Echo of Deskari

Horus "The Black Hand"'s page

6 posts. Alias of william Nightmoon.


Race

Teifling(Shackleborn)

Classes/Levels

Vigilante(Cabalist)

Gender

Male

Size

Medium

Age

22

Special Abilities

Dual Identity

Alignment

LE

Deity

Asmodeus

Languages

Common, Infernal

Strength 11
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 6
Charisma 10

About Horus "The Black Hand"

Racial Traits:

2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange and unnerving.

Native Outsider: Tieflings are outsiders with the native subtype.

Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Tieflings have a base speed of 30 feet.

Darkvision: Tieflings see in the dark for up to 60 feet.

Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.

Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Prehensile Tail
Source Advanced Race Guide pg. 1
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

Kyton-Spawn (Shackleborn)
Source Blood of Fiends pg. 22
Shackleborn are fascinated by mutilation and torture. Though they prefer to practice their cruel art on others, they accept that sometimes the wheel must turn and greet their own moments of anguish and confinement with an odd serenity.

Ancestry Kyton
Typical Alignment LE
Ability Modifiers +2 Con, +2 Cha, –2 Wis
Alternate Skill Modifiers Escape Artist, Intimidate
Alternate Spell-Like Ability Shackleborn gain web as a spell-like ability.

Class Traits:

Weapon and Armor Proficiency: Vigilantes are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Weapon and Armor Proficiencies: A cabalist is not proficient with medium armor. Like a magus, he can cast cabalist spells while wearing light armor without incurring the normal arcane spell failure chance.
This alters the vigilante’s armor and weapon proficiencies.

Spellcasting: A cabalist casts arcane spells and cantrips as a magus. He prepares spells using a spellbook, choosing them from the 6th-level and lower spells from the witch spell list; higher-level witch spells are not on the cabalist’s spell list.

This replaces the 4th-, 8th-, 10th-, 14th-, and 16th-level vigilante talents.

Spellbook : A cabalist has a spellbook that functions in the same way as a magus’s spellbook but uses the 6th-level and lower spells from the witch spell list.

Dual Identity (Ex): A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante’s true identity revealed to the world at large.

The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante’s secret. Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret.

Despite being a single person, a vigilante’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements. A vigilante’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment.

Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.

Seamless Guise (Ex): A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.

Social Talent: Starting at 1st level, and every 2 levels thereafter, a vigilante gains a social talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet other prerequisites before they can be chosen, such as having another social talent or attaining a minimum vigilante level. Once a talent has been chosen, it cannot be changed.

Spill Blood (Ex): A cabalist can cause bleeding when he deals piercing or slashing damage with a melee attack (or a ranged attack within 30 feet) against a living foe who is unaware of his presence, who considers him an ally, or who is denied its Dexterity bonus to AC. The amount of bleed damage is equal to the cabalist’s level. A cabalist can’t deal this bleed damage to a creature with total concealment.

This ability replaces vigilante specialization

Vigilante Talent: Starting at 2nd level and every 2 levels thereafter, a vigilante gains a vigilante talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet prerequisites before they can be chosen, such as possessing another vigilante talent, possessing a particular specialization, or attaining a minimum level. Once a talent has been selected, it can’t be changed.

If the vigilante uses any of these talents while in his social identity, he must succeed at a Disguise check against the Perception checks of all onlookers (without the +20 circumstance bonus from seamless guise) or the onlookers will realize that he is more than his social identity appears to be and perhaps discover the social and vigilante identities are one and the same. If a talent calls for a saving throw, the DC for that save is equal to 10 + 1/2 the vigilante’s level + the vigilante’s Charisma modifier, unless stated otherwise.

Unshakable (Ex): Starting at 3rd level, a vigilante adds his class level to the DC of any attempts to Intimidate him.

Bloodbound Spell (Ex): At 5th level, a cabalist gets an advantage when casting spells against bleeding foes. Whenever the cabalist casts a spell against a foe that is taking bleed damage, the foe takes a –1 penalty on its saving throw against the spell (or to its AC if the spell requires an attack roll). This penalty increases to –2 if the spell is from the necromancy school.

This ability replaces startling appearance.

Bloody Horror (Ex): At 11th level, when a cabalist casts a spell and one of the targets (or one creature in the area for an area spell) is taking bleed damage, the cabalist can, as a free action, make an Intimidate check to demoralize all targets of the spell (or all creatures in the area for an area spell). The cabalist rolls only one Intimidate check and applies the result to all the targets.

Once a creature has been the target of this ability (regardless of whether or not it was successful), it is immune to that cabalist’s bloody horror for 24 hours. This is a mind-affecting fear effect.

This ability replaces frightening appearance.

Shadowy Appearance (Sp): At 17th level, a cabalist becomes cloaked in shadow while in his vigilante identity. He gains a continuous 20% miss chance (as per blur). The cabalist can deactivate or reactivate this effect as a standard action. Once per day, he can spend an immediate action to gain the benefits of greater invisibility for 1d6 rounds.

This ability replaces stunning appearance.

Vengeance Strike (Ex): At 20th level, a vigilante can study a target to strike more viciously. He can spend up to 5 standard actions, which all must be in consecutive rounds. On the following round, he can make a vengeance strike against the studied creature. The target must remain unaware of the vigilante’s presence (or not see him as a threat) until the attack. For each round spent studying the target, the vigilante grants himself one of the following benefits on his vengeance strike: gain a +4 circumstance bonus on the attack roll, deal an additional 3d6 points of precision damage if he hits, or treat the attack roll as if it were 2 higher for the purposes of determining whether the attack hit or threatens a critical hit (to maximum effective roll of 20). Each round of study can be spent in a different way or the same way (they stack with each other), but each round of study must be allocated before the attack roll is made. If the vigilante is an avenger, he automatically confirms any critical hits threatened by his vengeance strike. If the vigilante is a stalker and would normally be able to add a special effect from a vigilante talent with an asterisk (*) to this attack, he can instead add two special effects to his vengeance strike.

Talents:

Social
Obscurity (Ex) (Blood of the Beast pg. 15): The vigilante is relatively unknown socially. In fact, he makes a point of keeping the life of his social identity as ordinary as possible. This social talent functions exactly as the renown social talent, but instead of improving the starting attitude of all NPCs within the community, it empowers the vigilante so that he no longer needs to succeed at Disguise checks to appear as his social identity while assuming that identity within his area of obscurity. He still has to attempt Disguise checks when NPCs within this settlement are confronted with indisputable proof that the vigilante could be more than he appears to be, such as when he uses a vigilante talent while in his social identity. This social talent counts as renown for the purpose of meeting the prerequisites of social talents that list renown as a prerequisite and can be improved by such talents. A vigilante with this talent cannot select renown, nor can he select any social talent that requires him to be famous (such as celebrity discount or celebrity perks).

Vigilante

Skills/Feats/Traits:

Class Skills(Rank/Ability/Bonuses)
Acrobatics (Dex),1/3/3
Appraise (Int),
Bluff (Cha),
Climb (Str),
Craft (Int),
Diplomacy (Cha),
Disguise (Cha),1/1/3
Escape Artist (Dex),
Intimidate (Cha),1/1/5
Knowledge (Arcana) (Int),1/4/3
Knowledge (dungeoneering) (Int),
Knowledge (engineering) (Int),
Knowledge (local) (Int),
Perform (Cha),
Profession (Wis),
Ride (Dex),
Sense Motive (Wis),
Sleight of Hand (Dex),1/3/3
Stealth (Dex),1/3/3
Spellcraft (Int),1/4/3
Swim (Str),
Use Magic Device (Cha),1/1/3

Feats
Weapon Finnese

Heresy
You have denied the supremacy of Mitra and been condemned for it. For this to be a crime, you were not content to keep your heresy to yourself. You tried to sway others. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was: “Mitra may forgive you yet for your lies. Talingarde will not.” If only you could get a chance at revenge!
Punishment: Death by burning.
Benefit: You receive a +1 trait bonus on all saving
throws against divine spells

Spellbook:
EMPTY
0-(3/day),none

1-(2/day),none

Equipment:

Torn clothes

Background:

Little is known if the black hand... All that is known is that those who meat him know only death. His knife driving through their heart as he brings them to their deaths. All in the name of the great god Asmodeus

Although the weak man Horus couldn't survive... He could. He knew what needed to be done to survive. When others would not help, he took matters into his own hand, and found someone who would. Asmodeus was there when others where not. Asmodian taught him, when others simply let him suffer. Asmodeus was there when his real parents abandoned him and left him to die... Asmodeus was his true father.

When that wretch the witch hunter tracked him down... He supposed it was right... After all he was still weak, and the weak deserve to burn. If only he could find a way to become stronger.