Flying Blade

Tadansi "Adan" Silvertongue's page

No posts. Alias of Mith'aj the Tactful.


Full Name

Tadansi "Adan" Silvertongue

Size

M

Age

24

Alignment

CN

Deity

The Lantern King, The Eldest

Location

Westcrown

Languages

Aklo, Common, Senzar, Sylvan, Tien

Occupation

Spinner of Tales, Scoundrel

Strength 10
Dexterity 14
Constitution 12
Intelligence 15
Wisdom 10
Charisma 18

About Tadansi "Adan" Silvertongue

"The trickster, the riddler, the keeper of balance, he of the many faces who finds life in death and who fears no evil; he who walks through doors."
- Paolini

"Stories are like spiders, with all they long legs, and stories are like spiderwebs, which man gets himself all tangled up in but which look pretty when you see them under a leaf in the morning dew, and in the elegant way that they connect to one another, each to each."
― Neil Gaiman

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Tadansi "Adan" Silvertongue

Height: 5' 10", Weight: 160, Hair: Black, Eyes: Green
Favored Class: Bard (Sandman), +1 Skill Point

HP : 39 (5d8 + 1/level for Con)
Atk : BAB +3 ; CMB +2; CMD 15
Initiative: +2 (2 Dex)
AC : 16/12/14 (2 Dex, 4 Armor), +1 vs. Traps

Melee
-- Bite +3 (1d4) or
-- Dagger +3 (1d4/19-20) or
-- Rapier +3 (1d6/18-20) or
-- Whip +3 (1d3 nonlethal)
Ranged
-- Masterwork light crossbow +6 (1d8/19-20)

Senses: Low Light Vision 60 ft., Perception +4
Speed: 30 ft

Fort: +3 ( 1 (Base) + 1 (Con) + 1 (Cloak) )
Ref: +7 ( 4 (Base) + 2 (Dex) + 1 (Cloak) )
Will: +7 ( 6 (Base) + 0 (Wis) + 1 (Cloak) )
Saves at +4 vs. bardic performance, sonic, and language-dependant effects, +1 Ref vs. Traps

Concentration Check +8 (level 4 + Cha)

-- Feats --:

B1 - Realistic Likeness
B3 - Spell Focus (Enchantment)
B5 - Spellsong

-- Skills --:

Total Points: 44

-- All skills are class skills, thanks to Bard class skills and Expert (choose any 10 skills to become class skills)

Expert 1 x (6 (Base) + 2 (Int)) = 8
Bard 4 x (6 (Base) + 2 (Int) + 1(Favored Class)) = 36

Acrobatics + 6 -- ( 2 Dex, 3 Class, 1 Rank )
Appraise + 7 -- ( 3 Int, 3 Class, 1 Rank )
Bluff + 15 -- ( 4 Cha, 3 Class, 5 Ranks, 2 Sandman, 1 Trait )
Climb + 4 -- ( 0 Str, 3 Class, 1 Rank )
Diplomacy + 12 -- ( 4 Cha, 3 Class, 4 Rank, 1 Trait )
Disable Device + 10 -- ( 2 Dex, 3 Class, 3 Ranks, 2 MW Tools )
Disguise + 8 -- ( 4 Cha, 3 Class, 1 Ranks )
Escape Artist + 6 -- ( 2 Dex, 3 Class, 1 Rank )
Fly + 2 -- ( 2 Dex )
Handle Animal + 3 -- ( 3 Cha )
Heal + 0 -- ( 0 Wis )
Intimidate + 8 -- ( 4 Cha, 3 Class, 1 Rank )
Knowledge Arcana + 6 -- ( 2 Int, 3 Class, 1 Rank )
Knowledge Geography + 6 -- ( 2 Int, 3 Class, 1 Rank )
Knowledge Local + 6 -- ( 2 Int, 3 Class, 1 Rank )
Knowledge Nature + 6 -- ( 2 Int, 3 Class, 1 Rank )
Knowledge Planes + 6 -- ( 2 Int, 3 Class, 1 Rank )
Linguistics + 6 -- ( 2 Int, 3 Class, 1 Rank )
Perception + 4 -- ( 0 Wis, 3 Class, 1 Rank )
Perform (Act) + 8 -- ( 4 Cha, 3 Class, 1 Rank )
Perform (Dance) + 8 -- ( 4 Cha, 3 Class, 1 Rank )
Perform (Oratory) + 13 -- ( 4 Cha, 3 Class, 5 Ranks, 1 Trait )
Ride + 2 -- ( 2 Dex )
Sense Motive + 4 -- ( 0 Wis, 3 Class, 1 Rank )
Sleight of Hand + 9 -- ( 2 Dex, 3 Class, 2 Ranks, 2 Sandman )
Spellcraft + 6 -- ( 2 Int, 3 Class, 1 Rank )
Stealth + 11 -- ( 2 Dex, 3 Class, 4 Ranks, +2 Sandman )
Survival + 4 -- ( 0 Wis, 3 Class, 1 Rank )
Swim + 4 -- ( 0 Str, 3 Class, 1 Rank )
Use Magic Device + 10 -- ( 4 Cha, 3 Class, 3 Ranks )

-- Spells Known and SLAs --:

Kitsune Spell-Like Abilities (CL 5th; concentration +9):

3/day—dancing lights

Bard (Sandman) Spells Known (CL 4th; concentration +8):

2nd (2/day)—invisibility, suggestion (DC 18)
1st (4/day)—beguiling gift[APG] (DC 17), grease, hideous laughter (dc 17), silent image (DC 15 if interacted with)
0th (at will)—detect magic, ghost sound (DC 14), light, mage hand, message, prestidigitation

-- Equipment --:

Starting Coin

6000 gp

Weapons

Rapier ( 20 gp )
Whip ( 1 gp )
Dagger x 2 ( 4 gp )
Masterwork Light Crossbow ( 335 gp )
40 bolts ( 4 gp )

Clothing

Traveller's Outfit ( 0 gp )
Sleeves of Many Garments (see below)

Armor

Leaf Armor +1 ( 1500 gp )
Buckler ( 5 gp )

Magical

Sleeves of Many Garments ( 200 gp )
Cloak of Resistance +1 ( 1000 gp )
Handy Haversack ( 2000 gp )

Non-magical

Dice, Normal ( 1 sp )
Fetters ( 15 gp )
Inkpen ( 1 sp )
Ink, Black ( 8 gp )
Ink, Colored ( 16 gp )
Loaded Dice, Superior ( 50 gp )
Manacles ( 15 gp )
Marbles x 3 ( 3 sp )
Marked Cards ( 1 gp )
Parchment x 10 ( 2 gp )
Scroll Case x 2 ( 2 gp )
Sealing Wax ( 1 gp )
Signet Ring ( 5 gp )
Thieves Tools, Masterwork ( 100 gp )
Trail Rations x 10 ( 5 gp )
Waterskin ( 1 gp )
Wine, fine (12 bottles) ( 120 gp )

Additional Coin

632 gp, 4 sp

-- Racial Traits --:

Standard Racial Traits

Ability Score Racial Traits: Kitsune are agile and companionable, but tend to be physically weak. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Kitsune are Medium creatures and thus have no bonuses or penalties due to their size.
Type: Kitsune are humanoids with the kitsune and shapechanger subtypes.
Base Speed: Kitsune have a base speed of 30 feet.
Languages: Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Gnome, and Tengu. See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits

Gregarious (Ex) Even among your own kind, your gift for making friends stands out. Whenever you successfully use Diplomacy to win over an individual, that creature takes a –2 penalty to resist any of your Charisma-based skill checks for the next 24 hours. This racial trait replaces agile.

Offense Racial Traits

Natural Weapons (Ex) In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.

Senses Racial Traits

Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light.

Magical Racial Traits

Change Shape (Su) A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores. (Also see Realistic Likeness)

Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights.

-- Non-Racial Traits --:

Barroom Talespinner (S&S): You grew up listening to tales of adventure and piracy on the high seas and the sea chanteys of old salts in dockside dives. You learned all about what it's like to be a pirate by talking with the sailors on shore leave, and learned how to tell a tale (or perform some other pirate entertainment) yourself.

Benefit: You gain a +1 trait bonus on Diplomacy checks and one category of Perform checks, and one of these skills is a class skill for you. In addition, once per week you can make a DC 15 Knowledge (local) or Intelligence check to see if you know a popular legendary pirate tale, the telling of which grants you a +1 trait bonus on checks made to influence NPCs on the ship.

Fast Talker:You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age.

Benefit: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

-- Special Qualities --:

Bardic Performance 14 rounds/day (countersong, distraction, fascinate, stealspell)

Barroom Talespinner (1/week) Make DC 15 Knowledge (Local) or Int to gain +1 to influence local NPCs.

Change Shape (Su) Assume a single human form.

Gregarious (Ex) Successful Diplomacy check causes target to take a –2 penalty vs further CHA skills for 24 hr.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Master of Deception +2 (Ex) You add half your bard level to Bluff, Sleight of Hand, and Stealth checks.

Realistic Likeness Change shape can mimic individuals you've met, gain a +10 bonus to Disguise to impersonate.

Second Wind: Heal self 2/day as standard action, 1d4+1 hit points

Sneakspell: Spell DC +1 (Ex) Bonus to spell DC if the target is denied DEX bonus.

Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.

-- Player Notes -- :

-- Starting Statistics --:

STR 10 ( 0 ) (-2 Racial, 2 Points)
DEX 14 ( +2 ) (+2 Racial, 2 Points)
CON 12 ( +1 ) (2 Points)
INT 15 ( +2 ) (7 Points)
WIS 10 ( +0 )
CHA 17 ( +3 ) (+2 Racial, 7 Points)

Level 4 increase: Charisma

-- Hero Lab Sheet --:

Tadansi "Adan" Silvertongue
Male Kitsune Bard (Sandman) 4/Expert 1 (Pathfinder RPG Advanced Player's Guide 0; Pathfinder RPG Bestiary 4 0)
CN Medium humanoid (kitsune, shapechanger)
Init +2; Senses low-light vision; Perception +4
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 39 (5d8+5)
Fort +3, Ref +7 (+1 bonus vs. traps), Will +7; +4 vs. bardic performance, sonic, and language-dependant effects
Defensive Abilities trap sense +1
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Offense
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Speed 30 ft.
Melee bite +3 (1d4) and
dagger +3 (1d4/19-20) and
dagger +3 (1d4/19-20) and
rapier +3 (1d6/18-20) and
whip +3 (1d3 nonlethal)
Ranged masterwork light crossbow +6 (1d8/19-20)
Special Attacks bardic performance 14 rounds/day (countersong, distraction, fascinate, stealspell)
Kitsune Spell-Like Abilities (CL 5th; concentration +9)
3/day—dancing lights
Bard (Sandman) Spells Known (CL 4th; concentration +8):
2nd (2/day)—invisibility, suggestion (DC 18)
1st (4/day)—beguiling gift[APG] (DC 17), grease, hideous laughter (DC 17), silent image (DC 15)
0 (at will)—detect magic, ghost sound (DC 14), light, mage hand, message, prestidigitation
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Statistics
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Str 10, Dex 14, Con 12, Int 15, Wis 10, Cha 18
Base Atk +3; CMB +3; CMD 15
Feats Realistic Likeness[ARG], Spell Focus (enchantment)
Traits barroom talespinner, fast-talker
Skills Acrobatics +6, Appraise +6, Bluff +15, Climb +4, Diplomacy +12, Disable Device +10, Disguise +8, Escape Artist +6, Intimidate +8, Knowledge (arcana) +6, Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (planes) +6, Linguistics +6, Perception +4, Perform (act) +8, Perform (dance) +8, Perform (oratory) +12, Sense Motive +4, Sleight of Hand +9, Spellcraft +6, Stealth +11, Survival +4, Swim +4, Use Magic Device +10
Languages Aklo, Common, Senzar, Sylvan, Tien
SQ change shape, gregarious, kitsune magic, master of deception, sneakspell: spell dc
Other Gear +1 leaf armor, crossbow bolts (40), dagger, dagger, normal dice, masterwork light crossbow, rapier, whip, cloak of resistance +1, handy haversack, ink, black, ink, colored, inkpen, loaded dice, superior, marbles, marbles, marbles, marked cards, parchment (10), scroll case, scroll case, sealing wax, signet ring, sleeves of many garments (worth 200 gp), thieves' tools, masterwork, trail rations (10), waterskin, wine, fine (per bottle) (10), 632 gp, 5 sp
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Special Abilities
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Bardic Performance (standard action, 14 rounds/day) Your performances can create magical effects.
Barroom Talespinner (1/week) Make DC 15 Knowledge (Local) or Int to gain +1 to influence Wormwood NPCs.
Change Shape (Su) Assume a single human form.
Gregarious (Ex) Successful Diplomacy check causes target to take a –2 penalty vs further CHA skills for 24 hr.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Master of Deception +2 (Ex) You add half your bard level to Bluff, Sleight of Hand, and Stealth checks.
Realistic Likeness Change shape can mimic individuals you've met, gain a +10 bonus to Disguise to impersonate.
Sneakspell: Spell DC +1 (Ex) Bonus to spell DC if the target is denied DEX bonus.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.