Lem

Bait's page

208 posts. Organized Play character for JAF0.


Full Name

Bait / The Eclipse

Race

halfling Vigilante(magical child)/7 | -7 * | image

Classes/Levels

skills:
acro 13, apprs 6, bluff 12(16), climb 5, diplo 12, disguise 12, escape 8, intim 11(15), kn arcana 6, perc 7, soh 8, splcrft 10, stealth 12, umd 7

Gender

hp 53/53; AC 20 14 17 (16 t14 f12); F 4, R 9, W 6; bab 5 +6 melee +10 range; cmb 6 cmd 19; init +8; wclw 45; wcmw 11; inspir 7/7 |

Alignment

NG

Location

pfs # 52335-7

Languages

common, halfling, goblin, elven, abyssal

Occupation

faction: liberty's edge

Strength 12
Dexterity 18
Constitution 14
Intelligence 14
Wisdom 13
Charisma 16

About Bait

pic of Bait

pic of 'The Eclipse'

link to The Eclipse

********

Bait/The Eclipse
Male halfling vigilante (magical child) 7
CG Small humanoid (halfling)
Init +4; Senses Perception +10
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Defense
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AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)
hp 52 (7d8+14)
Fort +4, Ref +10, Will +7; +2 vs. fear
Defensive Abilities unshakable (+7)
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Offense
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Speed 30 ft.
Melee +1 scorpion whip +9 (1d3+2) or
dagger +7 (1d3+1/19-20) or
mwk rapier +8 (1d4+1/18-20) or
sap +7 (1d4+1 nonlethal)
Ranged mwk composite longbow +9 (1d6+1/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 scorpion whip)
Special Attacks startling appearance
Vigilante (Magical Child) Spells Known (CL 7th; concentration +10)
3rd (2/day)— fly, haste
2nd (4/day)— create pit APG (DC 15), glitterdust (DC 15), invisibility, whip of spiders ACG
1st (5/day)— infernal healing ISWG, mage armor , obscuring mist , shield, unseen servant
0 (at will)— acid splash , detect magic , guidance, light, mage hand , message
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Statistics
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Str 13, Dex 18, Con 12, Int 14, Wis 12, Cha 16
Base Atk +5; CMB +5; CMD 21
Feats Alertness, Defensive Combat Training, Exotic Weapon Proficiency (whip), Weapon Focus (whip),
Whip Mastery UC
Traits helpful, Magical Talent (Prestidigitation)
Skills Acrobatics +13, Appraise +6, Bluff +16, Climb +5, Diplomacy +15, Disguise +11 (+31 to appear as
part of polite society while in your social identity), Escape Artist +8, Intimidate +10 (+14 in your absalom
while in your vigilante identity), Knowledge (arcana) +6, Perception +10, Ride +8, Sense Motive +3,
Sleight of Hand +8, Spellcraft +6, Stealth +18, Survival +1 (+3 to avoid becoming lost), Use Magic Device
+7; Racial Modifiers +2 Bluff, +2 Perception, +2 Stealth
Languages Common, Elven, Goblin, Halfling
SQ animal guide, dual identity, social grace, social talents (mockingbird UI, quick change UI, renown UI, social
graceUI), staunch ally, transformation sequence, vigilante talents (inspired vigilante [7/day] UI, shadow's
speedUI)
Combat Gear arrows (50), blunt arrows APG (50), cape of the mountebank , cold iron arrows (50), potion of
cure light wounds , potion of cure light wounds , potion of invisibility (2), potion of resist fire 10 , silver
arrows (50), wand of cure light wounds (50 charges) , wand of knock (11 charges) , alchemist's fire (2),
vermin repellent UE (3); Other Gear leather armor, +1 scorpion whip UC, dagger, mwk composite longbow
(+2 Str), mwk rapier, sap, belt of physical might +2 (Str, Dex) , boots of the cat UE, handy haversack ,
pathfinder pouch, wayfinderISWG, bedroll, blanket APG, flint and steel, halfling trail rations UE (13), silk rope
(50 ft.), speed sheath UW, speed sheath UW, waterskin, 150 gp
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Special Abilities
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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 famili
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an
ID as non existant while not adopted.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's
reach.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Inspired Vigilante (+1d6, 7/day) (Disguise Req'd) (Ex) Use 1 point, +1d6 to trained skill or ability check.
Use 2 points, to add to attack or save.
Mockingbird (Ex) Can nonmagically alter and throw voice and mimic many sound effects.
Quick Change (Ex) Change ID as a full-round action, but easier to detect unless take 1 rd more.
Renown +4 (absalom) (Ex) 1 week action, in chosen community +1 default attitude in social ID, bonus to
Intim in vigilante ID.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Social Grace (Bluff) +4 circumstance bonus to selected skill while in your social identity.
Social Grace (Diplomacy) +4 circumstance bonus to selected skill while in your social identity.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Startling Appearance (Ex) Attacking unaware foe makes them flat-footed and they -4 to attack you for 1
rd.
Staunch Ally (Ex) Familiar can use startling, frightening, stunning appearance, and vengeance strike as
master.
Transformation Sequence (Su) Shifting identities takes half the normal time, but is obvious and flashy.
Unshakable +7 (Ex) Add the listed bonus to the DC of foes attempting Intimidate checks against you.
Whip Mastery Using a whip does not provoke attacks of opportunity
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Cinder CR –
Female cat ( Pathfinder RPG Bestiary 131)
NG Tiny animal
Init +2; Senses low-light vision, scent; Perception +9
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Defense
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AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 26 (1d8-1)
Fort +1, Ref +7, Will +6
DR 7/magic
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Offense
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Speed 30 ft.
Melee bite +9 (1d3-4), 2 claws +9 (1d2-4)
Space 2 ft.; Reach 0 ft.
Special Attacks startling appearance
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Statistics
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Str 3, Dex 15, Con 8, Int 9, Wis 12, Cha 7
Base Atk +5; CMB +5; CMD 11 (15 vs. trip)
Feats Weapon FinesseB
Tricks Attack, Break Out, Come, Deliver, Fetch, Track
Skills Acrobatics +11, Appraise +0, Bluff +2, Climb +10, Diplomacy +3, Disguise +3, Escape Artist +3,
Intimidate +2, Perception +9, Ride +3, Sleight of Hand +3, Spellcraft +0, Stealth +22, Use Magic Device
-1; Racial Modifiers +4 Climb, +4 Stealth
SQ attack, break out, come, deliver, dual identity, fetch, track
Other Gear 150 gp
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Special Abilities
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Attack [Trick] The animal will attack on command.
Break Out [Trick] Chews through bars and bindings restricting itself or indicated creature.
Come [Trick] The animal will come to you on command.
Damage Reduction (7/magic) You have Damage Reduction against all except Magic attacks.
Deliver [Trick] Delivers item to indicated point or person.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an
ID as non existant while not adopted.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Fetch [Trick] The animal will get a specific object.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Startling Appearance (Ex) Attacking unaware foe makes them flat-footed and they -4 to attack you for 1
rd.
Track [Trick] The animal will track a scent.

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Cinder CR –
Female pyrausta ( Pathfinder RPG Bestiary 5 200)
NG Diminutive dragon (fire)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +9
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Defense
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AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 26 (1d12-1)
Fort +1, Ref +7, Will +6
DR 5/magic; Immune fire, paralysis, sleep
Weaknesses vulnerability to cold
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Offense
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Speed 20 ft., fly 60 ft. (good)
Melee bite +11 (1d3-2 plus 1 fire)
Space 1 ft.; Reach 0 ft.
Special Attacks breath weapon (10 ft. cone, 1d4 fire, Reflex DC 9 for half, usable every 1d4 rounds),
startling appearance
Spell-Like Abilities (CL 1st; concentration +2)
At will— sparkAPG (DC 11)
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Statistics
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Str 6, Dex 15, Con 8, Int 12, Wis 12, Cha 13
Base Atk +5; CMB +3; CMD 11 (15 vs. trip)
Feats Flyby Attack, Weapon Finesse
Tricks Attack, Break Out, Come, Deliver, Fetch, Track
Skills Acrobatics +8 (+4 to jump), Appraise +5, Bluff +8, Climb +6, Diplomacy +9, Disguise +6, Escape
Artist +3, Fly +16, Intimidate +8, Perception +9, Ride +3, Sense Motive +5, Sleight of Hand +3, Spellcraft
+5, Stealth +22, Survival +5, Use Magic Device +5
Languages Draconic, Varisian
SQ dual identity
Other Gear 150 gp
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Special Abilities
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Breath Weapon (10 ft. cone, 1d4 fire, Reflex DC 9 for half, usable every 1d4 rounds) (Su) 10 ft.
cone, 1d4 fire, Reflex DC 9 for half, usable every 1d4 rounds
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an
ID as non existant while not adopted.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Fly (60 feet, Good) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Fire You are immune to fire damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Startling Appearance (Ex) Attacking unaware foe makes them flat-footed and they -4 to attack you for 1
rd.
Vulnerability to Cold You are vulnerable (+50% damage) to Cold damage.

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Cinder CR –
Female sprite ( Pathfinder RPG Bestiary 3 256)
NG Diminutive fey
Init +3; Senses detect evil , detect good , low-light vision; Perception +10
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Defense
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AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
hp 26 (1d6)
Fort +2, Ref +8, Will +5
DR 2/cold iron, 3/magic
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Offense
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Speed 15 ft. (10 ft. in armor), fly 60 ft. (perfect)
Space 1 ft.; Reach 0 ft.
Spell-Like Abilities (CL 5th; concentration +5)
Constant—detect evil , detect good
At will— dancing lights , daze (DC 10)
1/day—color spray (DC 11)
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Statistics
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Str 3, Dex 17, Con 10, Int 13, Wis 11, Cha 10
Base Atk +5; CMB +4; CMD 10
Feats Alertness
Tricks Attack, Break Out, Come, Deliver, Fetch, Track
Skills Acrobatics +9 (+1 to jump), Appraise +2, Bluff +7, Climb +4, Diplomacy +8, Disguise +8, Escape
Artist +12, Fly +18, Intimidate +4, Perception +10, Ride +1, Sense Motive +6, Sleight of Hand +4,
Spellcraft +2, Stealth +20, Use Magic Device +4; Racial Modifiers +8 Escape Artist
Languages Common, Sylvan, Varisian
SQ dual identity, luminous
Other Gear 150 gp
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Special Abilities
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Damage Reduction (2/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Damage Reduction (3/magic) You have Damage Reduction against all except Magic attacks.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an
ID as non existant while not adopted.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Fly (60 feet, Perfect) You can fly!
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Luminous (Su) Can shed light as bright as a torch, adjust or extiguish as a swift action.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

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Cinder CR –
Female silvanshee ( Pathfinder RPG Bestiary 2 21)
NG Tiny outsider (agathion, extraplanar, good)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +13
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Defense
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AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 26 (2d10+2)
Fort +5, Ref +8, Will +7; +4 vs. poison
DR 1/magic, 5/evil or silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 13
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Offense
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Speed 30 ft., fly 90 ft. (good)
Melee bite +9 (1d3-4), 2 claws +9 (1d2-4)
Space 2½ ft.; Reach 0 ft.
Special Attacks heroic strength, pounce
Spell-Like Abilities (CL 2nd; concentration +3)
Constant—know direction , speak with animals , speak with animals
At will— dancing lights , prestidigitation, stabilize
1/day—dimension door (self plus 5 lbs. of objects only)
1/week—commune (6 questions, CL 12th)
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Statistics
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Str 3, Dex 15, Con 12, Int 17, Wis 12, Cha 13
Base Atk +5; CMB +5; CMD 11 (15 vs. trip)
Feats Improved Initiative, Weapon Finesse B
Tricks Attack, Break Out, Come, Deliver, Fetch, Track
Skills Acrobatics +15, Appraise +4, Bluff +8, Climb +7, Diplomacy +6, Disguise +6, Escape Artist +3, Fly
+10, Handle Animal +2, Intimidate +5, Knowledge (arcana) +8, Knowledge (planes) +8, Perception +13,
Ride +3, Sense Motive +5, Sleight of Hand +3, Spellcraft +4, Stealth +22, Survival +2, Swim +3, Use
Magic Device +2; Racial Modifiers +4 Acrobatics, +4 Perception, +4 Stealth
Languages Celestial, Draconic, Infernal, Shadowtongue, Tien, Varisian; speak with animals , speak with
animals, truespeech
SQ cat's luck, dual identity, lay on hands (1d6, 2/day), spectral mist
Other Gear 150 gp
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Special Abilities
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Cat's Luck +1 (1/day) (Su) Add Charisma modifier as a luck bonus to saves.
Damage Reduction (1/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (5/evil or silver) You have Damage Reduction against all except Evil or Silver
attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an
ID as non existant while not adopted.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Sonic (10) You have the specified Energy Resistance against Sonic attacks.
Fly (90 feet, Good) You can fly!
Heroic Strength +8 (1/day) (Su) Grants itself a +8 enhancement bonus to Str for 1 minute.
Immunity to Electricity You are immune to electricity damage.
Immunity to Petrification You are immune to Petrification.
Lay on Hands (1d6, 2/day) (Su) You can heal 1d6 damage, 2/day
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Pounce (Ex) You can make a full attack as part of a charge.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak With Animals (Su) Speak with animals as a free action, without sound.
Spectral Mist (5 minutes/day) (Su) As gaseous form, but retain own DR, speed, and supernatural
abilities.
Spell Resistance (13) You have Spell Resistance.
Truespeech (Su) Speak with any creature that has a language.
p2

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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.

spells:

0 lvl dc 13 acid splash, detect magic, mage hand, light, message, guidance

1st lvl dc 14 5/5 mage armor, shield, unseen servant, obscuring mist

2nd lvl dc 15 4/4 create pit, invisibility, glitterdust, whip of spiders

3rd lvl dc 16 2/2 haste, fly

traits:

Helpful (Halfling, race) 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 (magic) 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)

Abyssal Eavesdropper You have a rough understanding of demons’ guttural babble. Benefit You add Abyssal to your list of languages known, though you take a –2 penalty on Diplomacy, Intimidate, and Bluff checks made while speaking Abyssal, as well as a –2 penalty on Linguistics checks made to read Abyssal text. If you gain Abyssal as a language again at a later time (such as by taking a rank in Linguistics and selecting Abyssal as a learned language), these skill check penalties become +2 trait bonuses instead.

Demonic Persuasion Benefit(s) You gain a +2 trait bonus on Diplomacy and Intimidate checks when dealing with creatures of the demon subtype.

feats:

Additional Traits (1st lvl) You have more traits than normal. Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose

Whip Mastery (bonus feat) Benefit: You no longer provoke attacks of opportunity when attacking with a whip. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. Further, you can deal damage with a whip despite a creature’s armor bonus or natural armor bonus.

Exotic Weapon Proficiency (Combat) - Whip (3rd lvl) Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Prerequisite: Base attack bonus +1. Benefit: You make attack rolls with the weapon normally.

Improved Whip Mastery (Combat) (bonus feat) You are able to entangle opponents with the coils of your whip. Benefit: While wielding a whip, you threaten the area of your natural reach plus 5 feet. You can also use a whip to grasp an unattended Small or Tiny object within your whip’s reach and pull that object into your square. To do so, you must hit AC 10 with a melee touch attack. Further, you can use the whip to grasp onto an object within your whip’s reach, using 5 feet of your whip as if it were a grappling hook, allowing you to use the rest of your whip to swing on like a rope. As a free action, you can release the object your whip is grasping, but you cannot use the whip to attack while the whip is grasping an object.

Improved Initiative (Combat) (5th lvl) Your quick reflexes allow you to react rapidly to danger. Benefit: You get a +4 bonus on initiative 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.

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

Startling Appearance (Ex) At 5th level, a vigilante learns to use the element of surprise to his advantage, startling foes that are unaware of his presence. Whenever a vigilante with this ability attempts an attack against a foe that is completely unaware of the vigilante’s presence (usually due to Stealth or invisibility), the foe is treated as flat-footed for the rest of the vigilante’s turn (uncanny dodge or a similar ability prevents this effect unless the vigilante is at least 4 levels higher than the foe with uncanny dodge). The foe also takes a –4 penalty on attacks made against the vigilante until the start of the vigilante’s next turn.

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)

Inspired Vigilante (Ex): The vigilante’s powers of deduction are far beyond the norm. This ability functions similarly to the investigator’s inspiration ability, but the vigilante’s inspiration pool is equal to his class level (do not add his Intelligence modifier), the vigilante can never use this ability without expending a use of inspiration, and it doesn’t count as inspiration for any effects that interact with or require the inspiration class feature.

Well-Known Expert (Ex): The vigilante’s social identity is known as an expert in numerous fields, including areas and topics the vigilante hasn’t actually taken the time to study. As a result the vigilante is skilled at encouraging others to discover solutions to difficult problems themselves by asking probing questions, while appearing to give the information himself. In his social identity, the vigilante can take 10 when attempting to aid another on Appraise, Craft, and Knowledge checks. He also gains a bonus equal to half his class level (minimum +1) on Bluff checks to appear knowledgeable in Appraise, Craft (all), and Knowledge (all). If he has the renown social talent, he grants a +3 bonus when he successfully aids another on these skill checks, rather than +2. In his area of renown, the vigilante’s social identity is so trusted as an expert that scholars are inspired to make amazing deductions and intuitive leaps in discussions with him. A creature that has already failed a Knowledge check on a specific subject can attempt one additional check to gain information on the same topic if it receives an aid another bonus from the vigilante when doing so.

Quick Change (Ex): The vigilante learns to shift between his identities with ease. Instead of needing 1 minute to change his identity, he can now do so as a (full-round action)*. If, after a quick change, he encounters any creature familiar with both of his identities, he must attempt a Disguise check to avoid the creature seeing through his hastily donned disguise and realizing that the identities are, in fact, the same person. The vigilante can spend 1 additional round adjusting and perfecting his appearance and persona to negate the need for this check. A vigilante must be at least 7th level to select this talent.
*Magical child reduces this to standard action*

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.

Whip of Vengeance (Ex): The vigilante gains Whip Mastery as a bonus feat. If he already has the Whip Mastery feat, he can immediately swap it for another feat he qualified for at the level when he chose Whip Mastery. In addition, if he is at least 6th level, he also gains the Improved Whip Mastery feat. He treats his vigilante level as his vigilante base attack bonus for the purpose of meeting prerequisites of feats and abilities that have Whip Mastery

Evasive (Ex): The vigilante is hard to catch with area attacks. He gains the evasion ability, and at 12th level, he gains the improved evasion ability. Only a stalker vigilante can select this talent.

equipment:

handy haversack
pathfinder pouch
wayfinder
eastern star ioun stone (in wayfinder)
belt of physical might +2 str, +2 dex
cape of the mountebank dim door 1x/day
clothing
leather armor
rations x3
waterskin
bedroll
50' silk rope
flint/steel/tinderbox
guard dog: Buddy
+1 whip, scorpion [dice=to hit]1d20+5[/dice] [dice=dmg]1d3+1[/dice]
... Benefit: It deals lethal damage, even to creatures with armor bonuses. If you are proficient with both scorpion whips and whips, you can use a scorpion whip in either the normal way, as a typical light performance weapon, or as a whip. Weapon Feature(s): performance (plus disarm, reach, and trip if you are proficient with whip.)
long bow [dice=to hit]1d20+9[/dice] [dice=dmg if hits]1d6[/dice]
17 arrows
20 cold iron arrows
20 silver arrows (alch silver)
MW rapier [dice=to hit]1d20+6[/dice] [dice=dmg if hits]1d4[/dice]
dagger [dice=to hit]1d20+5[/dice] [/dice=dmg if hits]1d3[/dice]
sap [dice=to hit]1d20+5[/dice] [dice=non-lethal dmg if hits]1d2[/dice]
pot clw x2
10 rations
pot invis
pot invis
vermin repellent x3
alch. fire x2
boots of the cat
wand of clw 50 chgs
wand of knock 11 chgs
potion of resist fire

familiar basics:

Familiar Basics

Use the basic statistics for a creature of the familiar’s kind, but with the following changes.

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.

Hit Points: The familiar has half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks: Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to calculate the familiar’s melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar’s kind.

Saving Throws: For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.

Master Class Level Natural Armor Adj. Intelligence Special
1st–2nd +1 6 Alertness, improved evasion, share spells, empathic link
3rd–4th +2 7 Deliver touch spells
5th–6th +3 8 Speak with master
7th–8th +4 9 Speak with animals of its kind

7th lvl familiar:

Agathion, Silvanshee

This black cat has gray stripes, violet eyes, and an unusual white blaze on its chest.
Silvanshee CR 2

XP 600
NG Tiny outsider (agathion, extraplanar, good)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +10

DEFENSE

AC 19, touch 14, flat-footed 17 (+2 Dex, +1 natural, +2 size)
hp 26 (2d10+2)
Fort +5, Ref +6, Will +2; +4 vs. poison
DR 5/evil or silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 13

OFFENSE

Speed 30 ft., fly 90 ft. (good)
Melee bite +6 (1d3–4), 2 claws +6 (1d2–4)
Space 5 ft.; Reach 0 ft.
Special Attacks heroic strength, pounce
Spell-Like Abilities (CL 2nd; concentration +3)

Constant—know direction, speak with animals
At will—dancing lights, prestidigitation, stabilize
1/day—dimension door (self plus 5 lbs. of objects only)
1/week—commune (6 questions, CL 12th)

STATISTICS

Str 3, Dex 15, Con 12, Int 10, Wis 12, Cha 13
Base Atk +2; CMB +2; CMD 8 (12 vs. trip)
Feats Improved Initiative, Weapon FinesseB
Skills Acrobatics +11, Climb +7, Fly +6, Knowledge (arcana) +5, Knowledge (planes) +5, Perception +10, Stealth +19; Racial Modifiers +4 Acrobatics, +4 Perception, +4 Stealth
Languages Celestial, Draconic, Infernal; speak with animals, truespeech
SQ cat’s luck, flight, lay on hands (1d6, 1/day, always as a 2nd-level paladin), spectral mist

SPECIAL ABILITIES
Cat’s Luck (Su)

A silvanshee adds its Charisma modifier as a luck bonus on all its saving throws. Once per day as a standard action, it can also grant this bonus to one ally within 30 feet for 10 minutes.
Heroic Strength (Su)

Once per day, a silvanshee can grant itself a +8 enhancement bonus to Strength for 1 minute.
Spectral Mist (Su)

A silvanshee can assume an eerie, mist-like form roughly the size and shape of a cat. This ability has the same effect as a gaseous form spell, except the silvanshee retains its own DR and supernatural abilities and can move at its normal speed. It can remain in mist form up to 5 minutes per day. This duration does not have to be consecutive, but it must be used in 1-minute increments.

ECOLOGY

Environment any land (Nirvana)
Organization solitary, pair, or clowder (3–10)
Treasure standard

Silvanshees are curious but reclusive cat agathions. Unobtrusive and able to blend in among normal animals (unlike the more anthropomorphic agathions), they are the eyes and ears of the good planes in the mortal world. Most roam hills, forests, and plains, keeping an eye out for evil influences.
Familiar

Silvanshees can be taken as familiars by 7th level good spellcasters with the Improved Familiar feat who meet the proper prerequisites. As familiars, silvanshees act as moral guides and steer their mortal allies toward corruptive forces that must be eliminated.

In some mortal lands, they are called cat sìth or cath sidhe, and are believed to be disguised witches or fairies—and not necessarily benign creatures, which only encourages silvanshees to avoid strangers.

Silvanshees are not fond of open combat, even against demons, devils, or other fiendish threats, and they’re likely to run away if confronted. When they must fight, they prefer greater numbers and the element of surprise, using their magic to temporarily overcome their physical weaknesses, and melting away into mist if the battle turns against them.

A silvanshee is the size of a large domestic cat, though almost always sleek rather than fat, and weighs 20 pounds on average.

5th lvl familiar:

Sprite "Deedl" (CR 1/3)

XP 135
CN Diminutive fey
Init +3; Senses detect evil, detect good, low-light vision; Perception +6

DEFENSE

AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
hp 3 (1d6)
Fort +0, Ref +5, Will +2
DR 2/cold iron

OFFENSE

Speed 15 ft., fly 60 ft. (perfect)
Melee shortsword +0 (1d2-4/19-20)
Ranged shortbow +7 (1d2-4)
Space 1 ft.; Reach 0 ft.
Spell-Like Abilities (CL 5th; concentration +5)

Constant—detect evil, detect good
At will—dancing lights, daze (DC 10)
1/day—color spray (DC 11)

STATISTICS

Str 3, Dex 17, Con 10, Int 6, Wis 11, Cha 10
Base Atk +0; CMB -1; CMD 5
Feats Alertness
Skills Escape Artist +15, Fly +21, Perception +6, Sense Motive +2, Stealth +19
Languages Common, Sylvan
SQ luminous

SPECIAL ABILITIES
Luminous (Su)

A sprite naturally sheds light equal to that provided by a torch. A sprite can control the color and intensity of the light as a swift action, reducing it to the dimness of a candle or even extinguishing its luminosity entirely if it wishes.

3rd lvl familiar:

Pyrausta "Char"

This minuscule dragon’s transparent wings and large eyes resemble those of a praying mantis. Its form glows bright with an inner fire.

Pyrausta CR 1/4

XP 100
CN Diminutive dragon (fire)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +5

DEFENSE

AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 5 (1d12–1); fast healing 1
Fort +1, Ref +4, Will +3
Immune fire, paralysis, sleep
Weaknesses heart of flame, vulnerable to cold

OFFENSE

Speed 20 ft., fly 60 ft. (good)
Melee bite +7 (1d3–2 plus 1 fire)
Space 1 ft.; Reach 0 ft.
Special Attacks breath weapon (10-ft. cone, 1d4 fire, Reflex DC 9 half, usable every 1d4 rounds)
Spell-Like Abilities (CL 1st; concentration +2)

At will—spark

STATISTICS

Str 6, Dex 15, Con 8, Int 5, Wis 12, Cha 13
Base Atk +1; CMB –1; CMD 7 (11 vs. trip)
Feats Flyby Attack, Weapon Finesse
Skills Fly +16, Perception +5, Stealth +18
Languages Draconic

SPECIAL ABILITIES
Heart of Flame (Ex)

A tiny spark of flame that acts as a pyrausta’s heart beats within its chest. Whenever a pyrausta takes cold damage, including damage from environmental cold, its little heart stalls. It loses its fast healing and breath weapon, gains the staggered condition, and takes 1 point of damage each round. This continues until it is exposed to a source of flame that would normally deal fire damage or until it successfully uses its spark spell-like ability to reignite its heart (doing so requires a successful DC 11 concentration check because of the ongoing damage).

1st lvl 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 8 (1d8–1) DR 1/magic in vigilante guise
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 8, 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
SPECIAL 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.

brief background:

Bait 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. Bait would disappear into the shadows while the gang did their worst.

After a few years of being their quite successful bait (so much so, that became his name), 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 Bait 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.

Bait 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.

description:

A blond halfling child, dressed in rags, slinks along with the crowd, cuddling a small black cat, who, like the child, looks half-starved. While the boy moves along, he does seem to be quite skillful at avoiding being stepped on or tripped over by bigfolk, maneuvering through the throng quite adeptly. Loping along at the child's side is a large dog on a rope leash.

The boy, despite being a bit of a ragamuffin, is equipped with a small dagger and rapier and has a small rucksack at his side. On his back, he's slung a longbow, which looks like it was made just for his size, and a quiver of small arrows with mismatched fletchings.

transformation sequence:

In bright glow of radiating rays of light and with a chord hanging in the air like the plucking of an angelic harp, Bait rises up off the barge by a few feet, and spins quickly in the air. Suddenly there's a corruscating rainbow flash and the form that lowers to the dock in Bait's place is totally different from the halfling 'child' that had stood there a moment ago. image

"Behold, I'm the evil twin... you may call me 'The Eclipse'!"

Cinder jumps up on his shoulders, purring loudly, her fur standing out in all directions, perhaps a result of Bait's transformation, or perhaps because of Fade gathering power. She kneeds on his shoulder contentedly.

"Gah.... not another jacket, Cinder! You're going right through the material! Ow!"

plans for the future:

swashbuckler, mysterious avenger archetype at 8th lvl