Walays mac Cellach
The worst river-pirate you've ever heard of...but you HAVE heard of him
Walays mac Cellach
Male human (Kellid) bard (street performer) 1 (Pathfinder RPG Advanced Player’s Guide 85)
CG Medium humanoid (human)
Init + 2; Senses Perception + 2
AC 15, touch 12, flat-footed 13 (+ 3 armor, + 2 Dex)
hp 9 (1d8+ 1)
Fort + 1, Ref + 4, Will + 4
Speed 30 ft. (20 ft. in armor)
Melee longspear + 0 (1d8/×3)
Ranged sling + 2 (1d4)
Special Attacks bardic performance 7 rounds/day (disappearing act [DC 13], distraction, fascinate [DC 13])
Bard (Street Performer) Spells Known (CL 1st; concentration + 4)
1st (2/day)—disguise self, silent image (DC 14)
0 (at will)—detect magic, ghost sound (DC 13), prestidigitation, read magic
Str 10, Dex 14, Con 12, Int 13, Wis 14, Cha 16
Base Atk + 0; CMB + 0; CMD 12
Feats Additional Traits, Combat Expertise
Traits brigand, fast-talker, Magical Talent (Mage Hand), riverfolk (river kingdoms)
Skills Acrobatics + 3 (-1 to jump), Bluff + 9, Diplomacy + 7 (+ 8 to influence crowds and gather information), Disguise + 4, Intimidate + 3 (+ 4 to influence crowds), Perform (wind instruments) + 9, Profession (sailor) + 8, Sense Motive + 6, Sleight of Hand + 4, Spellcraft + 5, Swim – 2; Racial Modifiers brigand
Languages Common, Hallit
SQ gladhandling, streetwise
Other Gear studded leather, longspear, sling, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), masterwork Bagpipes, sunrod (2), trail rations (10), waterskin, 14 gp, 9 sp
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Brigand + 1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, theives, bandits, etc.
Combat Expertise + /-1 Bonus to AC in exchange for an equal penalty to attack.
Gladhandling Use Bluff to improve attitude, but the attitude becomes worse 1 minute later. Earn double for perform checks.
Magical Talent (Mage Hand, 1/day) (Sp) Choose one 0-level spell – it becomes a 1/day spell-like ability for you.
Riverfolk (River Kingdoms) 2 trait bonus on Profession (sailor) checks and any skill checks involving rope use.
Streetwise + 1 (Ex) You add half your bard level to Bluff, Disguise, Knowledge (local), and Sleight of Hand checks, Diplomacy or Intimidate checks made to influence crowds, and Diplomacy checks to gather information
His story began not with his birth, but when, as a boy, he was fished out of the East Sellen by a merry band of river-pirates from the Black March, unconscious. He had no memory of what brought him there, but his clothing suggested he came from a Kellid tribe, probably from the highlands in the East of the River Kingdoms. The pirates were a motley, colorful lot. They called him “Driftwood,” and he became one of them, raised by the crew as if he were born to them. He learned the life, and learned to love it, in spite of the frequent hardships—at home on the river, wherever it might take him.
When a raid-gone-bad left the pirate company splintered and broken, he wandered the land, looking for his people. He wandered for two years before stumbling across a camp of his tribesmen—they recognized him, and took him back to their village home. They told him of his true name, and revealed that his parents had been slain in a raid near a river, and himself lost to the current. He stayed with his people for a few years, absorbing much about their culture and music, but his wanderlust eventually took hold, and he bid his people farewell, and returned to the road—or rather, the River.
He went wherever Fate pointed him, kept company with whomever he encountered, sometimes earning coin as an entertainer, sometimes looking for lost treasures, sometimes thieving—sometimes all in one day. He traveled for some time with a company of players & minstrels, and learned the art of illusion. He went missing from the company one night, and could not be found for seven days. They found him completely mad, eventually nursing him back to some sense of normal, though he never gave them a straight answer as to what had befallen him.
More recently, he left the company to wander on his own again, and found himself in Restov, having fled New Stetven a fortnight before for thievery, or absconding with another man’s wife—or both. He had heard stories of [some amazing thing] in the Stolen Lands, and convinced a party of adventurers he had met in a tavern that he knew his way around the River Kingdoms…
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