Valeros

Beckett Lorovox's page

104 posts. Organized Play character for Beckett.


About Sawn

Sawn/Saizu

Stats:
Half Elf Vigilante
LG/NG Medium humanoid (Human, Elf)
Init 0; Senses Low Light Vision, Perception +6

Defense
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 10 (1d8+2)
Fort +1, Ref +2, Will +2

Offense
Speed 30 ft (20 Ft with armor)
Melee Scythe +5 (2d4+6/x4) P/S
Ranged None/Brilliant Plan

Space 5 ft.; Reach 5 ft.
Special Attacks None

Statistics
Str 18, Dex 10, Con 12, Int 8, Wis 10, Cha 14
BAB +1; CMB 5; CMD 15

Feats & Traits::

Feats
Power Attack: 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.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
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.

Brilliant Planner: You can prepare for future contingencies without defining what those preparations are until they are relevant. As a part of this preparation, while in a settlement for at least 24 hours, you can take 8 hours and spend up to 50 gp per character level, which becomes your brilliant plan fund. While you have a brilliant plan pending, you are always treated as carrying 20 additional pounds of weight, even before you define your brilliant plan.

Once per day, you can take 10 minutes to enact a brilliant plan, withdrawing an item that would have been available in a settlement you visited or procuring a mundane service that your character planned ahead of time. Once you enact the plan, subtract the price of the item or service from this feat’s fund. Any item procured must weigh 10 pounds or less. Likewise, the GM must approve any non-magical service you gain by using this feat as being appropriate for the location selected.

Once you have spent all the money in your brilliant plan fund or procured 20 pounds of objects with this feat, you cannot use the feat again until you replenish your brilliant plan fund.
Traits
Bastard: You take a –1 penalty on all Charisma-based skill checks made when dealing with members of nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)
Extremely Fashionable: Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.
Skill Focus (Diplomacy) You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.


Skills::

Skills
Bluff +7 (2 Cha, 1 Rank, 3 Class, 1 Trait)
Diplomacy +10 (2 Cha, 1 Rank, 3 class, 1 Trait)
Disguise +6/26 (2 Int, 1 Rank, 3 Class, 20 Class)
Disable Device +4/0 (0 Dex, 1 Rank, 3 Class, -4 Acp)
Intimidate +7 (2 Cha, 1 Rank, 3 Class, 1 Trait)
Perception +6 (0 Wis, 1 Rank, 3 Class, 2 Racial)
Sense Motive +4 (0 Wis, 1 Rank, 3 Class)

Languages Common, Elven


Gear::

Scythe, Scale Mail, Explorers Outfit, Silk Cowl (40 gp), Silver Signet Ring (30 gp), Silver Necklace with an Emerald Pendant (70 gp), 92 GP Brilliant Plan Fund
Wealth
0

Encumbrance
Light 0-100 lbs.
Medium 101-200 lbs.
Heavy 201-300 lbs.
Current Load 69 Ibs.


Special Abilities::

Class Abilities
Duel Identity: 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: 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.
Vigilante Specialization (Avenger): At 1st level, a vigilante must choose to be either an avenger or a stalker.

An avenger gains a base attack bonus equal to his vigilante level instead of using those listed on Table: The Vigilante. He adds this value to any other base attack bonus gained from other classes or racial Hit Dice as normal.

A stalker gains an ability called hidden strike, which allows him to deal an extra 1d8 points of precision damage on melee attacks (or ranged attacks from within 30 feet) against foes who are unaware of his presence, who consider him an ally, or who are made flat-footed by startling appearance. This extra damage increases by 1d8 at 3rd level and every 2 vigilante levels thereafter. A stalker vigilante can also deal hidden strike damage to a target that he is flanking or that is denied its Dexterity bonus to AC, but in these cases, the damage dice are reduced to d4s. A stalker can deal hidden strike damage against targets with concealment (but not total concealment).

Once this choice is made, it can’t be changed. While many vigilante talents are usable by both specializations, some are unique to each specialization. A stalker vigilante can apply only one talent marked with an asterisk (*) to a given hidden strike, and only when that hidden strike is dealt against a foe that is unaware of the stalker vigilante’s presence (or who considers him an ally), unless otherwise noted.
Social Talents
Always Prepared: The vigilante can set aside resources to plan for future contingencies. The vigilante gains the Brilliant Planner feat except he can spend up to 100 gp per character level for his brilliant plan fund and only requires 1 minute to enact his brilliant plan. In addition, while in a settlement for at least 1 week, he can spend 24 hours and up to 500 gp per character level to create a stash somewhere within the settlement. Once per day, the vigilante can take 1 hour to retrieve a stash, retrieving any number of items that would have been available in a settlement he visited at the time of making the stash, regardless of the weight of the items. Once he retrieves a stash in this way, he subtracts the price of the items from the stash’s value and the stash is exhausted and lost, regardless if he used the full value of the stash. The vigilante can maintain any number of stashes, but a stash is lost if he does not spend 1 hour to maintain the stash at least once per month. A vigilante’s stash is well-hidden and only the vigilante knows the location of a stash he creates

Racial Abilities
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Low Light Vision Half-elves can see twice as far as humans in conditions of dim light.


Background::

Sawn’s elven mother Sabina died soon after he was born in the north of Silverhall. Since Sawn's father was absent, his uncle Brian adopted him.. His uncle was a wheat farmer and sheep shepherd on the outskirts of Silverhall to the east of the Awzera River. Growing up on the farm Brian took advantage of Sawn’s human blood as it let him earn his keep much earlier than a full blooded elf would have. Starting when he was 9 he began seeding with Brian and soon after Brian helped to train Sawn to fight so he could defend the sheep with Brian. He taught Sawn how to use all kinds of weapons but Sawn took fastest to Dueling Swords. By the time he was 15 Brian saw that Sawn had a bit of a silver tongue and sought noble tutelage for him in Silverhall as he thought he would provide better for the family there.

After his 16th year Sawn began training with a old merchant named Ulfyr in SIlverhall during the winters and growing seasons. He studied noble etiquette as well as manipulation. Though he struggled much more with the former and excelled at the later. After his fifth year with Ulfyr he was invited to the coronation of Lord Lander Lebeda. Well at this event an old steward approached him and whispered ”Are you Sabina’s boy” under his breath with a slight confused scowl Sawn managed a curt nod in response to which the steward said ”Meet me at the Broken Goose tonight I have urgent news”

That night Sawn narrowly managed to muster up the will to meet the strange old man at the Broken Goose, a local tavern, but he could not have been prepared for the new he would receive. When he got there the Steward introduced himself as Forscal, he had been an assistant to Horus the previous Lord of the Lebeda legacy, Sarrona’s husband. He told Sawn that his mother had been a mistress of Horus’ and that Sawn was his bastard child, and as he was born before Lander could have a claim to the lordship. Sawn was quite taken aback and unsure of his own belief in this wild story but questioned further until he had satisfied his own belief. Then came the question of what he would do about this news.

After a few months when he returned to Brian’s Farm Sawn began creating a false persona for himself one he called Saizu, he also modified an old scythe of Brian’s to become a weapon of war. As Saizu he defended the farm and flock as well as all the other flocks in the region from wolves and other wildlife. Saizu began to get a reputation around the area. Meanwhile Sawn continued to study the history around his bloodline. He determined that he would have no chance of reclaiming what should have been his unless he gained another noble claim. So over the next several years he keep searching for a possible path to this claim all well Saizu’s renown grew as a folk hero.
Eventually after nearly a decade Sawn heard tell of a group of expeditions delving into the stolen lands. Instantly he was interested by this new opportunity to forge his own path to nobility so he journeyed to Restov to join the groups.