Yaniel

Slick Silvertongue's page

225 posts. Alias of Palandri.


Full Name

Slick Silvertongue

Race

F+23M (Juggernaut) R+18E (Bulwark) W+19E (Bravery) | Perc+20M (Darkvision) |

Classes/Levels

Focus □□ | Spells DC 28; Slots: 1□ 2□ 3□ | Hero 1, ◫•⚒++ | ✋ +2 GSG Greatsword | Status:

Gender

CN Male Half-Elf Fighter 12 | ♥️ 188/188 | ➕ slash 3, fire 11 | AC 33 | Speed 45' | Scout (Init +22) |

Size

Resistances: Slashing 3, Fire 11

Special Abilities

◆◇↺♥️♠✋□☑ම@➕➖

Alignment

AC 33, AC 34 (Shield - H:15), AC 32 (Clumsy 1)

Deity

Harrow Suits (+•–): ⚒⚿⛨◫★♛

Location

Fly 45'

Occupation

+2 GSG Greatsword

About Slick Silvertongue

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

Level: 12
Class DC: 31 (E)

Max HP: 188; Resistances: slashing 3 (Armor Expertise: Plate), fire? 11 (The Brass Dwarf)
AC: 33
Size: Medium
Speed: 45 feet (25[Human] -5[Armor] +5[Nimble Elf] +5[Fleet] +10[status Longstrider] +5[item Boots of Bounding])
Senses: Low-Light Vision, Darkvision
Languages: Common (Taldane), Elven
Traits: CN, Medium, Human, Half-Elf, Humanoid

Ability Scores: Str +5, Dex +1, Con +4, Int +0, Wis +2, Cha +4
Perception: +20 (M) - +2 to initiative (Battlefield Surveyor)
Saving Throws: Fort +23 (M) - (Juggernaut) - Ref +18 (E) - (Bulwark) - Will +19 (E) - (Bravery)

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:

Slick is the half-elf offspring of a shoanti warrior and Ashril, a elven maiden he raped during a raid on a trading caravan returning to Kaer Maga. When Ashril refused to give up the pregnancy and her offspring turned out to be a half-breed boy with few traces of his elven heritage (and much of his shoanti father in him), her family cast her out rather than live with the shame. Ashril ended up in The Warrens eking out a meager living cleaning other people's houses while trying to raise her unruly son.

As a young half-elf, he was mercilessly picked on by the other children in the neighborhood and quickly learned how to defend himself so as to survive life on the mean streets of The Warrens. He grew quickly into a tall and imposingly muscular half-elf with a reputation for being short-tempered and extremely violent when provoked. His uncanny ability to emerge relatively unscathed from dangerous situations that would have finished off less fortunate men made him widely feared. Others soon learned to give him a wide berth if they valued their continued good health.

There was something about his very presence that people found intimidating and many a conflict was stopped in its tracks by one of his ominous glares and a well-timed shout. As feared as he was by the men, he was also quite popular with the ladies. Initially they would find his striking size and build appealing, but his surprising way with words would soon have them eating out of his hands. It was from them that he picked up the moniker of Silvertongue.

His fearsome reputation as a street fighter eventually brought him to the attention of Dilko, the head of one of the local crime syndicates. Dilko was a disillusioned and aging ex-Crimson Reclaimer who ended up in Kaer Maga after the fall of Lastwall. He saw much of himself in the boy and took him under his wing. After training him in the art of the sword and scouting, Slick became his trusted right hand and Dilko's main syndicate enforcer. Years later, the day came when the old knight, Dilko finally breathed his last. Slick had neither the temperament nor interest to lead the syndicate in his foster-father's stead and instead decided to venture out into the wider world to make his fortune. He claimed Dilko's old plate mail and greatsword for his own, and after kissing his mother goodbye for the last time, left Kaer Maga for good.

Over the years he wandered all over the Inner Sea region finding work as a mercenary, bodyguard, bouncer, and any job that appealed to his very particular set of skills. One day, he came across a highway robbery in progress, and when it looked like the bandits were planning to murder all the victims, he decided to intervene. He managed to kill many of the miscreants and chase off the rest, but for some reason his luck failed him and he was quite seriously injured. He would have certainly died had one of the passengers not healed him back to health. That passenger turned out to be Billy Bardy, and having saved each other from death that day, the two became inseparable. Their skills complemented each other wonderfully and together they became greater than their sum. For many years now, they've adventured together and watched each other's backs, honing their skills and equipment to a high level in the process.

One day, Slick and Billy answered a call for would-be heroes to gather in Roderic's Cove. Once there, they joined others and faced the threat of newly arisen Runelords and a Runeplague. The assembled heroes were barely able to defeat the Runeplague, but Slick, Billy, Dramiil, and Nubnonk were too wounded to continue and had to retreat. The remaining heroes continued on, to confront the Runelord Alaznist whom they managed to defeat. After the dust settled and everyone was healed, Slick and Billy, along with their new friends, Dramiil and Nubnonk, went south to Absalom where they set up a new base of operations.

Abilities:

Attack of Opportunity (↺)
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
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)
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 flat-footed until the start of your next turn.

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

Weapon Specialization
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.

Combat Flexibility
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.

Juggernaut
When you roll a success on a Fortitude save, you get a critical success instead.

Armor Expertise
You gain the armor specialization effects of medium and heavy armor.

Powerful Fist
The damage die for your fist increases to 1d6 instead of 1d4. You don't take [a –2 circumstance penalty] when making a lethal attack with your fist or any other unarmed attacks.

Feats:

Elf Atavism (Cavern Elf)
You were born or spent many years in underground tunnels or caverns where light is scarce. You gain darkvision.

Nimble Elf
Your Speed increases by 5 feet.

Fleet
You move more quickly on foot. Your Speed increases by 5 feet.

Cat Fall
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.

Shield Block (↺)
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.

Sudden Charge (◆◆) (Flourish, Open)
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.

Titan Wrestler
You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.

Sorcerer Dedication (Draconic: Brass)
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 spell attack rolls and spell DCs for your tradition's spells. Your key spellcasting ability 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.

Toughness - from 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 (◇) (Fortune) - from 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.

Powerful Leap
When you Leap, you can jump 5 feet up with a vertical Leap, and you increase the distance you can jump horizontally by 5 feet.

Brutish Shove (◆) (Press)
Make a Strike with a two-handed melee weapon. If you hit a target that is your size or smaller, that creature is flat-footed until the end of your current turn, and you can automatically Shove it, with the same benefits as the Shove action (including the critical success effect, if your Strike was a critical hit). If you move to follow the target, your movement doesn’t trigger reactions. If your Strike misses, the target becomes flat-footed until the end of your current turn.

Incredible Investiture
You have an incredible ability to invest more magic items. Increase your limit on invested items from 10 to 12.

Intimidating Prowess
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.

Powerful Shove
You can use Aggressive Block or Brutish Shove against a creature up to two sizes larger than you. When a creature you Shove has to stop moving because it would hit an object, it takes damage equal to your Strength modifier (minimum 1). This happens regardless of how you Shoved the creature.

Basic Sorcerer Spellcasting
You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the sorcerer archetype, add a spell of the appropriate spell level 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.

Monk Dedication - from Multitalented
You become trained in unarmed attacks and gain the Powerful Fist class feature. You become trained in monk class DC.

Flurry of Blows (◆) - from Monk's Flurry (Flourish)
Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally.

Battle Cry
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.

Blessed One Dedication
You are touched by a deity and gifted with the ability to alleviate the suffering of others. 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.

Blessed Sacrifice
You gain the protector's sacrifice domain spell as a devotion spell. Increase the number of Focus Points in your focus pool by 1.

Accelerating Touch
Your healing energies are infused with bounding energy. A creature that recovers Hit Points from your lay on hands gains a +10-foot status bonus to its Speed until the end of its next turn.

Scout Dedication
You are a highly skilled scout, capable of providing your allies a timely warning of any danger. 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 (◇) - from 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.

Scout's Charge (◆◆)
You meander around unpredictably, and then ambush your opponents without warning. 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.

Flinging Shove
Increase the distance you Shove your opponent with Aggressive Block or Brutish Shove to 10 feet on a success or 20 feet on a critical success. When you use Aggressive Block, you can choose whether the target is flat-footed or Shoved. When you make a Brutish Shove, you also Shove the target 5 feet on a failure.

Rapid Mantel
You easily pull yourself onto ledges. 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.

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

Knockdown (◆◆) - from Combat Flexibility
Make a melee Strike. If it hits and deals damage, you can attempt an Athletics check to Trip the creature you hit. If you’re wielding a two-handed melee weapon, you can ignore Trip’s requirement that you have a hand free. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.

Intimidating Strike (◆◆) - from Combat Flexibility
Your blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit.

Skills:

Acrobatics: +18 (E) (Bracelet of Dashing)
Arcana: +14 (T)
Athletics: +24 (M) (Lifting Belt)
Crafting: +0 (U)
Deception: +20 (T) (Ventriloquist's Ring (Greater))
Diplomacy: +18 (T)
Intimidation: +23 (M) (Demon Mask)
Medicine: +2 (U)
Nature: +2 (U)
Occultism: +0 (U)
Performance: +4 (U)
Religion: +2 (U)
Society: +0 (U)
Stealth: +16 (T) (Cloak of Elvenkind)
Survival: +16 (T)
Thievery: +15 (T)

Attacks:

Melee (2) +2 Greater Striking Grievous Greatsword +25 Damage 3d12+8 S/P (Versatile P, Magical, Transmutation)
Melee (1) +1 Striking Fist +22 Damage 2d6+7 B (Agile, Finesse, Nonlethal, Unarmed, Magical)

Defenses:

Light Armor (E)
Medium Armor (E)
Heavy Armor (E) - +1 Resilient Full Plate: AC +7, Dex Cap +0
Unarmored (E)

Spells:

Arcane spell DC: 28 (T)
Arcane spell attack: +18 (T)

Cantrip: Shield (◆)
Cantrip: Telekinetic Projectile (◆◆)
Cantrip: Ghost Sound (◆◆) (Cloak of Elvenkind)

Daily Slots: 1 1st Level, 1 2nd Level, 1 3rd Level
Level 1: True Strike (◆)
Level 1: Fear (◆◆) [DC 20] (Demon Mask - once per day)

Level 2: Enlarge (◆◆) (Signature Spell)
Level 2: Longstrider (◆◆) (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 Elvenkind - once per day)

Level 3: Haste (◆◆)

Level 4: Fly (◆◆) (Bravery Baldric (Flight) - once per hour per available charge)

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

Equipment:

+1 Resilient Full Plate - Worn (armor) (Invested)

Talisman: Snapleaf - +1 Resilient Full Plate
Usage affixed to armor; Activate (↺) Interact; Trigger You begin to fall.
This small, crystalline carving takes the shape of a tree leaf and attaches to armor or clothing with a simple strap. When you activate the snapleaf, you gain the benefits of feather fall and a 2nd-level invisibility spell for 1 minute or until you stop falling, whichever comes first.

+2 Greater Striking Grievous Greatsword - Worn

Talisman: Jade Bauble - +2 Greater Striking Grievous Greatsword
Usage affixed to melee weapon; Activate (◆) command; Requirements You are a master with the affixed weapon
This bit of jade is usually carved in the shape of a duelist, or sometimes a multi-armed creature. When you activate the bauble, it magically draws the attention of foes. Until the start of your next turn, enemies within the reach of the weapon the talisman is affixed to are flat-footed.

+1 Striking Handwraps of Mighty Blows - Worn (Invested)

Lifting Belt - Worn (belt) (Invested)
his wide leather belt grants you a +1 item bonus to Athletics checks and increases the amount you can easily carry. You can carry Bulk equal to 6 + your Strength modifier before becoming encumbered, and you can hold and carry a total Bulk up to 11 + your Strength modifier.
Activate (◆◆) Interact; Effect You lift an object of up to 8 Bulk as though it were weightless. This requires two hands, and if the object is locked or otherwise held in place, you can attempt to Force it Open using Athletics as part of this activation. The object still has its full weight and Bulk for all other purposes—you just ignore that weight. The effect lasts until the end of your next turn.

Demon Mask - Worn (mask) (Invested)
Grants a +1 item bonus to Intimidation checks.
Activate (◆◆) Interact; Frequency once per day; Effect The mask casts a Fear spell with a DC of 20.

Boots of Bounding - Worn (shoes) (Invested)
The springy soles of these sturdy leather boots cushion your feet and make each step lighter. These boots give you a +5-foot item bonus to your Speed and a +2 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 Elvenkind - Worn (cloak) (Invested)
This cloak is deep green with a voluminous hood, embroidered with gold trim and symbols significant in elven culture. The cloak allows you to cast the Ghost Sound cantrip as an arcane innate spell. When you adjust the cloak’s clasp (an Interact action), the cloak transforms to match the environment around you and muffles your sounds, granting you a +1 item bonus to Stealth checks.
Activate (◆◆) Interact; 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. If you're also wearing boots of elvenkind, you can activate this ability twice per day.

Bracelet of Dashing - Worn (Invested)
This jangling, silvery bracelet makes you lighter on your feet, giving you a +1 item bonus to Acrobatics checks.
Activate (◆) command; Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute.

Ventriloquist's Ring (Greater) - Worn
You gain a +2 item bonus to Deception checks.
Activate (◆◆) Interact; 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:Longstrider) - 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.
Longstrider (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.

Silversheen - Worn
Activate (◆) Interact
You can slather this silvery paste onto one melee weapon, one thrown weapon, or 10 pieces of ammunition. Silversheen 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 precious material (such as cold iron) for any physical damage it deals.

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

Smokestick (Lesser) - Worn
Activate (◆) Interact
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.

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’ Tools (4) - Worn
Replacement Picks - Worn

Starting Cash: 0.2gp
Erikanesh Entry Fee: 0.1gp
Chapter 1 Loot: 1072gp
Upgrade to Greater Striking rune: 1000gp
Cash on Hand: 72.1gp

Harrow Cards Held:

The Brass Dwarf
Usage carried
Suit Shields (Con); Alignment lawful neutral
The Brass Dwarf represents invulnerability. When you invest The Brass Dwarf, you gain resistance to fire equal to your level.
Activate (◆) envision; Frequency once per hour; Effect Choose acid, cold, electricity, fire, mental, poison, or sonic. You can't choose the damage type for which The Brass Dwarf currently gives you resistance. You gain resistance to the damage you chose equal to your level, and you lose the prior resistance that The Brass Dwarf gave you. For 1 minute, you gain weakness equal to half your level to the damage type of the prior resistance.

The Big Sky
Usage carried
Suit Hammers (Str); Alignment chaotic good
The Big Sky represents widespread change or liberation. As long as you have The Big Sky invested, you gain a +2 item bonus to Perception checks made while you are flying outside during the day and to any check made to Escape. The bonus increases to +3 if you are at least 17th level.
Activate (◆◆) envision; Frequency once per day; Effect For 10 minutes, you and up to four creatures you touch ignore difficult terrain and effects that would give a circumstance penalty to Speed. If you are at least 17th level, the targets also ignore greater difficult terrain.

Active Harrowing Ritual Results:

Harrowing Ritual Results:
Books: - Success (reroll a skill check)
Hammers: - Crit Success (reroll Strike check with +4 status bonus)
Hammers: - Crit Success (reroll Strike check with +4 status bonus)
Hammers: - Success (reroll a Strike check)
Stars: - Success (reroll a Will saving throw with +4 status bonus)

Daily Preparations:

Botting Instructions:

Exploration: Slick's default exploration mode is Scout.

Encounter: Slick will ...