About Silas Hawkwinter
Silas Hawkwinter Martial
Male human (Varisian) bard 8
NG Medium humanoid (human)
Init +8; Senses Perception +10
AC 22, touch 15, flat-footed 20 (+6 armor, +2 deflection, +2 Dex, +1 luck, +1 natural)
hp 54 (8d8+9)
Fort +5, Ref +10, Will +7; +4 vs. bardic performance, language-dependent, and sonic
Speed 30 ft.
Melee shadow +9/+4 (1d6+5/19-20) or
. . whisper +9 (1d6+3/19-20)
Ranged mwk shortbow +9/+4 (1d6/×3)
Special Attacks bardic performance 22 rounds/day (move action; countersong, dirge of doom, distraction, fascinate [DC 18], inspire competence +3, inspire courage +2, suggestion [DC 18])
Bard Spells Known (CL 8th; concentration +12)
. . 3rd (3/day)—glibness, good hope
. . 2nd (5/day)—alter self, bladed dash, blistering invective[UC] (DC 16), glitterdust (DC 16), heroism, mirror image
. . 1st (5/day)—charm person (DC 15), grease, hideous laughter (DC 15), identify, saving finale[APG] (DC 15), silent image (DC 15), sow thought[ARG] (DC 15)
. . 0 (at will)—dancing lights, daze (DC 14), detect magic, ghost sound (DC 14), know direction, message, read magic
Str 18, Dex 14, Con 12, Int 12, Wis 8, Cha 19
Base Atk +6; CMB +10; CMD 25
Feats Arcane Strike, Craft Wondrous Item, Improved Initiative, Lingering Performance[APG], Spellsong[UM], Two-weapon Fighting
Traits reactionary, savant
Skills Diplomacy +15, Disguise +8, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +5, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +5, Linguistics +5, Perception +10, Perform (comedy) +17, Perform (dance) +15, Perform (wind instruments) +14, Sense Motive +3, Spellcraft +12, Survival -1 (+1 to get along in the wild), Use Magic Device +14
Languages Common, Draconic, Dwarven, Varisian
SQ bardic knowledge +4, lore master 1/day, masterpieces (the quickening pulse[UM], triple time[UM]), versatile performances (comedy, dance)
Combat Gear jingasa of the fortunate soldier[UE], quick runner's shirt[UE], scroll of disguise self, scroll of obscuring mist, scroll of tongues, wand of cure light wounds, alchemist's fire (2), caltrops, oil (2), tangleburn bag[UE]; Other Gear +2 chain shirt, shadow, whisper, arrows (20), blunt arrows[APG] (20), mwk shortbow, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +2, headband of alluring charisma +2, ring of protection +2, bedroll, belt pouch, canteen[UE], chalk, charcoal stick, disguise kit, masterwork backpack[APG], parchment (4), piton (2), scroll box[UE], soap (2), survival kit, masterwork[UE], 284.7 gp, 3 sp, 8 cp
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +4 (Ex) Add +4 to all knowledge skill checks.
Bardic Performance (move action, 22 rounds/day) Your performances can create magical effects.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.
Savant (Perform [comedy]) You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you.
Spellsong Combine spellcasting and bardic performance
The Quickening Pulse Your driving notes cause unnatural heart rates in your opponents.
Prerequisite: Perform (percussion) 7 ranks or Perform (wind) 7 ranks.
Cost: Feat or 3rd-level bard spell known.
Effect: You create a musical t
Prerequisite: Perform (percussion) 3 ranks, Perform (string) 3 ranks, or Perform (wind) 3 ranks.
Cost: Feat or 1st-level bard spell known.
Effect: This bri
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Silas is one of the wandering Varisians, tall, handsome and exotic but with a tongue sharper than any blade; a tongue which has frequently got him into trouble. Silas means well, but sometimes he just can't help it if there's a joke to be told (usually at somebody else's expense). Growing up as a Varisian far away from home was hard for Silas, as they are often unfairly seen as being thieves and Sialas was tormented by some of the other haughty students at the Kitharoadian Academy. Despite his flair for comedy and song, he never fit in at the Academy and soon after graduating found himself drifting. Besides there was that misunderstanding with the Baron's daughter, traveling to Andoran was her idea and it was hardly his fault if she wanted run off and join the thieves guild now was it? Neither was it his fault if she took a several obscenely expensive art works from her Daddie's collection with her!
Most recently Silas was in Almas, but he's not exactly welcome there anymore, not after that scandalous tavern song. At the time it seemed very clever and funny to expose the cheating bankers who had been giving large "donations" to several prominent members of the council in return for looking the other way. If the same son song claimed the very same councilors where allegedly found in a ditch by the local constabulary after a night of debauchery, so much the better! It was the magistrates suggestion that Silas leave town before things got ugly, not that he was staying anyway after that creep with the daggers started following him around town like a bad smell.
Falcon’s Hollow is just a name on the map to Silas, but it's far away from Almas which is good! Hopefully nobody has heard of him here, at least not yet!
Whisper and Shadow:
Whisper and Shadow are a matched pair and have no effect if wielded singly. Together they are +1 cold iron shortswords that grant their wielder the two weapon fighting feat, but only when wielding those weapons. Whisper also gives its wielder the ability to cast Silence with a CL 5 DC16 will save 2/day and Shadow allows its wielder to cast Invisibility 2/day CL5.
Aura strong abjuration and transmutation; CL 17th
Slot none; Price minor artifact
These topaz stones polished by the sea’s
embrace are carved with powerful runes of
the ancient Azlanti. These runes bestow two
beneficial effects: First, you may pass many
Azlanti wards and guardians unmolested.
Second, the seal stone grants you strange,
almost alien insights into all manner of lore,
which results in a +4 competence bonus on all
The secrets of Azlanti magic are long lost to
modern scholars in Golarion. If there is an
easy way to destroy an Azlanti artifact, it has
long since been forgotten.