Silas Lavein's page

352 posts. Alias of thunderbeard.

Full Name

Silas Lavein




Cleric 3

Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments












Common, Elven, Skald, Hallit, Varisian


Renaissance Man

Strength 10
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 16
Charisma 10

About Silas Lavein

Tinker, tailor, soldier... priest?


• Heals and casts useful defensive buffs as well as a cleric needs to.

• Fire domain allows ranged combat support (fireballs, etc.) as a sort of backup-wizard, with some ranged skills for when those run out.

• Silas is a jack of all trades (literally--or at least a jack of all professions). He can make almost anything always willing to teach a new skill to a group of eager young craftsmen. This translates to expertise in many of the knowledge and profession skills needed to help a growing town or organization flourish, from planning buildings to sailing tricks to crop rotation.

• Plenty of skill at crafting both mundane and magic items, and hopes to put it to good use during the day-to-day life of a kingdom--whether it's forging magic jewelry or overseeing construction of the city walls.

* * *


Spells Memorized:
Level 0:
Detect Magic
Mending (At-will SLA)

Level 1 (DC 14):
(1)Abundant Ammunition
(1)Protection from Evil
(1)Burning Hands (Domain)
Animate Rope(Domain)
Cure Light Wounds (Spontaneous)

Defense (Armor, Saves and Channeling):

AC 20 (+5 Armor, +3 Dex, +2 Shield)
Touch 13, Flat-Footed 17
HP 9 (1d8+1)
Fort +3, Ref +3, Will +5

Scale Mail
Heavy Wooden Shield

3/day, 1d6, DC 10

Offense (Weapons and Domain Powers):

Speed: 20 ft.
Initiative: +5
BAB: +0

Light Hammer, +0 to hit (1d6)

Shortbow, +3 to hit (1d8)

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Artificer's Touch (Sp): You can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Other Items, Currency:

Spell Component Pouch
Basic Artisans' Tools
Holy Symbol, Wooden

Traits and Feats:

Dangerously Curious (Magic; UMD as int-based class-skill)
Hero of Old (Racial; +2 to Initiative)

Breadth of Experience (+2 to all Knowledge, Profession skills, can treat them as trained)


*Indicates class skill, () indicates ranks
Note: Breadth of Experience feat means that Silas counts as trained in all Knowledge and Profession skills, even if he has no ranks in them.

Total points: 18 (Cleric 2, Int 3, Favored Class 1)
ACP: -6

(can use all knowledge/profession skills untrained)

*Appraise +7 (1)
*Craft (weapons) +7 (1)
*Craft (armor) +7 (1)
*Craft (jewelry) +7 (1)
*Craft (alchemy) +7 (1)
*Knowledge (arcana) +5 (0)
*Knowledge (dungeoneering) +5 (0)
Knowledge (engineering) +5 (0)
Knowledge (geography) +5 (0)
*Knowledge (history) +5 (0)
Knowledge (local) +5 (0)
*Knowledge (nobility) +5 (0)
*Knowledge (planes) +5 (0)
*Knowledge (religion) +5 (0)
Perception +3
*Profession (tailor) +9
*Profession (all other) +5
*Sense Motive
Use Magic Device

* * *

Physical Description:

6'1", 155 lbs
Eyes: Green
Hair: White


He's built swords, farmhouses, spinning contraptions and brick walls... with his magic, he's helped put back together injured humans, repaired windmills, and lit some of the greatest bellow-fires Avistan have ever seen. But he's never built a permanent home... or a guild... or an entire town... and the very idea fascinates him. Laying out city streets according to mathematical, architectural principles; constructing the politics and diplomacy of a nation, part-by-part and layer-by-layer--it's the sort of project that could keep him consistently excited for quite some time.

So, when he heard there was employment out West, he joined a caravan...

Small shrines to Brigh, the Mother of Invention, can be found all across Avistan... but the goddess is not especially well-known in any of Golarion's pantheons. This is because the followers and priests of Brigh do not proselytize, or worship--they create. Hers is the religion of skilled craftsmen and inventors, her secrets and blessings passed around blacksmiths' guilds the way the Drunk God's might be passed around a lively tavern.

Silas Lavein is one such devotee. Born to poor Elven immigrant parents in the city of River Kingdoms, he demonstrated from an early age both a keen intellect and a short attention span. While he spent his youth learning to defend himself with sword and bow like any wild elf, when he was still quite young (by Elven standards) his parents managed to save up enough money to have him apprenticed to a blacksmith in nearby Restov, where he proved talented enough to quickly earn his keep, to his old master's surprise. By the time he reached young adulthood, he had worked his way through several other apprenticeships, often at the same time, learning fine carpentry, alchemy, and architecture, and each time disappointing his parents a little more when he chose to take on a new profession instead of setting out as a Journeyman to earn his keep (and thereby send a bit of money home as well).

In his furnaces and tools, Silas discovered another talent as well--a talent for the magic of fire and forge. He had received the craft goddess's blessing, his old master told him, which was only fitting for a smart tyke like he was, and the smith had taught young Silas prayers and blessings to work into his steel, rituals and incantations to mend little bits of the world around him.

And finally, upon coming of age, the wanderlust took him, and Silas decided he wished to become a priest, reading scriptures in temples in a far-off land. His parents were worshippers of the old Elven gods, and with their faith in Yuelral saw their son's religious beliefs as irreverant and dangerous. His mother was not there at the docks when he boarded the ship that would take him far to the south, and his father had refused to speak to him for weeks.

Paying his passage through deckside repairs as an amateur shipwright, Silas eventually made his way to the distant city of Absalom, home to all sorts of gods and temples, where the splendor of truly inspired architecture and magic taught him just how small and simple his home city and nation had been. Over time, he found a monastery to his oft-forgotten god, but found himself learning just as much from the priests of a dozen different gods whom he met wandering the streets. And in the end, he learned most about the sheer diversity of people in the world, and a bit of the magic he could use to keep them whole.

By the time Silas decided he ought to head home, the world was changing. Andoran had declared independence from Cheliax, spawning little wars across the continent, and as he rode northwest he found frequent work in small towns healing the sick and wounded and forging new weapons to sell to local militias. Often, Silas would stop and rest for a month or a year in some backwoods village, learning and doing all he could before the time felt right to leave.

And when he finally returned to his old home, some thirty years ago, things had changed. His old master was long since passed, his mostly-human childhood friends faded into the last inches of old age. His parents, who had long since stopped answering his correspondence, had moved on, and he wonders to this day what might have become of them.

Avistan is, of course, a continent riddled with bandits and monsters, and it through an occasional need to defend himself on the road that Silas re-learned, out of necessity, how to use spells and arrows quite effectively to defend himself (and, very luckily for him, he learned quickly).

The new Restov was a different city, more business-oriented and short-tempered but without much of the grand splendor and optimism he had seen a decade past in Absalom. The new city alchemists, with whom he had hoped to find employment as a returning Journeyman, had no love for this uppity elf with his foreigner's tales. It was only by (accidentally) humiliating two of the town's laziest alchemists during a public demonstration that Silas established a reputation, but soon he had customers visiting him in his room above the tavern, asking for spells and potions and armor and advice.

For the last few decades, Silas has done what he can for Brevoy, bringing the knowledge and worldly philosophy of the outside world into the lectures he gives his apprentices and the entreaties he makes on setting up shop in a new town; but the kingdom has grown cold to elves, and once again he has felt the road calling. Plus, he's had a few close calls over the past years--accidents involving poison and explosives that suggest a certain pair of alchemists, with a long-standing grudge, may be out to take some sort of permanent revenge on his innocent self.

So maybe, starting over in Varisia, he'll be able to become a part of some newer and more meaningful business. And Silas has heard rumors and stories, wonderful ones, about the histories and treasures buried beneath ancient Thassilon, about the glorious kingdoms that used to stand here and may once again be rebuilt. Maybe he'll get to dig some of those up. (And if not, as an expert craftsman in half a dozen trades, he'll at least get to impart his values from scratch on a new generation of builders and smiths)


Silas Lavein is a wise man, but not a mystic. By Elven standards, he is still young, and optimistic to a fault; raised as an immigrant from Elven lands, he is generally more comfortable around humans, who he feels an almost fatherly appreciation for and desire to protect.

He's also very smart, both in book-learning and practical knowledge, though he's no collegiate wizard. He's confident and proud in his ability fix just about anything, from broken bones to shattered armor, but these days he's trying to find tasks of proper skill to set himself against.

Unlike the average cleric, Silas is more likely to tell others to believe in themselves--or at least to believe in him. He is practical and pragmatic and, while he doesn't have a ton of tactical experience in a fight, knows which way to throw a cone of fire and how to stare down a pack of armed bandits without getting too afraid. He's absolutely willing to respect and trust other's advice, but only if they've first given a sign that they know more about the situation than he does.

Character Wishlist:

-Craft Wondrous Item (3)
-Craft Magic Arms and Armor (5)

Magic Items:
-Icon of Aspects (5.5k) (Thought/Caves)
-Instrument of the Divine (200)
-Lyre of Building (13k)