Girallon

Arratu's page

47 posts. Organized Play character for Mustachioed.


Full Name

Arratu

Race

Dwarf Vigilante (Vigilante Identity) Level 1 | HP 15/15 | AC 15 Touch 9 FF 13 (+4 vs giants), CMD 17 (+4 vs. bullrush/trip) | F+7 R +2 W -1 | Init +2| Perc +4

Gender

Male

Size

Large

Age

90

Alignment

Chaotic Neutral

Occupation

Ravaging Monster

Strength 16
Dexterity 14
Constitution 16
Intelligence 12
Wisdom 9
Charisma 10

About Arratu

Arratu
Male Vigilante 1 (Vigilante Identity)
Chaotic Neutral Large Humanoid (Dwarf)
Init +2; Perception +4
link to social identity
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Defense
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AC: 15 (2 dex, -2 brute, -1 size, 4 armor,2 shield) Touch: 9 Flat: 13 (+4 vs. giant)
HP 15/15 (8 class, 3 con, 1 favored class, 3 toughness)
Fort +7 (+2 base, +3 stat,+1 trait,+1 race), Ref +2 (base +0, stat +2), Will -1 (base +0, -1 stat)

CMD: 17 (10+ BAB 1 + Str 3 + Dex 2 + size 1) (+4 vs bullrush or trip)

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Offense
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Base Atk +1
CMB: 5 (BAB 1 + Str 3 + Large Size 1+ Feat 0)
Speed 30 ft.
10 foot reach
Melee:
Unarmed Strike: [dice=punch]d20+3; d4+3[/dice]
+1 BAB, +3 STR, -1 Size

Ranged
Whatever he can pick up and throw.
[dice=improvised thrown weapon]d20+0[/dice]
+1 BAB, +2 DEX, +2 trait, -4 improvised, -1 size

Equipment:

Heavy Steel Shield
Shortsword
50 ft hemp rope.

4 nice outfits meant as business attire (kept in office)
1 loin cloth put on when he means to transform
1 large chain shirt worn when he means to transform
1 set of casual townie clothes

Traits:

Surprise Weapon: You are skilled at fighting with objects not traditionally considered weapons. You gain a +2 trait bonus on attack rolls with improvised weapons.

Drug Addict
You have become addicted to shiver, a drug distilled from the venom of tropical arachnids known as dream spiders. The drug induces sleep filled with vivid dreams, during which the user's body shakes and shivers, giving the substance its street name. You've always thought of shiver as a problem of the lower class, but then someone you know overdosed on the stuff. You've done a bit of investigating and have learned that the villain who got your friend addicted in the first place was a crime lord named Gaedren Lamm. Unfortunately, the guards seem to be focused on the bigger dealers. They don't have time to devote many resources to what they've called "a bit player in a beggar's problem." It would seem that if Gaedren's operation is to be stopped, it falls to you.
Choose one of the following benefits.

Personal Addiction: You were the addict. You blame Gaedren for your brush with death and hate how his drugs are causing similar problems among other youths. Fortunately, your body recovers quickly from toxins, and you gain a +1 trait bonus on Fortitude saving throws.

Race Abilities :

Darkvision (Ex)
Range 60 ft.

Defensive Training (Ex)
Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.

Greed (Ex)
Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.

Unstoppable*Racial alternative trait for hardy
Gain toughness as a bonus feat and +1 racial bonus to Fortitude saves.

Hatred (Ex)
Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Stability (Ex)
Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Steady (Ex)
Dwarves never have their speed reduced by armor or encumbrance.

Stonecunning (Ex)
Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.

Class/Archetype Abilities :

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 :

Social Grace (Ex)
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. Selected: BLUFF

Chaotic Vigilante (Ex)
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.

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.

A brute’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.

Brutish Fortitude (Ex)
A brute’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’s base saving throws.

Weapon and Armor Proficiency
A brute isn’t proficient with medium armor or martial weapons. However, he gains Improved Unarmed Strike as a bonus feat.
This alters the vigilante’s armor and weapon proficiencies.

Brute Form (Ex)
Though it is sometimes difficult to maintain, a brute has a measure of control over his abilities.

While in his vigilante identity, a brute becomes one size category larger, gaining no ability score adjustments but otherwise gaining all adjustments for his new size, including additional reach, if appropriate. A brute’s vigilante identity is savage and dangerous. While in his vigilante identity, the brute takes a –2 penalty to AC, as well as to all ability checks and skill checks that rely on Charisma, Dexterity, or Intelligence. Furthermore, the brute 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 a brute 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.

The brute’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).

A brute 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, the brute 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.

A brute’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 the vigilante, however (though his magical armor and weapons initially do not, as normal).

A brute 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.

Feats:

Power Attack: You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Granted feats: Toughness (racial), Improved Unarmed Strike (class)

Skills:

Adventuring Skills 7 ranks per level, -4 ACP
Acrobatics: 2 (2 str, -4 ACP, 1 rank, 3 class)
Bluff: CAN'T USE (1 rank)
Climb: -1 (3 str, -4 ACP)
Diplomacy: CAN'T USE (1 rank)
Disguise: -1
Escape Artist: CAN'T USE
Heal: -1 (-1 wisdom)
Intimidate: 4 (1 rank, 3 class)
Knowledge (Local): CAN'T USE (1 rank, 3 class)
Perception: 3 (1 rank, 3 class, -1 wisdom)
Ride: -2 (2 dex, -4 ACP)
Sense Motive: 3 (-1 wisdom, 1 rank, 3 class)
Stealth: CAN'T USE
Survival: -1 (-1 wisdom)
Swim: -1 (3 str, -4 ACP)

Background Skills (2 ranks/level)
Knowledge (Nobility): CAN'T USE (1 rank+3 class)
Profession (Barrister): CAN'T USE (1 rank+3 class)

Appearance:

Drognar Highfall was once a typical dwarf, albeit a clean one, with a well-groomed beard and hair that is kept neatly in place. In the last two years, drug addiction has reduced his cleanliness, and in recent months, with the arrival of Arratu, his hair and beard are unkempt more often than not. He has the appearance of someone who is attempting, yet slowly losing, to fight a battle against slovenliness.

Arratu is a boar-like monster that walks like a man, on two feet. Standing at his full height, Arratu towers at 12 feet, about three times the size of Drognar. He has dark bristly hair across his head and running down his back, and a large chain shirt covers his torso. Unless Drognar plans ahead in his transformation and puts on his oversized loin cloth and chain shirt, Arratu is usually wearing torn remnants of Drognar's clothing.

5 questions from GM:

I reordered these slightly to provide a better narrative

1) Three key memories that define your character as the person they are at the time of submission (plus a memory that lays out his history)

0. Always a studious youth, young Drognar Highfall moved to Korvosa from the nearby dwarven community in Janderhoff, where he grew up. He wasn't interested in the normal dwarven pursuits of crafting and mining, but instead enjoyed working with people, and gaining wealth in whatever way possible, from lying to flattery to bribery. Naturally, he was a perfect fit to be a barrister and entered into the profession with zeal and eventually achieved great success and the reputation to go with it. Along the way, he married another Korvosan dwarf named Flower and had two children, a son Geck and a daughter Meika.

1. About two years before the campaign start, Drognar was operating as successful barrister in Korvosa, with his own practice that catered specifically to noble clients. He was known as the person who get could things done quietly, but also someone who could argue effectively in front of the Arbiters when the need arose.

A son of a noble house was accused of raping a peasant woman, and what would normally be a cut-and-dried bribe to hush up the whole thing fell through as the woman became pregnant, and the angry father insisted on pursuing the case. The noble family was dragged through the mud, much to their embarrassment. Drognar's much acclaimed reputation took a serious blow among Korvosan nobles, and his rival Nal Tonthallvar siphoned off several of Drognar's loyal clients. His practices unraveling, Drognar fell into a depression and started to partake in street drugs to handle the stresses of his job. Drognar can still remember approaching that drug dealer for the first time. Over the years, he has become quite a loyal customer. (I am hoping that drug dealer could maybe be a goon or sub-boss that the party faces early on).

2. About 3 months before the campaign starts, Drognar was in the midst of drug and alcohol addiction, and his wife Flower left him, and his two young adult children had both decided to never speak to him again. In despair, Drognar mixed Shiver with several other opiates in an attempted suicide. However, the drugs reacted in an mysterious way with something in his genes, and it spawned the monster Arratu. Initially, Arratu would emerge whenever Drognar got too drunk or took too many drugs, and Arratu would wander the Korvosan streets at nights, howling and snarling in despair, but mostly remaining hidden and merely spawning numerous rumors about a monster lurking in Old Korvosa.

3. About 1 month before the campaign starts, Drognar's estranged daughter Meika died of an overdose of Shiver, a drug that Drognar has taken many times, and one that he knows to be distributed by crimelord Gaedren Lamm. After a couple of months of enduring and trying to suppress the monster, Meika's death lights a fire in Drognar, and he decides to channel the monster toward hunting and killing Lamm. His first night out, he hunted down lowlifes and drug-dealers known to work for Lamm. Arratu mutilated several of them, but the one thug who always used to sell drugs to Drognar managed to escape, and told others the tale of the 12-foot tall demon who charged at them screaming and bellowing words that sounded like "ARRRAAATTUUUU". This drug dealer, and many low lifes and thugs, now fear the night, whispering of the monster Arratu who chases down their kind and executes them when they can't give information on Gaedren's whereabouts.

2) Two goals that you'd like the character to accomplish in-game.

1. Drognar Highfall would like nothing more than to avenge himself on Gaedren Lamm, that son of a motherless whore who distributed the drugs that eventually killed his daughter.

2. Drognar Highfall's law practice took a major blow after a botched bribe, and he is struggling to rebuilt it. Drognar would like to recover his "good" name and reputation among the nobles of the city.

3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.

1. Secret kept from PC: A strange mixture of ancestry and drugs caused the creation of Drognar's monster alter ego. Drognar doesn't know that somewhere in his distant ancestry demons/devils/fey (or whatever is most appropriate for the baddies of this AP, I have no idea what that is) mixed with dwarves. Perhaps that ancestry will come back to haunt him sometime in the future.

2. Secret he keeps to himself: Drognar doesn't wish anyone to know of Arratu, and will keep it from his adventuring party as long as he can. He will make up excuses why he and Arratu are never seen at the same time, but realistically his secret can't last long given his lack of control.

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. PLEASE consider the players reference guide for ideas.

1. The elf Nal Tonthallvar: A crooked barrister who is Drognar's main competitor for noble business in the city.
2. The unnamed drug dealer: The street level thug who sold drugs to Drognar for a couple of years prior to the start of the campaign.
3. Geck Highfall: Drognar's estranged dwarf son, who is approaching adulthood and still lives with his mother.
4. Flower Highfall: Drognar's divorced dwarf wife, who left Drognar after his drug problems,
5. Barron Stonefist: Drognar's drinking buddy, who is suspicious that something weird has happened to his friend but can't quite piece it together yet.
6. Gaedram Lamm: Crimelord who spread the drugs that spawned Arratu within Drognar, and that eventually killed Drognar's daughter. (this is an obvious one so I didn't want to include it in the five).

5) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic. Anything from spiders to unexplained happenstance, but I'm sure you'll all come up with some awful stuff on your own.

1. Drognar has never been comfortable with death; as a child he saw his Grandfather's body lying in repose, and the sight frightened him greatly. The mere thought that there are things like zombies and skeletons out there in the world make Drognar's shiver and start to hyperventilate, and he could possibly loose control to Arratu if he ever came face to face with them. (frightened against corporeal undead; or all undead if GM thinks that corporeal undead is not broad enough).