Male Human (Chelaxian) Vigilante (Brute) 1
Diety: Shelyn
CG Large humanoid
Initiative: +1 ; Senses: Perception +7
Abilities
STR 15 (2) DEX 12 (1) CON 12 (1) INT 12 (1) WIS 16 (3) CHA 12 (1)
DEFENSE
AC 9, touch 9, flat-footed 8 (10 +1 Dex -2 Brute)
CMD 15 (10 +1 BAB +1 Dex +2 Str +1 Size)
Hit Points 9 (1D8 +1 Con)
Fortitude +3 (2 Base +1 Con)
Reflex +1 (0 Base +1 Dex)
Will +6 (0 Base +3 Wis +1 Trait +2 Feat)
OFFENSE
Speed 30 ft
Melee Unarmed +3/1d6 +2B 20/x2 crit. (1 BAB +2 Str)
Ranged light crossbow +1/1d8P 20/x3 crit. 100 ft. range inc. (0 BAB +1 Dex)
CMB 4 (1 BAB +2 Str +1 Size)
Traits:
Affable (Social, Champions of Purity pg 13): +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you..
Younger Sibling: (Campaign, Jade Regent): +1 trait bonus on Will saves. Ameiko
Skills (6 +Int +Favored Class +Background)
Acrobatics: 3 (1 Skill Point +3 Class +1 Dex -2 Brute)
Bluff: 3 (1 Skill point +3 Class +1 Cha -2 Brute)
Climb: 6 (1 Skill point +3 Class +2 Str)
Craft (Glass): 3 (1 Skill Point +3 Class +1 Int Background -2 Brute)
Diplomacy: 3/7 (1 Skill point +3 Class +1 Cha/+2 Trait to gather information)
Disguise: 3/25 (1 Skill point +3 Class +1 Cha/+20 to maintain seperate identity)
Intimidate: 1 (+1 Cha)
Lore (Minkai): 3 (1 Skill Point +3 Class +1 Int Background)
Perception: 7 (1 Skill point +3 Class +3 Wis)
Sense Motive: 7 (1 Skill point +3 Class +3 Wis)
Stealth: 6 (1 Skill point +3 Class +1 Dex +3 Feat -2 Brute)
Languages: Taldane (Common), Varisian
Feats:
Iron Will
Skill Focus: Stealth (Human Bonus)
Improved Unarmed Strike (Brute Bonus)
Racial Traits:
Normal Speed: Humans have a base speed of 30 feet.
Class Abilities:
Weapon and Armor Proficiency: Arioch is proficient with all simple weapons. Arioch isn’t proficient with medium armor or martial weapons. However, he gains Improved Unarmed Strike as a bonus feat.
This alters the vigilante class’s armor and weapon proficiencies.
Brutish Fortitude (Ex): Arioch’s base Fortitude save bonus from his vigilante levels is equal to 2 + half his vigilante level, and his base Reflex and Will save bonuses are equal to 1/3 his vigilante level.
This ability alters the vigilante class’s base saving throws.
Dual Identity (Ex): Knowledge checks about one identity do not reveal information about the other, unless Arioch’s true identity is revealed to the world at large.
Despite being a single person, a vigilante’s dual nature allows Arioch to have two alignments, one for each of his identities. When in an identity, Arioch 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, Arioch is only eligible if both of his alignments meet the requirements. Arioch’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 Arioch 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 Arioch work only if he 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.
Chaotic Vigilante (Ex): Arioch’s vigilante alignment must be chaotic, and his vigilante identity and his social identity must be within one step of each other on the alignment axis.
This ability alters dual identity.
Seamless Guise (Ex): Arioch 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.
Brute Form (Ex): Though it is sometimes difficult to maintain, Arioch has a measure of control over his abilities.
While in his vigilante identity, Arioch becomes one size category larger, gaining no ability score adjustments but otherwise gaining all adjustments for his new size, including additional reach, if appropriate. Arioch’s vigilante identity is savage and dangerous. While in his vigilante identity, Arioch takes a –2 penalty to AC, as well as to all ability checks and skill checks that rely on Charisma, Dexterity, or Intelligence. Furthermore, Arioch cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).
When Arioch is in mortal peril, such as when combat starts, if he is in his social identity, he must succeed at a Will save (DC = 20 + 1/2 his vigilante level) or enter his vigilante identity. Entering his vigilante identity in this way is a horrifying and painful process that takes 1 full round, during which he is flatfooted, and it typically allows his enemies to see his transformation and learn his identity. Arioch’s vigilante identity can’t always tell friend from foe.
While he still attacks enemies preferentially during a battle, when there are no more enemies around, each round he must succeed at a Will save (DC = 20 + 1/2 his vigilante level) or continue fighting against his allies or bystanders.
Allies can use the aid another action to assist this saving throw with skills like Diplomacy, as they attempt to calm him down. On a successful save, he slowly turns back to his social identity over the course of 1 minute (or shorter if he has a social talent that reduces that time).
Arioch uses his vigilante level as his base attack bonus, but only while he is in his vigilante identity. At 5th level, while in his vigilante identity, Arioch gains a +1 bonus on melee attack and damage rolls. This bonus increases to +2 at 13th level and to +3 at 19th level. He uses his normal base attack bonus to qualify for feats and other abilities, although when in his vigilante identity, he uses his increased base attack bonus to determine the effects of feats (such as Power Attack) and other abilities.
Arioch’s mundane clothes and armor do not increase in size with him, and any such items he wears while changing into his vigilante identity lose one-quarter of their hit points. Magical clothes and accessories increase in size with Arioch, however (though his magical armor and weapons initially do not, as normal).
Arioch can stay in his vigilante identity for up to 2 hours at a time, for a total of up to 6 hours in a 24-hour period. When threatened in his vigilante identity, he has the potential to damage bystanders or allies. After switching from his vigilante identity to his social identity, he is fatigued for the same amount of time (rounds, minutes, or hours) that he spent in his vigilante identity and cannot remove or ignore this fatigue by any means except by waiting the appropriate amount of time. If he enters his vigilante identity while fatigued, once he switches back to his social identity, he becomes exhausted for the amount of time he just spent in his vigilante identity, and he also can’t remove or ignore the
exhaustion by any means other than waiting the appropriate length of time. A character with immunity to fatigue or exhaustion cannot adopt a brute form at all; that immunity prevents the transformation as an effect that would cause fatigue or exhaustion.
An exhausted brute can only enter his vigilante identity for a number of rounds equal to half his vigilante level (minimum 1); following these rounds, the brute immediately falls unconscious, or into a stupor if he is somehow prevented from falling unconscious. In this state, a brute can be healed as normal (and, if he has 0 hit points or more, he returns to consciousness after receiving any amount of magical healing or a DC 15 Heal check), but he cannot enter his vigilante identity for 1 hour.
This ability replaces vigilante specialization.
Social Talent: Notorious Fool (Ex): While in his social identity, Arioch can feign absentmindedness, clumsiness, drunkenness, or eccentricity very convincingly. When he fails an opposed Sleight of Hand or Stealth check while in his social identity, he can immediately attempt a Bluff check opposed by the onlookers’ Sense Motive checks to appear as though he had only blundered or stumbled in a spectacular fashion. If he succeeds at this Bluff check, the onlookers do not realize the vigilante was attempting the action that prompted him to attempt a Sleight of Hand or Stealth check, although being in the wrong place or behaving in an inappropriate manner may still have negative consequences. This talent is ineffective against any onlooker who has already witnessed the vigilante faking a blunder within the last 24 hours.
Gear
Explorer's Outfit (2)
Backpack
belt pouch
Bedroll
dagger
light crossbow w 20 bolts