Yaniel

Slick Silvertongue's page

573 posts. Alias of Palandri.


Full Name

Slick Silvertongue

Race

Antimagic: F+29M (Battle Hard.) R+27M (Bulwark, Temp. Ref.) W+27M (Bravery) | Perc+25M (Darkvision) |

Classes/Levels

Fly ☑□ | Focus □□ | Spells DC 33; Slots: 1□ 2□ 3□ | Hero 1, ◫++⚿+•★+| ✋ +3 GS Greatsword | Status:

Gender

Male Half-Elf Fighter 17 | ♥️ 263/263 | ➕ slash 4, mental 16, fiend spells/magic 2 | AC 41 | Speed 55' | Scout (Init +27) |

Size

Resistances: Slashing 4, Mental 16, Fiend Spells/Magic 2

Special Abilities

◆◇↺♥️♠✋□☑ම@➕➖

Alignment

AC 41, AC 42 (Shield - H:20), AC 42 (Protection), AC 40 (Clumsy/Frightened 1)

Deity

Harrow Suits (+•–): ⚒⚿⛨◫★♛

Location

Fly 45', Haste, Holy

Languages

slash 3, fire 16, physical 5 (Mountain Resilience)

Occupation

+3 GS Greatsword, Silver

About Slick Silvertongue

Name: Slick Silvertongue
Ancestry: Human
Heritage: Aiuvarin (Half-Elf)
Background: Shielded Fortune
Class: Fighter
Deity: Gorum
Home Region: Saga Lands (Kaer Maga)

Level: 17
Class DC: 36 (E)

Max HP: 263
Immunities: falling (Cat Fall)
Resistances: slashing 4 (Armor Expertise: Plate), mental 16 (The Brass Dwarf), fiend spells/magic 2/5 (Warding Tattoo (Fiend))
AC: 41
Size: Medium
Speed: 55 feet (25[Human] +5[Nimble Elf] +5[Fleet] +10[status: Tailwind] +10[item: Boots of Bounding (Greater)])
Climb Speed: 55 feet (Quick Climb)
Senses: Low-Light Vision, Darkvision
Languages: Common (Taldane), Elven
Traits: Medium, Human, Aiuvarin (Half-Elf), Elf, Humanoid

Attributes: Str +5◮, Dex +2, Con +4, Int +1, Wis +2, Cha +4◮
Perception: +25 (M) - +2 (circumstance: Battlefield Surveyor)
Saving Throws: - Includes +2 item bonus from Greater Resilient rune, but not the +1 status bonus against magical effects from the Antimagic rune.
- Fortitude +29 (M) (Battle Hardened: S▸C)
- Reflex +27 (M) (Bulwark, Tempered Reflexes: S▸C)
- Will +27 (M) (Bravery: fear S▸C)

Description:

Age: 32
Gender: Male (he/him/his)
Height: 6'7" (200cm)
Weight: 250 lbs (115 kg)
Hair: Black (cropped short)
Eyes: Dark Brown
Skin: Olive

Slick is a tall, well-muscled and imposing-looking half-elf with short black hair and piercing dark eyes. He usually wears a full set of plate armor that leaves his head bare. The plate is polished to an almost mirror finish.

Backstory

Abilities:

Darkvision L1: Ancestry (Elf Atavism - Cavern Elf)

Reactive Strike ↺ L1: Fighter
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

Bravery L3: Fighter
When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the Frightened condition, reduce its value by 1.

Fighter Weapon Mastery (Sword) L5: Fighter
You gain access to the critical specialization effects of all Swords for which you have master proficiency.
Sword The target is made off-balance by your attack, becoming Off-Guard until the start of your next turn.

Battlefield Surveyor L7: Fighter
You gain a +2 circumstance bonus to Perception checks for initiative, making you faster to react during combat.

Weapon Specialization L7: Fighter
You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.

Battle Hardened L9: Fighter
When you roll a success on a Fortitude save, you get a critical success instead.

Combat Flexibility L9: Fighter
When you make your daily preparations, you gain one fighter feat of 8th level or lower that you don’t already have. You can use that feat until your next daily preparations. You must meet all of the feat’s other prerequisites.

Armor Expertise L11: Fighter
Your proficiency rank for light, medium, and heavy armor, as well as for unarmored defense, increase to expert. You gain the armor specialization effects of medium and heavy armor.

Fighter Expertise L11: Fighter
Your proficiency rank for your fighter class DC increases to expert.

Weapon Legend (Sword) L13: Fighter
Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master. Your proficiency rank for advanced weapons increases to expert. Your proficiency ranks to legendary for all simple weapons, martial weapons, and unarmed attacks in the Sword group, and to master for all advanced weapons in the Sword group.

Greater Weapon Specialization L15: Fighter
Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.

Improved Flexibility L15: Fighter
When you use combat flexibility, you can gain two fighter feats instead of one. While the first feat must still be 8th level or lower, the second feat can be up to 14th level, and you can use the first feat to meet the prerequisites of the second feat. You must meet all of the feats' prerequisites.

Tempered Reflexes L15: Fighter
Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.

Armor Mastery L17: Fighter
Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to master.

Feats:

Toughness Background (Shielded Fortune)
Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your Dying condition value.

Fated Not to Die ◇ Background (Shielded Fortune)
Trigger You are Dying Frequency once per day
Draw a harrow card, and you automatically lose the Dying condition, though you remain unconscious at 0 Hit Points. If the card you drew was from the suit of Shields, you awaken and have an amount of Hit Points restored to you equal to 1d6 + your level.

Shield Block ↺ Fighter
Trigger While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Elf Atavism (Cavern Elf) L1: Ancestry
You gain Darkvision.

Sudden Charge ◆◆ (Flourish, Open) L1: Fighter
Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Martial Artist Dedication L2: Fighter
The damage die for your fist unarmed attacks becomes 1d6 instead of 1d4. You don't take the –2 circumstance penalty for making a lethal attack with your Nonlethal unarmed attacks.

Blessed One Dedication L2: Free Archetype
You gain the Lay on Hands devotion spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the Refocus activity. You can Refocus by meditating, whether you reflect on the deity granting the blessing or not, allowing your blessing to refill your focus pool. Your devotion spells from the blessed one archetype are divine spells.

Cat Fall L2: Skill
Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Fleet L3: General
Your Speed increases by 5 feet.

Lunge ◆ L4: Fighter
Make a Strike with a melee weapon, increasing your reach by 5 feet for that Strike. If the weapon has the Disarm, Shove, or Trip trait, you can use the corresponding action instead of a Strike.

Blessed Sacrifice L4: Free Archetype
You gain the Protector's Sacrifice domain spell as a devotion spell. Increase the number of Focus Points in your focus pool by 1.

Rapid Mantel L4: Skill
When you Grab an Edge, you can pull yourself onto that surface and stand. You can use Athletics instead of a Reflex save to Grab an Edge.

Natural Skill L5: Ancestry
You gain the trained proficiency rank in two skills of your choice (Stealth, Survival).

Exacting Strike ◆ (Press) L6: Fighter
Make a Strike. The Strike gains the following failure effect.
Failure This attack does not count toward your multiple attack penalty.

Mercy ◆ L6: Free Archetype
If the next action you use is to cast Lay on Hands, you can attempt to counteract a fear effect or an effect imposing the paralyzed condition on the target, in addition to the other benefits of Lay on Hands.

Intimidating Prowess L6: Skill
In situations where you can physically menace the target when you Coerce or Demoralize, you gain a +2 circumstance bonus to your Intimidation check and you ignore the penalty for not sharing a language.

Nimble Elf L7: General (Ancestral Paragon)
Your Speed increases by 5 feet.

Vicious Swing ◆◆ (Flourish) L8: Fighter
Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.

Scout Dedication L8: Free Archetype
You gain the Scout's Warning ranger feat. When you're using the Scout exploration activity, you grant your allies a +2 circumstance bonus to their initiative rolls instead of a +1 circumstance bonus.

Scout's Warning ◇ Free L8: Free Archetype (Scout Dedication)
You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this action gains either the visual or auditory trait, respectively.

Quick Climb L8: Skill
When Climbing, you move 5 more feet on a success and 10 more feet on a critical success, up to your Speed. If you’re legendary in Athletics, you gain a climb Speed equal to your Speed.

Blind-Fight Free L9: Fighter (Combat Flexibility)
Your battle instincts make you more aware of concealed and invisible opponents. You don’t need to succeed at a flat check to target concealed creatures. You’re not Off-Guard to creatures that are hidden from you (unless you’re Off-Guard to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature.
While you’re adjacent to an undetected creature of your level or lower, it is instead only hidden from you.

Sorcerer Dedication (Draconic - Arcane) L9: Ancestry (Multitalented)
You cast spells like a sorcerer. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, from the spells granted by your bloodline, or any other cantrips of that tradition you learn or discover. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline’s tradition. You don’t gain any other abilities from your choice of bloodline.

Basic Sorcerer Spellcasting L10: Fighter
You gain the basic spellcasting benefits. Each time you gain a spell slot of a new rank from the sorcerer archetype, add a spell of the appropriate spell rank to your repertoire: a common spell of your bloodline’s tradition, one of your bloodline’s granted spells, or another spell you have learned or discovered.

Scout's Charge ◆◆ L10: Free Archetype
Choose one enemy. Stride, Feint against that opponent, and then make a Strike against that foe. For your Feint, you can attempt a Stealth check instead of the Deception check that's usually required, because you use the terrain around you to catch your foe Off-Guard.

Battle Cry L10: Skill
When you roll initiative, you can yell a mighty battle cry and Demoralize an observed foe as a free action (◇). If you’re legendary in Intimidation, you can use a reaction (↺) to Demoralize your foe when you critically succeed at an attack roll.

Incredible Investiture L11: General
Increase your limit on invested items from 10 to 12.

Tactical Reflexes L12: Fighter
You are particularly swift at punishing foes who leave you openings. At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to make a Reactive Strike.

Scout's Pounce ◆◆ (Flourish) L12: Free Archetype
Requirements You are hidden from or undetected by all of your opponents, and you aren't within 10 feet of any enemy.
Stride up to your Speed, then Strike twice. If you were hidden or unnoticed by the target of these Strikes, your foe is Off-Guard against both attacks. Your multiple attack penalty applies normally for both attacks.

Skeptic's Defense ↺ L12: Skill
Frequency once per day Trigger You are targeted by or are in the area of a mental spell or effect.
You scoff and verbally refute the triggering effect, attempting a counteract check using your Intimidation modifier with a counteract level of half your level rounded up. If you succeed, you ignore the triggering effect, though any other creatures that were also targeted or in the area are still affected. If the source of the effect you successfully counteracted understands your language and has an Intelligence modifier of –3 or higher, that creature becomes stupefied for 1 round.

Bounce Back ◇ L13: Ancestry
Frequency once per day Trigger You lose the dying condition.
You recover from near-death experiences with astounding resilience. Don’t increase the value of your wounded condition due to losing the dying condition.

Path of Iron ◆◆◆ (Flourish once per minute) L14: Fighter
You Stride; this movement doesn't trigger reactions. You can Strike up to three times at any point during your movement, each against a different enemy. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you have made all your attacks.

Blessed Denial ↺ L14: Free Archetype
Trigger An ally within 30 feet would become Frightened, Drained, Enfeebled, Sickened, or Stupefied.
Reduce the value of the condition your ally would take by 1 (to a minimum of 0). If the ally takes more than one condition at the same time, choose one to reduce.

Kip Up ◇ L14: Skill
You stand up. This movement doesn’t trigger reactions.

Diehard L15: General
You die from the dying condition at dying 5, rather than dying 4.

Whirlwind Strike ◆◆◆ (Flourish) Free L15: Fighter (Improved Flexibility)
Make a melee Strike against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but you do not increase your penalty until you have made all your attacks.

Needle in the Gods’ Eyes ◆◆ L16: Fighter
With sinews of bronze and thews of iron, you leap to the heavens, piercing the arrogant eyes of the gods. Leap up to your total Speed, either horizontally or vertically, and Strike twice at any point or points during the Leap. Each attack counts toward your multiple attack penalty, but don’t increase your penalty until you have made both attacks.

Amplifying Touch L16: Free Archetype
Your healing energies empower attacks. An ally that recovers Hit Points from your Lay on Hands gains a +1 status bonus to their attack rolls and deals 1 additional good damage on all their Strikes until the end of their next turn.

Scare to Death ◆ (Emotion, Fear, Incapacitation) L16: Skill
You can frighten foes so much, they might die. Attempt an Intimidation check against the Will DC of a living creature within 30 feet of you that you sense or observe and who can sense or observe you. If the target can’t hear you or doesn’t understand the language you are speaking, you take a –4 circumstance penalty. The creature is temporarily immune for 1 minute.
Critical Success The target must attempt a Fortitude save against your Intimidation DC. On a critical failure, it dies. On any other result, it becomes Frightened 2 and is Fleeing for 1 round. The critical failure effect has the Death trait.
Success The target becomes Frightened 2.
Failure The target becomes Frightened 1.
Critical Failure The target is unaffected.

Canny Acumen (Will) L17: Ancestry (Advanced General Training)
You become a master in Will.

Skills:

Attacks:

Melee (2) +3 Greater Striking Greater Flaming Holy Quickstrike Greatsword +33 (L) Damage 3d12+13 S/P +1d6 Fire +1d4 Spirit (Versatile P, Fire Magical, Holy)
Melee (1) +2 Greater Striking Greater Frost Wounding Fist +30 (M) Damage 3d6+11 B +1d6 Persistent Bleed (Agile, Finesse, Nonlethal, Unarmed, Magical)

Defenses:

Light Armor (M)
Medium Armor (M)
Heavy Armor (M) - +2 Greater Resilient Antimagic Standard-Grade Dawnsilver Full Plate: AC +8, Dex Cap +0
Unarmored (M)

Spells:

Spell DC: 33 (T)
Spell attack: +23 (T)

Cantrip: Shield ◆
Cantrip: Telekinetic Projectile ◆◆
Cantrip: Figment ◆◆ (Cloak of Illusions)
Cantrip: Gale Blast ◆◆ (Five-Feather Wreath (Major))

Daily Slots: 1 1st Level, 1 2nd Level, 1 3rd Level
Level 1: Sure Strike ◆ (Signature Spell)

Level 2: Mirror Image ◆◆
Level 2: Tailwind ◆◆ (Magic Wand - once per day, plus overcharge)
Level 2: Ventriloquism ◆◆ [DC 27] (Ventriloquist's Ring - any number of times per day)
Level 2: Invisibility ◆◆ (Cloak of Illusions - once per day)
Level 2: Enlarge ◆◆ (The Mountain Man - L2 or L4 once per day, duration 1 hour)

Level 3: Warding Aggression ◆◆
Level 3: Wall of Wind ◆◆◆ [DC 24] (Five-Feather Wreath (Major) - once per day)

Level 4: Fly ◆◆ (Bravery Baldric (Flight) - once per hour per available charge)
Level 4: Enlarge ◆◆ (The Mountain Man - L2 or L4 once per day, duration 1 hour)
Level 4: Wall of Wind ◆◆◆ [DC 29] (Five-Feather Wreath (Major) - once per day)
Level 4: Air Walk ◆◆ [DC 29] (Five-Feather Wreath (Major) - once per day)

Focus Pool: 2
Focus 1: Lay on Hands ◆
Focus 1: Protector's Sacrifice ↺

Equipment:

+2 Greater Resilient Antimagic Standard-Grade Dawnsilver Full Plate - Worn (armor) (Invested)

Spellheart: Five-Feather Wreath (Major) - +2 Greater Resilient Antimagic Standard-Grade Dawnsilver Full Plate
Usage affixed to armor; Effect You gain a +2 item bonus to Acrobatics checks and resistance 10 to falling damage.
Activate Cast a Spell; Frequency once per day; Effect You cast Gale Blast.
Activate Cast a Spell; Frequency once per day; Effect You cast Wall of Wind [DC 24].
Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level Wall of Wind [DC 29].
Activate Cast a Spell; Frequency once per day; Effect You cast Air Walk [DC 29].

+3 Greater Striking Greater Flaming Holy Quickstrike Greatsword - Worn

Talisman: Alloy Orb (High-Grade) - +3 Greater Striking Greater Flaming Holy Quickstrike Greatsword
Usage affixed to a metal weapon; Activate ◆ (concentrate)
When you activate the alloy orb, select cold iron or silver. The affixed weapon functions as the chosen material for 1 minute, suppressing its original material.

Talisman: Alloy Orb (High-Grade) - Stowed

+2 Greater Striking Greater Frost Wounding Handwraps of Mighty Blows - Worn (Invested)

Thundering rune on runestone - Stowed
Shock rune on runestone - Stowed

Armbands of Athleticism - Worn (armbands) (Invested)
While fastened to your upper arms, the armbands give you a +2 item bonus to Athletics checks. In addition, whenever you use an action to Climb or Swim and you succeed at the Athletics check, add a +5-foot item bonus to the distance you move.

Guise of the Smirking Devil - Worn (mask) (Invested)
You gain a +2 item bonus to Intimidation checks.
Activate—Hideous Wail ◆◆ (concentrate, manipulate); Frequency once per day; Effect The mask emits a soul-chilling scream that deals 6d10 void damage to each living creature in a 20-foot emanation (DC 25 basic Fortitude save).

Boots of Bounding (Greater) - Worn (shoes) (Invested)
These boots give you a +10-foot item bonus to your Speed and a +3 item bonus to Athletics checks to High Jump and Long Jump. In addition, when you use the Leap action, you can move 5 feet further if jumping horizontally or 3 feet higher if jumping vertically.

Cloak of Illusions - Worn (cloak) (Invested)
The cloak allows you to cast Figment as an occult innate cantrip. Although naturally a dull gray, while invested the cloak picks up colors and patterns from its surroundings, granting a +1 item bonus to Stealth checks.
Activate—Draw Hood ◆◆ (manipulate); Frequency once per day; Effect You draw the hood up and gain the effects of Invisibility, with the spell's normal duration or until you pull the hood back down, whichever comes first.

Ventriloquist's Ring (Greater) - Worn
You gain a +2 item bonus to Deception checks.
Activate—Throw Voice ◆◆ (manipulate); Effect Twisting the ring around your finger allows you to magically throw your voice, with the effects of a 2nd-level Ventriloquism spell [DC 27].

Magic Wand (L2:Tailwind) - Stowed
Usage held in 1 hand; Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level.
Tailwind (Level 2) Cast ◆◆ somatic, verbal; Duration 8 hours.
You lengthen your stride beyond what should be possible. You gain a +10-foot status bonus to your Speed.

Warding Tattoo (Fiend) - Tattoo (right forearm) (Invested)
You gain resistance 2 to spells cast by fiends and magical attacks by fiends, which increases to 5 when the tattoo is activated.
Activate ↺ envision; Frequency once per day; Trigger An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically; Effect Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage.

Bravery Baldric (Flight) - Worn (Invested)
When you critically succeed on a save against a Fear effect or reduce your Frightened condition to 0, the baldric gains 1 charge, which turns it light blue. A Bravery Baldric can hold up to 2 charges, and its charges reset to 1 (per GM fiat) when you Invest it. You can have only one Bravery Baldric invested at a time. This baldric has the Transmutation trait.
Activate ◆◆ command, envision; Frequency once per hour; Requirements The baldric has a charge; Effect One charge in the baldric expires, and you gain the effects of Fly.

Silver Salve (3) - Worn
Activate ◆ (manipulate)
You can slather this silvery paste onto one melee weapon, one thrown weapon, or 10 pieces of ammunition. Silver salve spoils quickly, so once you open a vial, you must use it all at once, rather than saving it. For the next hour, the weapon or ammunition counts as silver instead of its normal material (such as cold iron) for any physical damage it deals.

Matchstick (5) - Worn
Activate ◆ (manipulate)
An alchemical substance applied to one end of this tiny wooden stick ignites when struck against a rough surface. Creating a flame with a matchstick is much faster than creating a flame with flint and steel. You can ignite the matchstick and touch it to a flammable object as part of the same Interact action.

Smoke Ball (Lesser) - Worn
Activate ◆ (manipulate)
With a sharp twist of this item, you instantly create a screen of thick, opaque smoke in a 5 foot burst centered on one corner of your space. All creatures within that area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.

Adventurer’s Pack
Backpack - Worn
Bedroll - Stowed
Chalk (10 pieces) - Stowed
Flint and Steel - Stowed
Rope (50 feet) - Stowed
Rations (2 weeks) - Stowed
Soap - Stowed
Torches (5)- Stowed
Waterskin - Stowed

Climbing Kit
Rope (50 feet) - Stowed
Pulleys - Stowed
Pitons (12) - Stowed
Hammer - Stowed
Grappling Hook - Stowed
Crampons - Stowed

Clothing (Ordinary) - Worn

Crowbar - Stowed

Thieves' Toolkit - Worn
Replacement Picks (4) - Worn

Finances

Harrow Cards Held

Active Harrowing Ritual Results:

Books (◫): - Crit Success (+: reroll a skill check with +4 status bonus)
Books (◫): - Crit Success (+: reroll a skill check with +4 status bonus)
Keys (⚿): - Crit Success (+: reroll a Reflex saving throw with +4 status)
Keys (⚿): - Success (•: reroll a Reflex saving throw)
Stars (★): - Crit Success (+: reroll a Will saving throw with +4 status bonus)
Stars (★): - Success (•: reroll a Will saving throw)

Daily Preparations:

Botting Instructions:

Exploration: Slick's default exploration mode is Scout.

Encounter: Slick will ...