Sholti Amalasand's page

561 posts. Alias of rdknight.

Full Name

Sholti Amalasand




Bard (Dawnflower Dervish) 3 | HP: 19/30 | AC: 17 (T: 13, F: 14 | CMB: +2, CMD: 15 | F: +2, R: +6, W: +5 | Init: +3 | Perc: +8, SM: +10 | Speed 30' | Perform 9/11






22 (Birthday 11 Rova)








Kelish, Common, Elven, Halfling


Aspiring Opera Star and/or Trade Princess (Are you asking Sholti or her mother?)

Homepage URL

Sholti Portrait

Strength 11
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 10
Charisma 17

About Sholti Amalasand

Female Half-Elf Bard (Dawnflower Dervish) 2

NG Medium Humanoid (Half-Elf)

Init +3; Senses Perception +8
AC 17, touch 13, flat-footed 14 (+4 armor, +3 dex)

hp 30

Fort +3, Ref +6 Will +5
Speed 30 ft.

Melee +2 (+5 w. Dervish Dance)

Ranged +5
Str 11, Dex 16, Con 14, Int 12, Wis 10, Cha 17

Base Atk +2; CMB +2; CMD 15


Looking For Your Idol (Shensen) +2 Perception, +2 Sense Motive During Protest

Diva in Training:
The opera is perhaps the most important and prestigious form of entertainment offered in Kintargo, and the Kintargo Opera House is among the most famous of its kind. You’re hardly a superstar among the performers who’ve graced the stage there, but you have performed several times before in small parts. Just recently, you got your big break—you’d won a role in the infamous opera Huntress of Heroes, and had been studying for the role furiously before the onset of martial law dashed your plans to the dirt. Now that the Kintargo Opera House has been claimed by Barzillai Thrune, all shows have been canceled and your chance at success seems to have been lost. Yet you can’t lose hope. You still practice your skills, and some day, perhaps the Kintargo Opera House will open its doors again, at which point you intend to be center stage!
Choose one type of Perform skill (Sing). You gain a +1 trait bonus in that specific Perform skill, and all Perform skills are class skills for you. You also increase the save DCs of all language-dependent spells and effects you create by 1.

Blade of Mercy:
Requirement(s) Sarenrae
You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue. When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.

Blessed with good looks, you’ve come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.


Oppressive Expectations:
You were raised with the belief that your family was special, and that those of your status always succeed at whatever they do. Due to your concern about upholding the family name and your memories of the consequences for disappointing them (such as violence or unsettling disapproval), you are easily frustrated. When you fail at a skill check, you take a –2 penalty on checks with that skill until you succeed or until you fail at a different skill check, whichever comes first.


You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Dervish Dance
You have learned to turn your speed into power, even with a heavier blade.
Benefit: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.

Prerequisites: Intimidate 1 rank.
Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.

Skills (18 points; 12 class, 2 INT, 4 background)
ACP -1

Acrobatics* +8=DEX+3+2+3
Appraise +1=INT+1+0+0
Bluff +10=CHA+3+0+0 (Use Perform: Sing via Versatile Performance) (+1)*
Climb* +4=STR+0+1+3
Craft +1=INT+1+0+0
Diplomacy +10=CHA+3+3+3 (+1)*
Disable Device +3=DEX+3+0+0
Disguise +7=CHA+3+1+3
Escape Artist +7=DEX=3+1+3
Fly +3=DEX+3+0+0
Handle Animals +3=CHA+3+0+0
Heal 0=WIS 0+0+0
Intimidate +8 = CHA 3+2+3
K (Arcana)† +5 = INT 1+1+3
K (Dungeon)† +1 = INT 1+0+0
K (Engineering)† +1 = INT 1+0+0
K (Geography)† +5 = INT 1+1+3 (+1 Background)
K (History)† +5 = INT 1+1+3 (+1 Background)
K (Local)† +8 = INT 1+3+3+1
K (Nature)† +1 = INT 1+0+0
K (Nobility)† +5 = INT 1+1+3 (+1 Background)
K (Planes)† +5 = INT 1+1+3
K (Religion)† +5 = INT 1+1+3
Linguistics† +1 = INT 1+0+0
Perception +8 = WIS 0+3+3+2 [half-elf]
Perform (Dance) +7 = CHA 3+1+3 (+1 Background)
Perform (Sing) +10 = CHA 3+3+3+1 (trait) (+2 Background)
Profession† 0 = WIS 0+0+0
Ride +3 = DEX 3+0+0
Sense Motive +10 = WIS 0+0+0 (Use Perform: Sing via Versatile Performance)
Sleight of Hand*†+3 = DEX 3+0+0
Spellcraft† +5 = INT 1+1+3
Stealth* +8 = DEX 3+2+3
Survival 0 = WIS 0+0+0
Swim* 0 = STR 0+0+0
UMD +3 = CHA 3+0+0

*ACP applies to these skills

Non-Standard Skill Bonuses

Keen Senses: +2 Perception (Half-Elf)
Diva in Training +1 Perform (Sing)
Charming: +1 Diplomacy and Bluff if target could be sexually attracted to Sholti.

Languages Common, Kelish, Elven, Halfling

Special Abilities:


Elven Immunities:
Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Dual Minded:
The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.

Keen Senses:
Half-elves receive a +2 racial bonus on Perception checks.

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.

Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.


Battle Dance:
A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but these bonuses only affect him. He does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. The benefits of battle dancing apply only when the bard is wearing light or no armor. Like bardic performance, battle dancing cannot be maintained at the same time as other performance abilities.
Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the Dawnflower dervish to stop the previous performance and start the new one as a move action. Like a bard, a Dawnflower dervish’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A Dawnflower dervish cannot perform more than one battle dance at a time. At 10th level, a Dawnflower dervish can start a battle dance as a swift action instead of a move action.
When the Dawnflower dervish uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the Dawnflower dervish himself. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate). This ability alters the standard bardic performance ability.

Inspire Courage (Su):
A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence (Su):
A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

Countersong (Su):
At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su):
At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su):
At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Versatile Performance (Ex)
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Well-Versed (Ex)
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.


0th (at will)

Dancing Lights
Ghost Sound
Read Magic
Detect Magic

1st (4/day)

Cure Light Wounds
Charm Person
Coin Shot



Chain Shirt [MWK]
Scimitar [MWK, Cold Iron]
Dagger [Alchemical Silver]
Spring Blade
Sling Stones (10)
Bedroll (Home)
Blanket (Home)
Backpack [MWK]
Adventurer's Sash
Pocketed Scarf
Belt Pouch
Flint & Steel
Grooming Kit
String (50')
Candle (x2)
Silver Holy Symbol (Sarenrae) (Hidden at Home)
Holy Text ("The Birth of Light and Truth") (Hidden at Home)
Vial of Ink
Scroll Case
Paper (5 Sheets)
Sealing Wax
Bottle of Wine
Decorative Ring
Fashionable Accessories (Home)

Flask of Lamp Oil (x2)
Alchemist's Fire
Tinder Twigs (x3)
Potion x2 Cure Light Wounds
Potion Shield
Potion Protection from Evil

Carrying Capacity
Light 0-43 lb. Medium 44-86 lb. Heavy 87-130 lb.
Current Load Carried 0 lb.

Money 95 GP 9 SP 2 CP


Sholti was born in Kintargo to Khatijah, a Kelish woman originally from Absalom. Khatijah had relocated to Kintargo after receiving a newly purchased shipping business as her inheritance. During her first several years in Kintargo, Khatijah struggled mightily to turn her small business into a success. Being an outsider in the city made it all the more difficult to make inroads against some of the local noble families and their entrenched interests. Khatijah was successful in carving away business from the Vashnarstills in shipping, but failed in her attempts to gain entry into the silver trade against the Aulorian family. There are still some tensions between Sholti's family and these two noble families as a result of the wrangling that took place.

The demands of work left little time for Khatijah to consider marriage in those early years, and Sholti was the result of a short affair with an Elven man during that time. When she was established later Khatijah did arrange to marry Ferran, a man from an allied family in Absalom. Khatijah and Ferran never produced any children of their own, and Sholti is quite close to her step-father.

At the age of 14 Sholti left Kintargo to attend a private school in Absalom. Khatijah sent her to the far-away city for a number of reasons. Not only was the school a finer one than was available locally, and free of diabolic taint, but she wished for her daughter to connect with her larger family. As a junior branch of the Amalasand House, it was important for Sholti to establish personal connections with senior members of the family. A family connection alone would not guarantee influence, or the ability to access financial support for further business expansions in the future like personal connections would. Sholti duly got her education, made good impressions with the right family members, and beyond that connected with her Kelish roots. With so few Kelish residents in Kintargo, Sholti's earlier life had been very much a Chelaxian one outside her home.

Sholti's interest in religion was bolstered by her experiences in Absalom, where the church is prominent. She trained in dance at the Sarenite Temple, and made a commitment to herself to work to expand Sarerae's influence back home when she returned. Upon reaching majority Sholti returned to Kintargo. Aside from seeing her family again after her long absence, she is very anxious to make the acquaintance of Shensen. Shensen is well known as a star performer even in Absalom. The fact the she is also a Half-Elf and a prominent worshipper of Sarenrae makes her even more intriguing to Sholti.

Sholti arrived back home in Kintargo barely more than a week before the Night of Ashes.

Appearance and Personality:

Height: 5'7 Weight: 135 Hair: Dark Brown Eyes: Amber Brown

Sholti is shorter than average for a Half-Elf, so while she is taller than many of the human women around her, she is not conspicuously so. Her dusky skin tone sets her apart from the majority of humans in Kintargo, where pale Chelaxian skin is the norm. Sholti has her hair cut short, a style much more in line with fashion in Absalom than Cheliax.

Most of the time Sholti dresses in typical Chelaxian fashion. She usually wears trousers with boots and likes long, knee length coats or jackets in rich fabrics like velvet or brocade. She likes to add flair to the typically somber Chelaxian clothing palette with slashes of color, like a bright waistcoat or a waist sash in a Qadiran print. In bad weather Sholti wears a wide-brimmed felt hat to keep the rain off. Although Sholti doesn't favor dresses, she will wear them if the occasion requires it.


Sholti is very motivated to seek harmony in her relationships with others. She is willing to put the needs and desires of others before her own to a greater extent than most people. Her mother is a strong and determined personality. Growing up, Sholti (and for that matter her step-father Ferran) found that letting Khatijah have her way was the path of least resistance to peace in the house. Instead of being forceful and confrontational, Sholti learned to use reason and negotiation to find ways to satisfy everyone as much as possible. An example of this has been her approach to her own future. For Khatifa there has never been any question that Sholti will take her place when the time is right. Sholti has little interest in doing so, and wants to be a performer. But rather than argue one against the other, she has decided that she can show her mother it is possible to do both.

In truth, Sholti isn't really cut out for a career in trade. She is too altruistic, lacking the cutthroat instincts needed to seek advantages at a cost to others.

Compared to many Half-Elves she has been fortunate. Her mixed blood has never been an issue within her own family, and both Kintargo and Absalom are accepting enough for Sholti to not experience any real prejudice. She has been so firmly entrenched in human society that she rarely considers her Elven side in any depth.

Sholti takes her worship of Sarenrae seriously but is no fanatic. She considers herself a dancer first and foremost, and has never really considered what she learned to be a weapon in any real sense.