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Lem

Tae's page

309 posts. Alias of JAF0.


Full Name

Tae

Race

halfling vigilante (magical child)/4 image

Classes/Levels

skills:
acro 11, bluff 9(13), climb 2, diplo 8, disguise 8, perc 10(12), spellcraft 7, stealth 16, umd 6

Gender

hp 32/32; AC 19 (15 t13 f13); F 5, R 9, W 8; bab 3 +4 melee +6 range; cmb 2 cmd 15; init +2, spd 30

Alignment

NG (N)

Languages

common, halfling, goblin, elven

Homepage URL

4th lvl +1 wis

Strength 10
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 12
Charisma 16

About Tae

pic of Bait

racial traits:

Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.
Fey Thoughts (1 RP): Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces fearless. (perc/know nature)
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Shadowhunter (2 RP): Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Halflings can take this trait in place of weapon familiarity.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

vigilante abilities:

Weapon and Armor Proficiency Vigilantes are proficient with all simple and martial weapons, light armor and shields (except tower shields). (no medium armor proficiency due to archetype)

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.

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.

magical child abilities:

Class Skills A magical child adds Knowledge (arcana), Knowledge (planes), and Spellcraft to her list of class skills, instead of Disable Device, Knowledge (engineering), Perception, and Survival.

This alters the vigilante's class skills.

Skill Ranks per Level: A magical child gains a number of skill ranks equal to 4 + her Intelligence modifier at each level, instead of the normal 6 + her Intelligence modifier skill ranks.

This alters the vigilante's skill ranks per level.

Weapon and Armor Proficiency A magical child is not proficient with medium armor. She can cast summoner spells (see spellcasting below) while wearing light armor without incurring the normal arcane spell failure chance. This alters the vigilante's armor and weapon proficiencies.

Spellcasting A magical child casts arcane spells and cantrips as an unchained summoner. She can cast any spell she knows without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell's level, and she chooses her spells known from the summoner spell list (she cannot choose spells that would affect an eidolon). A magical child's selection of spells is extremely limited; use Table: Unchained Summoner Spells Known to determine how many spells the magical child knows at each level. A magical child needs to commune with her animal guide for 1 hour in order to replenish her daily spell slots.

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

Transformation Sequence (Su) A magical child's transformation between identities is assisted by magic. This makes it faster than usual, but also more noticeable.

A magical child can normally transform between her identities in 5 rounds, though this improves to a standard action with the quick change social talent and a swift action with the immediate change social talent. However, the transformation is quite a spectacle, involving loud sounds or music, brilliant colorful energies, and swift motions.

Animal Guide (Ex) A magical child starts play with a magical spirit guide in the form of a familiar, using her vigilante level as her effective wizard level. The familiar also has a social identity as a seemingly normal animal, though vigilantes with outlandish familiars might still need to hide the familiar.

At 3rd level, the magical child's familiar reveals another aspect of its form, and its vigilante identity changes into a creature on the Improved Familiar list that would be available to a 3rd-level spellcaster (the animal guide's social identity always remains as the original normal animal).

The familiar can change its vigilante identity again when the magical child reaches 5th and 7th level, each time to familiars available at those levels. The Improved Familiar feat's alignment restrictions apply to this ability, but only the magical child's vigilante identity needs to have an alignment that fulfills the alignment requirements of the improved familiar. The familiar's new vigilante form choices are permanent, and it cannot transform back into its former vigilante identities until 9th level, when the familiar gains the change shape universal monster ability if it doesn't already have it. It can use this ability at will when in its vigilante identity to transform into any of its four vigilante identities.

In vigilante form, a magical child's familiar gains an amount of DR/magic equal to her vigilante level.

This doesn't stack with any DR/magic that her vigilante form might already possess.

If a magical child's familiar dies, its consciousness simply leaves its body, and the magical child can replace its body after 24 hours. To do so, she must conduct an 8-hour ritual that costs 200 gp per her vigilante level, but once the ritual is complete, the familiar returns in a new body. It retains all of its memories from its earlier service to the magical child.

This ability replaces vigilante specialization.

Staunch Ally (Ex) A magical child's familiar counts as the magical child for purposes of the startling appearance, frightening appearance, and stunning appearance abilities, and it can calculate its DCs using either its own Charisma modifier or the magical child's, whichever is better. At 20th level, the familiar can make vengeance strikes as if it were the magical child.

This ability alters startling appearance, frightening appearance, stunning appearance, and vengeance strike.

social talents:

Social Grace: The vigilante selects any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. Whenever the vigilante is in his social identity, he receives a +4 circumstance bonus on checks with the selected skill. At 5th level and every 4 levels thereafter, he can select another skill (with the same restrictions) to gain this bonus. - (Bluff)

Renown (Ex): The vigilante becomes known for deeds and abilities regardless of his current identity. This renown grants him favorable treatment in civilized company and lends him an air of menace while facing down his enemies. While he is in his social identity, a vigilante can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals (a village, if using settlement population ranges). This could be the entire community or a smaller neighborhood in a larger settlement. He must spend at least 4 hours each day socializing and making contacts. After spending 1 week doing this, whenever he is in his social identity, all NPCs in the community have a starting attitude toward him that is one category better, as long as each person's initial attitude would have at least been indifferent (see the Diplomacy skill description). While he gains renown in an area using his social identity, he also spreads rumors and tales about his vigilante identity. Once he has gained renown in a community, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This bonus applies only while he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level. A vigilante can hold renown in a limited number of communities (normally one, with other social talents allowing two). If he gains renown in a new community, he must decide which one of his previous communities to lose. These effects are subject to GM approval. For example, the GM might rule that an NPC or monster has not heard any tales about the vigilante. Or, a foe may have a starting attitude toward him that's one category worse, rather than one category better.

vigilante talents:

Shadow's Speed (Ex): The vigilante's base speed increases by 10 feet. At 10th level, it increases by an additional 10 feet.

traits:

Helpful (Halfling) You see nothing wrong with letting others achieve greatness so long as the job gets done. Benefit: Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2..

Magical Talent Either from inborn talent, the whimsy of the gods, or obsessive study of strange tomes, you have mastered the use of a cantrip. Benefit: Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability's save DC is Charisma-based.
(Prestidigitation)

feats:

Boon Companion Your bond with your animal companion or familiar is unusually close. Prerequisites: Animal companion or familiar class feature.

Benefit: The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar that has received this benefit, you may apply this feat to the replacement creature.

Special: You may select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar.

Childlike Prerequisites: Cha 13, halfling. Benefit: You can take 10 on Bluff checks to convince others you are telling the truth, so long as your story makes you appear innocent. You gain a +2 bonus on Disguise skill checks to pose as a human child, and ignore the check penalties for disguising yourself as a different race and age category while doing so.

spells:

0 lvl (know 6) acid splash, message, detect magic, mage hand, light, guidance

1st lvl (know 4) 4/4 expeditious retreat, summon monster I, shield, grease

2nd lvl (know 2) 2/2 glitterdust, whip of spiders

familiar:

Cat "Cinder"

N Tiny animal
Init +2; Senses low-light vision, scent; Perception +5
DEFENSE
AC 17, touch 14, flat-footed 12 (+2 Dex, +2 size, natural armor +3)
hp 5 (1d8–1)
Fort +1, Ref +4, Will +1
OFFENSE
Speed 30 ft.
Melee 2 claws +4 (1d2–4), bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 15, Con 8, Int 9, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb +6, Perception +5, Stealth +14; Racial Modifiers +4 Climb, +4 Stealth

3rd level advancement: Celestial Template:

A celestial creature's CR increases by +1 only if the base creature has 5 or more HD.

Senses The creature gains darkvision 60 ft.

Defensive Abilities The creature gains damage reduction and energy resistance as noted on Table: Celestial Creature Defense. (energy resist: 5 elec/acid/cold)) DR 3/magic

SR The creature gains spell resistance equal to its new CR +5

Special Attacks The creature may smite evil 1/day as a swift action (it adds its Cha bonus to attack rolls, and a damage bonus equal to its HD against evil foes; smite persists until the target is dead or the celestial creature rests).

SPECIAL FAMILIAR ABILITIES
Familiar: The master of a cat familiar gains a +3 bonus on Stealth checks.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.

equipment:

clothing
pack
rations x3
waterskin
bedroll
50' silk rope
flint/steel/tinderbox
long bow, 20 arrows
19 silver arrows
20 cold iron arrows
rapier
dagger
MW Studded leather armor
belt of tumbling
boots of the cat
lesser talisman of freedom

brief background:

Tae was a lonely orphaned street kid, who made his way in the world by begging and doing small odd jobs. That was until he was inducted into a very unsavory street gang, who used him as bait. He'd lure unsuspecting folks into dark alleys, crying over his dead cat (it was a realistic stuffed animal). By the time the intended victim realized he was weeping over a stuffed cat, it would be too late... they'd be robbed and unconscious, dead or kidnapped by then. Tae would disappear into the shadows while the gang did their worst.

After a year of being their quite successful bait, he was crying in an alley when the gang picked on the wrong target. The seemingly innocuous lady they targeted turned out to be the renowned vigilante Moonshadow. She bested the gang singlehandedly and found Tae hiding behind a crate in the alley. She dragged him to one of her safehouses and gave him a good talking to... and then listened to him in kind, the first time anyone had actually done that. She gave him a place to stay and as time went on, they developed a kinship of a sort. She took him under her wing, taught him some of her tricks and tactics and how to fight. He in turn helped her, too, accompanying her on her rounds, and helping her root out the rest of his old gang.

Tae eventually moved into one of the gang's old safehouses and has struck out on his own as a vigilante... while he started small, dealing with bullies among young people and children, he's moved up to bigger things since then, though he's still learning his 'craft' and handling mostly local problems - bullies, neighborhood thugs, protection schemes, and the like.

He still maintains ties with Moonshadow and sees her regularly.


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