Holy Guide

Adun Wulle's page

62 posts. Alias of golfdeltafoxtrot.


Full Name

Adun Wulle

Race

| HP: 20/20 | AC: 16 (Tch 13, Fl 13) | CMB: +4, CMD: 17 | F: +2, R: +6, W: +4 (+2 vs emotion effects & illusions) | Init: +3 | Perc: +6, SM: +6

Classes/Levels

| Speed 30ft | Active Conditions: None

Gender

Male CG Human (Chelaxian) Vigilante 2

Size

Medium (5'5", 155lb)

Age

20

Alignment

CG

Deity

Ex-Asmodean, current crisis of faith

Location

Kintargo

Languages

Taldane

Occupation

Builder, labourer

Strength 14
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 12
Charisma 13

About Adun Wulle

Adun Wulle
Human (Chelaxian) Vigilante 2
CG Medium humanoid (human)
Init +3; Senses Perception +6
DEFENSE
AC 16, touch 13, flat-footed 13 (+2 armour, +3 Dex, +1 shield)
HP 20
Fort +2, Ref +6, Will +4 (+2 vs emotion effects & illusions)
OFFENSE
Speed 30 ft.
Melee spiked gauntlet +6 (d4+3)
Ranged sling +5 (d4+2)
STATISTICS
Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 13
Base Atk +2; CMB +4; CMD 17
Feats Shield Gauntlet Style, Weapon Finesse, Weapon Focus (spiked gauntlet)
Traits Ex-Asmodean (+1/+1 vs Thrune agents/Asmodeans), Grief-Filled
Skills Acrobatics +8, Climb +7, Disguise +1 (+20 Seamless Guise), Intimidate + 6 (+4 in Redroof), Knowledge (engineering) +5, Knowledge (local) +5, Perception +6, Profession (builder) +6, Sense Motive +6, Stealth +8
Languages Taldane
Gear two spiked gauntlets, dagger, sling, 10 bullets, leather armour, masterwork backpack (contains bedroll, blanket, waterskin, manacles, crowbar), artisan's outfit, 99gp 3sp

Class Features:

Dual Identity - 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.

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. 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.

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 - 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.

Obscurity (Redroof District) - While he is in his social identity, a vigilante can spend 1 week among the locals of any community of no more than about 200 individuals. 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, 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. He also spreads rumors and tales about his vigilante identity, gaining 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.

This 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.

Lethal Grace - The vigilante combines strength and speed into incredibly deadly attacks. He gains Weapon Finesse as a bonus feat, and if he already has the Weapon Finesse feat, he can immediately swap it for another feat for which he qualified at the level he chose Weapon Finesse. When using Weapon Finesse to make a melee attack using his Dexterity bonus on attack rolls and his Strength bonus on damage rolls, he also adds half his vigilante level on damage rolls. This bonus damage is not reduced or increased if the vigilante is wielding a weapon two-handed or in an off-hand.

Appearance:

A short and slight young man, Adun nevertheless packs a lot of strength into his average looking frame. Years of physical labour for his father's building business have left him lean and solid, and his arms are corded with muscle. His brown hair is cropped short and his beard is neatly trimmed, though starting to grow more wildly over the last few days. His eyes are bright and hopeful, though they visibly darken when House Thrune or the church of Asmodeus are mentioned. He wears a scuffed but mostly clean set of work clothes, with solid boots and a leather tool belt, and a waxed cloak to keep the Kintargan rain off. He carries his worldly possessions in his backpack.

Background:

Adun Wulle (pronounced AY-dun VOO-ler) was the heir to Wulle Building And Masonry, a family company founded in the Redroof district of Kintargo by his great grandfather over 100 years ago. Learning the trade under his father Kristoff, Adun started at the bottom as a teenager, working on the firm's building sites - doing manual labour, learning how to make construction plans, and preparing to take over the firm when the time came.

Despite Kintargo's comparatively relaxed attitude towards House Thrune and the church of Asmodeus, the Wulle family - to maintain their status and avoid further scrutiny - were active, if reluctant, members of the local Asmodean congregation. His mother Jelena felt that the teachings of Asmodeus provided a solid foundation for the running of their company and was much more engaged in the church than her husband or son.

That all changed the night they came for Kristoff.

Asmodean Inquisitors barged into their home one night just over a week ago and took Kristoff from his bed. Adun protested, demanding to know what his father has been accused of. The Asmodeans claimed that he had been withholding taxes, had been conducting illicit religious ceremonies worshipping Desna, and had tried to subvert the will of Asmodeus and House Thrune. The whole family decried the charges as lies, but to no avail. Jelena attacked one of the Inquisitors with a candlestick, earning herself a broken arm and a broken leg from the brutal beating that ensued. Adun raged against the Asmodeans as his mother lay screaming on the floor, but was dragged outside alongside his father.

A crowd had gathered by this time and the charges against Kristoff were presented to the masses, under the authority of the new mayor Barzillai Thrune and the church of Asmodeus. The stony-faced Asmodeans claimed that he was a traitor and a heretic, and that his business was being claimed by the church in payment for unpaid taxes. Kristoff was shackled, shoved to the floor, and executed - burned alive by the Asmodeans in full view of his son.

Adun screamed and managed to pull himself away, fleeing into the dark streets. He wandered for hours, lost in grief and anger, before returning to the house just before dawn. He snuck in past the Asmodean thugs left to guard the house, grabbing a few items and stuffing them in a bag before disappearing into the streets. Since then Adun has survived on what little money he escaped with, supplementing it with the meagre wages of a day labourer. His mother, now a crippled pariah in the city her family helped to build, was taken in by her elderly sister, but Adun stayed away for fear that the Asmodeans might be watching and waiting for him.

He sleeps on building sites, creeping back in after dark then disappearing again before dawn. He has wholly renounced Asmodeus and House Thrune, his anger building day by day. The increasingly toxic rule of Barzillai Thrune and the predations of his army of thugs have created a new purpose in Adun - striking back at the church and the government, and protecting those who cannot fend off the attentions of the roaming packs of militia. Striking from the shadows against the muggers, robbers, and rapists wearing the red of Asmodeus, Adun protects the weak, but also takes revenge against the organisations that have taken everything from him.

Encumbrance:

Weight carried 50lb
Light <=66, Medium 67–133, Heavy 134–200

Advancement:

Vigilante 1
Human alternate racial trait - Imposter-Wary (replaces skilled, +2 racial bonus on saving throws against illusion spells and effects, 1 free rank in Sense Motive at 1st level, and 1 additional rank in Sense Motive every level)
Skill points - Acrobatics, Climb, Intimidate, Knowledge (local), Perception, Stealth
Background skill points - Knowledge (engineering), Profession (builder)
Favoured class bonus - HP
Feats - Shield Gauntlet Style, Weapon Focus (spiked gauntlet)
Vigilante Specialisation - Avenger
Social Talent - Obscurity
Traits - Ex-Asmodean (+1 trait bonus on attack rolls and weapon damage rolls against agents of House Thrune and worshipers of Asmodeus, including most devils), Grief-Filled (+2 trait bonus on all saving throws against emotion spells and effects)
Reason to Protest - Tagging Along (+2 bonus on all Perception and initiative checks made during the protest itself)

Vigilante 2
HP - 5+2(Con)+1(FC)
Skill points - Acrobatics, Climb, Intimidate, Knowledge (local), Perception, Stealth
Background skill points - Knowledge (engineering), Profession (builder)
Favoured class bonus - HP
BAB +2, base saves Fort +0 Ref +3 Will +3
Vigilante Talent - Lethal Grace