Jhofre Vascari

Silas Frey's page

1,277 posts. Alias of Mark Peyton.


Full Name

Silas Frey

Race

Human

Classes/Levels

Bard (Sandman) 10; HP 78, Init +3, AC: 24 T: 17 F:20 ; Fort:+6, Ref:+11/14 vs traps, Will:+10; Per: +12; BAB: +7/+2 CMB: +10, CMD: 23

Gender

Male

Size

Medium

Age

23

Alignment

CG

Deity

Quell

Languages

Common, Aquan, Tulita (Coastal), Tulita (mainland), Sahuagin

Occupation

Mover of Goods and People

Strength 16
Dexterity 16
Constitution 13
Intelligence 14
Wisdom 12
Charisma 19

About Silas Frey

Defense

AC 23, Touch 17, Flat-Footed 20 (+5 Armour, +1 Buckler, +2 amulet, +3 Dex, +1 Insight, +1 cape of Bravado)
HP 78
Fort +6, Ref +11/+14 vs traps, Will +10 (Cloak of Resistance +1)
CMD: 23/25svs trips

Saving Throw bonuses

Spoiler:
+4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
At 3rd level, a sandman gains a +1 bonus on Reflex saves against traps and a +1 dodge bonus to AC against traps. These bonuses increase by +1 every three levels after 3rd.

+2 Shadow Studded leather, AC 5, +5 Dex, No ACP, Light
Buckler +1 shield bonus, +2 Amulet of natural armour

Offense
BAB: +7/+2, CMB: +10/+12 Bind, trip, disarm & sunder / +20 Feint
+3d6 sneak attack

Melee
+11/+7 Swept Hilt Rapier +1 (1d6+4/+6 arcane strike, 18-20/x2)
When using a swept-hilt rapier, you get a +2 bonus on combat
maneuver checks made to bind or disarm an enemy wielding a one-handed sword, rapier, scimitar, or a similar bladed weapon
+11 MW Swept hilt dagger (1d6+4/+6 arcane strike)
+10 Dagger
+10 Sap (1d6+3, x2)
Ranged
+10 Light Crossbow (underwater) (1d8, 19-20/x2, 80ft)
10 bolts
3 Acid bolts
5 +1 Flaming Bolts
Glove of Shadow Falconer

Improved Feint. +5 feint in combat

Background:

“I’m not looking to be a hero. Bad things happen to heroes.”

Silas Frey grew up near the sea, leaving with his father at an early age to work on board ships and docks, and then spent the best part of his life trying to get things in and out of places without people noticing. He tries to fit the situation he’s in. Avoiding unwarranted attention is a good way to get his job done, but he’s just as likely to attract that attention if it will help. Growing up near the docks Silas slowly built up a relationship with both the sailors of various vessels as well as the merchants who lived in those bigger houses. Silas has been working to get to a position where he could live in and own one of those houses.

His way to ensure that he could secure passage to get the goods of various dubious sorts out of or into Port Shaw or the other further away ports has been to worked vessels using his bardic skills as a Sea Singer. This means that along with his gift of the gab he is able to be invited on board ships, though he is feeling increasingly he should do more about improving his bardic skills.

He has also built up his connections with the merchant houses of the various cities and has used his musical skills to ingratiate himself as well. Unlike some in Port Shaw Silas does not look down upon the Tulita, taking the time to learn their language from some of those who had joined up with the crews on ships he journeyed on. He is not however well versed in their culture. Silas tries to be affable with those he comes across. Far better to be polite and attract a grunt in return that feel out of place and get noticed.

On his latest return journey back to Port Shaw, this time without any merchandise unusually, he sailed aboard the Minerva’s Joy, accompanying the silk merchant, Selman Piter. The ship met misfortune, in the form of a benthic serpent, and limped into shore, assisted by a smaller vessel, captained by a Cleric of Quell. Silas wants to downplay this misfortune and not be tarred with any superstitious idea that he’s bad luck. That sort of thing would not be good for business at all. He’s been away a good time and has only spent a little time on shore in between jobs.

His normal look is that of a working sailor, used to long travels, though he lets it down a little as because of his slender frame he cannot carry his sleeping equipment outside of his bag of holding. A grey cloak rests on his shoulders, with a bandolier cradling potions strapped across his chest, whilst a scarf is tied around his neck. He keeps the mithril hidden as it does not fit with the working class persona he wishes to present when like this. That said he can and does change his look regularly, not just for disguise purposes, but to fit his environment. The sleeves get used regularly as Silas can be quite the dandy when he wants to be. Maybe that’s a reaction to the only being seen when he wants to be.

Silas stands at 6'1", but stoops somewhat to lessen attention being paid to him. If he can he'll keep his weapons out of sight and if he's slouching he'll keep to the back of a room. That all changes if he's looking to give a performance or out to make an impression on that merchant who wants things done quietly. There's some who aren't even aware that the man they talked to about the job is the same as the one they had come collect the goods.

Bard class abilities:

[url]http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-a rchetypes/sandman[/url]
Stealspell Will save = DC 20 (10+ 1/2 level + Cha bonus)
Fascinate Will save = DC 20 (10+ 1/2 level + Cha bonus) - effect 2 creatures. If fascinated can be made to fall asleep.
Dirge of Doom - Fear - Will save = DC 18
Bardic Performance 24 rounds per day

+1 to the save DC of spells and bardic performance against opponents who are denied their Dex bonus
+2 bonus on caster level checks to overcome spell resistance against such foes

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

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 check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous 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 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 the ability from working. For every three levels a 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 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.

Stealspell: A sandman can use performance to steal spells from his foes and add them to his list of spells known. Once the performance is started, the bard can steal a prepared spell or a spell known from another creature with a touch attack as a standard action. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha bonus) to negate the effect. The sandman may choose a spell to steal, but if the target does not possess the spell, the bardic performance immediately ends. Otherwise the spell stolen is random, but it is always of the highest level that the bard can cast, if possible. The target loses the prepared spell or spell known and the sandman adds it to his list of spells known for as long as the performance continues, after which it reverts to the original recipient. While stolen, the bard can cast the spell using his available spell slots. This use does not consume the stolen spell. If the bard steals another spell while a spell is stolen, the previous spell immediately reverts to its original owner. This ability requires visual components.
This performance replaces inspire courage.

Slumber Song: At 6th level, a sandman can use his performance to cause a creature he has already fascinated to fall asleep (as deep slumber, but with no HD limit). Otherwise, this ability functions like suggestion.
This performance replaces suggestion.

Master of Deception
A sandman gains a bonus equal to half his level on Bluff, Sleight of Hand, and Stealth checks. He may also disarm magical traps with Disable Device as a rogue’s trapfinding ability.
This ability replaces bardic knowledge.

Sneakspell
At 2nd level, a sandman adds +1 to the save DC of spells and bardic performance against opponents who are denied their Dex bonus. This increases to +2 at 10th level and +3 at 18th level. In addition, at 6th level he gains a +2 bonus on caster level checks to overcome spell resistance against such foes, and this bonus increases to +4 at 14th level.
This ability replaces versatile performance.

Trap Sense
At 3rd level, a sandman gains a +1 bonus on Reflex saves against traps and a +1 dodge bonus to AC against traps. These bonuses increase by +1 every three levels after 3rd.
This ability replaces inspire competence.

Sneak Attack
At 5th level, a sandman inflicts +1d6 points of damage against targets within 30 feet that he flanks or that are denied their Dex bonus to AC against him. This damage increases by +1d6 every five levels after 5th.
This ability replaces lore master.

Countersong: 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 non-instantaneous 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.

Well-Versed
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.

Dirge of Doom
A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components. Fear means - An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.

Dramatic Subtext
At 9th level, a sandman can use bardic performance to cast spells without obvious visual or audible components while retaining the spell’s normal effects. Observers must succeed at a Perception check opposed by a sandman’s Sleight of Hand check to notice that the sandman is the source of the spellcasting (though spellcasting still provokes attacks of opportunity). The bard must use this performance for at least 2 rounds before casting a spell; otherwise he is automatically detected and the performance ends.

Traits and Feats:

Fiddler: You have a natural talent with the devil’s
own instrument – the fiddle. You gain a +1 trait bonus on
Perform (string) checks and this is a class skill for you.

Razor Tongue: Your words are like a steel rapier and cut
as sharply. You gain a +1 trait bonus on Bluff checks and
Bluff is a class skill for you

Improved Trip
Combat Expertise
Arcane Strike
Combat Reflexes
Improved Feint
Accomplished Sneak attacker

Skills:

Skills:

Total: 92

+12 Acrobatics (6 ranks, +3 Dex, +3 Class)
+6 Appraise (1 ranks, +2 Int, +3 Class)
+17 Bluff (6 ranks, +4 Cha, +3 Class, +1 trait, +3 bonus)
+10 Climb (4 ranks, +3 class, +3 Str)
+15 Diplomacy (8 ranks, +4 Cha, +3 Class)
+14 Disable Device (9 ranks, +3 Dex, +2 Item)
+11 Disguise (6 ranks, +3 Class, +2 Cha)
+10 Escape Artist (4 ranks, +3 Dex, +3 Class)
+7 Intimidate (+4 Cha, +3 Class)
+7 Know: Arcana (2 rank, +3 Class, +2 int)
+6 Know: Geography (1 rank, +3 Class, +2 int)
+7 Know: Local (2 rank, +3 Class, +2 Int)
+6 Know: Nature (1 rank, +3 Class, +2 int)
+6 Know: Dungeoneering (1 rank, +3 class, +2 int)
+6 Linguistics (1 rank, +3 Class, +2 Int)
+14 Perception (10 ranks, +3 Class, +1 Wis)
+15 Perform: String (5 ranks, +4 Cha, +3 Class, +2 Item, +1 trait)
+9 Perform: Song (2 ranks, +4 cha, +3 Class)
+6 Prof: Sailor (2 rank, +1 Wis, +3 Class)
+6 Sense Motive (2 rank, +1 Wis, +3 Class)
+11 Sleight of Hand (2 rank, +3 Dex, +3 Class, +3 bonus) +2 bonus on hiding small objects on your person.
+8 Spellcraft (3 rank, +2 Int, +3 Class)
+22 Stealth (9 ranks, +3 dex, +3 Class, +3 bonus, +5 item)
+7 Swim (4 ranks, +3 Str)
+10 Use Magic Device (3 ranks, +3 Class, + 4 Cha)

Race abilities:

+2 Dex
Bonus Feat: Combat Expertise
Favored Class: Bard (+1 spell/level)

Equipment:

Proficient with all simple weapons, plus the hand crossbow, longsword, rapier, sap, shortsword, shortbow, and whip. Also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance.

Wrist Sheath spring loaded (sap)
Thieves Ring
Sleeves of Many garments
Cloak of Resistance +1
Glove of Shadow Falconer
Cape of Bravado

Pickpocket’s outfit +2 bonus on hiding small objects on your person.

Pocketed Scarf containing:
Skeleton Key
MW thieves tools

Adventurer’s scarf containing: 6 pouches, 1 satchel
1 Compass
2 5 Sunrods
3 5 Tindertwigs
4 Water Purification sponge
5 Holy Symbol (Quell), wooden
6 Anti toxin
Satchel containing:
Kit, Shaving
Silkweave hammock
Silkweave bedroll
Silkweave blanket
Disguise kit (10/10)
Bag, waterproof
MW musical instrument - Kit Fiddle
Rope, spider's silk (50 ft)
Vermin repellent x 2
Wismuth Salix
Amulet of Natural armour +2
Headband of Charisma +4

Spell components pouch
Pathfinder pouch containing:
Anti plague x2
Potion of Touch of the Sea
Potion of Jump
Potion CLW
Bladeguard

Traveller’s any tool
Page of Spell Knowledge (Level 1)
Timely inspiration
Magic aura

Weight: 63lbs - light

Cash:

1927 gp
6 sp