2 | Init: 3; Perc: 6]


Half-Elf Vigilante 2; Gestalt Mesmerist (Vexing Daredevil) 1


5' 9"



Special Abilities

Low-Light Vision


NE/N (Social)


Besmara (ish)


Common, Elven, Dwarven, Celestial, Infernal, Hand Sign, Draconic

Strength 12
Dexterity 16
Constitution 11
Intelligence 16
Wisdom 8
Charisma 20

About Sholano Gale

Initiative: +2

The half-elven live in a strange mix of sudden endings and prolonged beginnings. They lack the ageless perspective of the elves, that allows them their legendary peace of mind, and also the incredible drive of humans, which raises that race to new heights in mere generations. Instead, they stand somewhere between the two, allowed options that no human could ever pursue, but without the motivation to do so. Or at least, that's what the purebloods say. For some half-elves, this presumed legacy of inferiority shapes their lives in such a way that they exceed the expectations of either side; though perhaps not in the way their parents may have wanted. The story of one such, called Sholano Gale, begins in the island kingdom of Talingarde, in the time of the monarch now called Markadian the Mad.

He was a bastard of a minor noble house, the product of his mother's dalliance with a passing elf in her youth. While not completely removed from the family, he was treated with little affection, his slightly pointed ears an ever-present reminder of the shame he brought to the Gales. But still, he lived within the noble household, and grew used to luxuries in his life.

When first sent off to school, he was mocked and pushed around for his elven heritage. That same elven heritage caused him to grow slower than his classmates, and so had little defense against the larger, human children. But soon enough, with the aid of a quick wit and venomous tongue, he discovered a talent for ferreting out just enough family secrets to hold his tormentors in line. Within a short time, he ruled his school, without ever having to learn to throw a punch.

For a while, this served him well, until by the most unlucky of circumstances, he fell afoul of true peril. When Sholano was twelve, he had punished one of his classmates from a more prominent noble house for a crack about his father by spreading a rumor that his family was in league with devils. It was mere days after that the decree came down from the palace, declaring the beginning of the Asmodean purges. The rumor was investigated far more thoroughly than Sholano had ever anticipated, and the Mitran church became involved. When the truth was discovered, the Mitrans and Markadian the Fourth began to put political pressure on House Gale, and the heads of the family took action - disowning Sholano as the bastard child he was.

Stunned, suddenly on the street with nothing left to his name, Sholano scrabbled to survive. He found, much to his surprise, that the political games he had played in school were of far less value on the streets. He needed to rethink his tactics. Armed with a combination of natural charm and practiced guile, he managed to skate by on the kindness of strangers for a time, gliding from inn to inn picking up useful stories and even more useful information, until he eventually earned a reputation in the city's underside as a reliable information broker. He took care to remain just dangerous enough that no one wanted to get on his bad side, but likewise remain a low enough threat that no one needed to put him down. He still had the same vindictive streak that got in his way back in school, and although he was more subtle about indulging it, more than a few who thought they could strongarm the young half-elf found themselves turned in for a crime they didn't commit, or stranded dockside without a penny to their name.

All of this was leading to a goal, of course. Sholano may have excelled at the criminal's life, and indeed, he came to love the thrill of it, but he was far from willing to let his expulsion from the lap of luxury go unpunished. Although he hadn't worked out just how yet, he intended to revenge himself on the Mitran church for getting him cast out. Along the way, he wouldn't mind bringing a bit of retribution to the family that hadn't bothered to fight for him as well. Faster than he would have liked, though, the city's authorities caught on to his games, and he was forced to flee Talingarde.

Out in the wide world, he came to the conclusion that a reputation was not always a good thing. Yes, it brought people to you, but as he'd just learned, it wasn't always the sort of people you wanted to find you. With this in mind, he set about picking up another new set of tactics. He wandered the countryside for a time, visiting different countries and towns, learning of their ways. Everywhere he went, he shed his old name and personality like others would a cloak, putting on a new one just as easily. As he learned the craft, he began to leave behind him an increasing trail of missing riches and ill-planned investments, amassing the stake he would need to re-establish himself into Talingarde's elite. In the right circles, he even earned a bit of a reputation again, although very few indeed knew his real identity. Most simply called him the Pretender.

When he considered his skills honed enough, and his fortune great enough, he worked his way back to Talingarde, and lazed about for a few years, intending to gauge the political situation before beginning to make his play to enact his revenge. He pulled the occasional swindle, mostly just to keep his hand in, and built up an array of wandering personae around the island, just to have someone to escape into if he needed.

He got careless, though. Running a simple con on a merchant called Treblefast, he underestimated the man and ran afoul of the authorities - but not before hiding a rather tidy sum of gold with contacts outside the island. The blasted Mitran justice system managed to uncover a number of his past crimes, and even his true identity. With all these offenses thrown at his feet, they sent him to Branderscar, to his great horror. So far, he'd always managed to bribe or bamboozle his way out of every petty jail he'd found himself in, but Branderscar was a different animal. Not to mention the brand!

But he'd be damned if he would simply give up. There were too many thrills yet to be had, and Mitra still had some comeuppance coming to him, him and his self-righteous clergy. Oh yes, he'd find a way out of here, and when he did...

Well. Then he'd find out how to trick a god.

Sholano is a devilishly handsome young rogue, and he knows it. His age is hard to pinpoint, thanks to his elven blood. He looks to be just over twenty in human terms, but could probably pass for anywhere from seventeen to his mid-thirties, although he's actually seen forty years. While he often alters his features slightly, mainly to hide or accentuate his elven self, he almost never downplays his looks. Over the years, he's found that almost everyone responds better to a good-looking man. His dusty blonde hair, sometimes with a matching thin mustache, is usually kept at a length of a few inches, suitable to cut or grow out to match local styles as quickly as possible. Left undisguised, his ears come to a very slight point, and his blue eyes slant just barely upwards. He's learned to hide this deftly with just a hint of makeup and wax, or exaggerate them with much the same manner. All this coupled with a smooth, tanned complexion (another bonus from his half-elf heritage combined with years of travel), he can fit in to many cultures without anyone batting an eye.

While his build is slight, and he stands just a bit shorter than many men, he moves gracefully and with a surety of purpose that most lack, and has perfected a devastatingly disarming smile that's closed many a deal and coaxed many a willing woman upstairs. Usually, when left to his own devices, he dresses in a faintly Varisian fashion, with many different colors and articles of clothing. Not only does he like the flashy look this can achieve, it's also easy to reverse a vest or remove a scarf and achieve an entirely different visual effect. He keenly feels the loss of his wardrobe here in prison, feeling like he's lost some of his best tricks. Trait: Extremely Fashionable

Reference Picture

Character Hooks:

Quirks and Personality traits
Almost Religious: While not exactly a worshiper, Sholano has a healthy admiration for Besmara, the Pirate Queen. A whole religion dedicated to taking what you want when you want it? Now that's a good con. He also has some respect for Asmodeus, whose deals are the stuff of legend, although he is a bit too willing to ignore the law to be entirely in the Archfiend's good graces.

Sucker for a Pretty Face: Sholano has a bit of a sweet tooth when it comes to women. He rarely has trouble walking away with his pick, although he has a particular weakness for a difficult catch, which has gotten him in more trouble than he'd care to admit.

A Dish Best Served Cold: Convinced that violence is only necessary when you've already screwed up the bigger game, Sholano rarely pulls a blade on his enemies. After all, there's almost always something that can cause more pain than a simple stabbing, and Sholano excels at getting close to his enemy and proving that the most dangerous foe is the one you trust to watch your back.

What a Tangled Web We Weave: There is a long line of people behind Sholano that know him by a different name. Blessed with a quick mind and a good eye for faces, he can usually catch it in time, but every so often, someone pops up that he doesn't recognize - which usually leads to a hasty exit!

Life of the Party: Sholano has long believed in the old axiom about flies caught with honey. To that end, he goes to great lengths to become friends with nearly everyone he meets, entertaining them with a ready story and swift banter. He naturally gravitates towards taverns and the like, as they are fantastic places to build up both a base of contacts and an easy alibi.

Many Faces: Sholano has been all over the place, and made both friends and enemies everywhere he's been. Some of them know him in his identity as the Pretender, but most know him by various names (often anagrams of his own, such as Lanosh, Nolos or Hal). He may recognize travelers to Talingarde from nearly anywhere, although the chances of them recognizing him are low unless they met him on one of his rare undisguised ventures.

The Wrath of the Wealthy: The deed that caught him caught here in Talingarde was an attempt to fleece "expedition funds" out of an influential local merchant by the name of Treblefast. If continuing to operate in the region, this man could make life a bit harder than Sholano might like.

Hit Points: 16

AC = 20: 10 + 3 Dex + 6 Armor + 1 Dodge
Touch = 14
Flat-footed = 16

CMD: 15 = 10 + 3 Dex + 1 Str + 1 BAB

Fort = 0: 0 Con
Ref = 6: 3 Class + 3 Dex
Will = 2: 3 Class - 1 Wis


BAB = 1
CMB = 2
1d8/1d4 Hidden Strike

Rapier: +4, 1d6+2 (+Hidden Strike)
Feint: +18 {+22 in Social}

Melee: 4 = +3 (Dex) + 1 (BAB)
Ranged: 4 = +3 (Dex) + 1 (BAB)

Fraud: You receive a +2 trait bonus to Bluff checks and Bluff is always a class skill for you.
Trap Finder: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
Paranoid (Drawback): Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.


(Free when prereqs are met) Power Attack, Weapon Finesse, Piranha Strike, Deadly Aim, Combat Expertise, Agile Maneuvers, Improved Shield Bash, Point Blank Shot, Improved Counterspell, Spell focus(ONE), Heighten Spell

(Half-Elf) Skill Focus (Bluff): You gain a +3 bonus on all checks involving the chosen skill.

(Bonus) Deceitful: You gain a +2 bonus on all Bluff and Disguise checks.

(Free) Spell Focus (Enchantment)

(Level 1) Dodge

(Level 2 Vigilante Talent, Lethal Finesse) (Already have Weapon Finesse) Improved Feint: You can make a Bluff check to feint in combat as a move action.
Shared Manipulation
Incite Paranoia
Skill Focus (Disguise) as a prereq for:
Eldritch Heritage(Rakshasa Bloodline)


Total: 26 points = 6 VG(x2) + 3(x2) Intelligence + 2(x2) Bonus + 2(x2) BG

Acrobatics = 8: 2 Rank + 3 Class + 3 Dex
Appraise = 8: 2 Rank + 3 Class + 3 Int
Bluff = 18: 2 Rank + 3 Class + 5 Cha + 2 Trait + 2 Feat + 3 Feat + 1 Racial {+4 in Social identity}
Diplomacy = 10: 2 Rank + 3 Class + 5 Cha
Disable Device = 9: 2 Rank + 3 Class + 3 Dex + 1 Trait {+2 MW Tools}
Disguise = 12: 2 Rank + 3 Class + 5 Cha + 2 Feat
Escape Artist = 7: 1 Rank + 3 Class + 3 Dex
Intimidate = 10: 2 Rank + 3 Class + 5 Cha
Knowledge (local) = 7: 1 Rank + 3 Class + 3 Int
Linguistics = 7: 1 Rank + 3 Class + 3 Int
Perception = 4: 2 Rank + 3 Class - 1 Wis
Profession (Con) = 3: 1 Rank + 3 Class - 1 Wis
Sense Motive = 5: 2 Rank + 3 Class - 1 Wis + 1 Racial
Sleight of Hand = 7: 1 Rank + 3 Class + 3 Dex
Stealth = 8: 2 Rank + 3 Class + 3 Dex
Use Magic Device = 9: 1 Rank + 3 Class + 5 Cha

Class Abilities:


Vigilante Specialization: Stalker

Hidden Strike: +1d8/1d4

Social Talents
Level 1: Social Grace (Bluff): The vigilante selects any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. Whenever the vigilante is in his social identity, he receives a +4 circumstance bonus on checks with the selected skill. At 5th level and every 4 levels thereafter, he can select another skill (with the same restrictions) to gain this bonus.

Vigilante Talents
Level 2: Lethal Grace: He gains Weapon Finesse as a bonus feat, and if he already has the Weapon Finesse feat, he can immediately swap it for another feat for which he qualified at the level he chose Weapon Finesse. When using Weapon Finesse to make a melee attack using his Dexterity bonus on attack rolls and his Strength bonus on damage rolls, he also adds half his vigilante level on damage rolls. This bonus damage is not reduced or increased if the vigilante is wielding a weapon two-handed or in an off-hand.
Mesmerist (Vexing Daredevil)

Consummate Liar: A mesmerist adds 1/2 his mesmerist level (minimum 1) as a bonus on all Bluff checks. In addition, the mesmerist qualifies for the Improved Feint and Greater Feint feats, even if he doesn't have Combat Expertise or an Intelligence score of at least 13. He can also ignore Combat Expertise and an Intelligence score of 13 as prerequisites for other feats that require Improved Feint or Greater Feint.

Hypnotic Stare (Su):A mesmerist can focus his stare on one creature within 30 feet as a swift action. That creature takes a –2 penalty on Will saving throws. This penalty changes to –3 at 8th level. A mesmerist can maintain his stare against only one opponent at a time; it remains in effect until the mesmerist stares at a new target, the opponent dies, the opponent moves farther than 30 feet away, or the mesmerist falls unconscious or dies. The mesmerist can remove the memory of his stare from the target's mind; The creature doesn't remember that it was affected (nor does it realize that it is currently being affected) unless the mesmerist allows it. The hypnotic stare is a psychic effect, and relies more on the mesmerist's focus than the target's perception of his stare. It can't be avoided in the same ways a gaze attack can. The mesmerist can use this ability even while blinded, but must succeed at a DC 20 concentration check to do so. Staring at a creature requires the mesmerist's focus, so if he uses a gaze attack or similar ability, he must target the subject of his hypnotic stare or voluntarily end the stare. The penalties from multiple mesmerists' stares don't stack, nor do they stack with penalties from witches' evil eye hexes. This is a mind-affecting effect.


4 0-level known
-Mage Hand
-Ghost Sound
-Detect Magic

2 1st-level known (3/3 Per Day)
-Charm Person
-Sow Thought

Racial Attributes:

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Wary: Half-elves with this trait gain a +1 racial bonus on Sense Motive and Bluff checks. This racial trait replaces the keen senses racial trait.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Favored Class Bonus: Add a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gather information.


Courtier's Outfit (30, 6 lbs)
Jewelry and Finery (120)
Rapier (20, 2 lbs)
Sleeves of Many Garments (200)
Breastplate (200, 30 lbs)
2 spring-loaded wrist sheaths (10)
~2 Daggers (4, 2 lbs)
MW backpack (50, 4 lbs)
~2 Tanglefoot Bags (100, 8 lbs)
~MW Thieves' Tools (100, 2 lbs)
~2 Daggers (4, 2 lbs)
~Disguise Kit (50, 8 lbs)
~Grooming Kit (1, 2 lbs)
~Pocketed Scarf (8, .5 lbs)
~Bedroll (1 sp, 5 lbs)
~Ioun Torch (75)
~Flint/Steel (1)
~Folding pole (2 sp, 10 lbs)
~50 ft silk rope (10, 5 lbs)
~16 gp, 7 sp

Pack Mule, Keris the Kiss-Ass (8 gp)
~"Lovingly" named for Sholano's eldest half-brother


Handy Haversack, Main Pocket (80 lbs)
-Bottle of Fine Wine, 1.5 lbs
-1 Week Trail Rations, 7 lbs
-Small Tent, 20 lbs
-Marked Cards
-Superior Loaded Dice
-Filter Hood, 4 lbs
-One minute hourglass, .5 lb
-Folding Ladder, 16 lbs
-10 Tindertwigs
-2x Antiplagues
-2x Antitoxins
-Puzzle Box, 1 lb

Handy Haversack, side pocket 1 (13/20)
-Glass Cutter
-Forger's Kit, 6 lbs

Handy Haversack, side pocket 2 (18/20)
-6 Grappling Arrows, 3 lbs
-Quiver of 20 arrows, 3 lbs
-Shortbow, 2 lbs

Weapon: +1 Rapier
Armor: +1 Agile Breastplate
Belt: Belt of Tumbling [800]
Feet: Boots of the Cat [1000]
Shoulders: Muleback Cords [1000]

Theme Song: I'm A Liar