The Forever Man

Blade's Shadow's page

12 posts. Alias of The Emerald Duke.


Full Name

Social Identity: Valari Jhalteran

Race

Human

Classes/Levels

Black Blade Magus Vigilante / 3| AC 16 T 12 FF 14 | HP 27/27 | F +3 R +5 W +5 |

Spells:
0: Daze Ghost Sound Mage Hand Open/Close 1: Vanish Obscuring Mist Silent Image True Strike
| Init +2 | Perc +8 / 10 (with B. B.)

Gender

Male

Size

Medium

Age

25

Alignment

LN

Deity

Iomedae

Location

Sandpoint

Languages

Common, Varisian, Shoanti, Skald

Strength 13
Dexterity 15
Constitution 11
Intelligence 17
Wisdom 14
Charisma 16

About Blade's Shadow

Rough Physical Description:

Not much is visible about the Blade's Shadow, even when he is in plain sight. His hood always covers his face, its shadow playing tricks with the black and red scarf covering his mouth, nose, and ears. When his eyes are visible, they almost seem to glow with an intense inner light, made more bright by the surrounding shadow. No stride taken by the shadow seems to be purposeless, when they can be seen at all, and the cloak he wears billows out into the surrounding shadows like a living organism. The only other item worth noting is the man's sword. Even when not in hand, the blade is always at least a quarter inch outside its scabbard... as if it is begging to be brought down upon the unjust of the world.

Skills:

  • Appraise (Bonus = 9 / 10 bartering on the price of goods)
  • Diplomacy (Bonus = 11)
  • Disguise (Bonus = 9 / 29 attempting to appear as current identity)
  • Intimidate (Bonus = 11)
  • Knowledge: Arcane (Bonus = 9)
  • Knowledge: Engineering (Bonus = 9)
  • Knowledge: Local (Bonus = 9)
  • Perception (Bonus = 8 / 10 with Black Blade equipped)
  • Profession: Traveling Merchant (Bonus = 8)
  • Sense Motive (Bonus = 8 / 9 bartering on the price of goods (Add 2 to each if Black Blade equipped)
  • Spellcraft (Bonus = 9)
  • Stealth (Bonus = 8)


Feats:

Weapons and Armor Proficiencies: Vigilantes are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Eschew Materials: You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Persuasive: You are skilled at swaying attitudes and intimidating others into your way of thinking.
Benefit: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Nerve-Racking Negotiator: You've mastered the art of intimidation to get what you want without suffering unwanted repercussions.
Prerequisite: Persuasive
Benefit: When you successfully use the Intimidate skill to force an opponent to act friendly toward you, the target must attempt a Will save once the intimidation wears off. The DC is equal to 10 + your number of ranks in intimidate. If the target fails this save, after the intimidation period expires, the target counts as having the same attitude toward you as it initially did (usually indifferent) and will not report you to the authorities for intimidating it.
Normal: The target of a successful intimidate check is unfriendly toward you and potentially reports you to the authorities after the duration ends.
Alertness*: You often notice things that others might miss.
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. *(Granted by Black Blade, only applicable if equipped.)

Traits:

Merchant Family: You are related to one of the four noble families from Magnimar who founded the Mercantile League of Sandpoint. You either grew up in Magnimar as a cousin in the Valdemar or Deverin family or were born and raised in Sandpoint. Education in running a business and years of looking after the family enterprise have given you a knack for trade. You increase the gp limit of any settlement by 20% and can resell items at an additional 10% over the amount of gp you normally would get from selling off treasure.
Merchant: You lived your life as a merchant, buying and selling goods. You gain a +1 trait bonus on any Appraise and Sense Motive checks you attempt while bargaining for the price of goods. Appraise is always a class skill for you.

Class Traits:

Duel 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 identies: 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 identy is revealed to the world at large.
The vigilante can start each day in either of his identies, 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 purposes of meeting a qualification for a feat, class, or ability, he is only eligible if both of his alignments meet the requirements. A vigilante's two alignment 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 goood, 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 is attempting to locate (or if the creature knows that the two identites 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.
Renown (Ex): The vigilante becomes known for deeds and abilities regardless of his current identity. This renown grants him favorable treatment in civilized company and lends him an air of menance while facing down his enemies.
While he is in his social identity, a vigilante can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals (a village, if using settlement population ranges on page 203 of the Pathfinder RPG Gamemastery Guide). This could be the entire community or a smaller neighborhood in a larger settlement. He must spend at least 4 hours each day socializing and making contacts. After spending 1 week doing this, whenever he is in his social identity, all NPCs in the community have a starting attitude tward him that is one category better, as long as each person's initial attitude would have at least been indifferent (see the Diplomacy skill description on pages 93-94 of the Pathfinder RPG Core Rulebook for more information).
While he gains renown in an area using his social identity, he also spreads rumors and tales about his vigilante identity. Once he has gained renown in a community, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This bonus applies only while he is near the community in which he has gained renown; he must be within a number of miles equal to his vigiante level.
A vigilante can hold renown in a limited number of communities (normally one, with other social talents allowing two). If he gains renown in a new community, he must decide which one of his previous communities to lose. These effects are subject to GM approval. For example, the GM might rule that an NPC or monster has not heard any tales about the vigilante. Or, a foe may have a starting attitude toward him that's one category worse, rather than one category better.
Safe House (EX): The vigilante can establish a safe house in his area of renown, and he can change it every time he changes his area of renown. This safe house must be an area no larger in volume than a cube that is a number of feet per side equal to 10 ft per vigilante level. The safe house can be arranged any way he likes and it can be part of a larger building, like a secret room or underground cave. Objects within the safe house cannot be located by any effect that is less powerful than a discern location spell.

Vigilante Specialization (EX): At 1st level, a vigilante must choose to be either an avenger or a stalker. (Stalker chosen.)
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 within 30 ft) 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 DEX 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 cannot 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 * 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.
Spells: A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus's spell is 10 + the spell level + the magus's Intelligence modifier.
A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see the Ability Modifiers and Bonus Spells Table).
A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.
Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own (see Arcane Spells).
A magus can learn spells from a wizard's spellbook, just as a wizard can from a magus's spellbook. The spells learned must be on the magus spell list, as normal. An alchemist (see the Alchemist description) can learn formulae from a magus's spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.
Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 (1/3) his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Vigilante Talents: Starting at 2nd level and every two levels thereafter, a vigilante gains a vigilante talent. Unless otherwise noted, a talent can only be selected once. Some talents require the vigilante to meet prerequisites before they can be chosen, such as possessing another vigilante talent, possessing a particular specilization, or attaining a minimum level. Once a talent has been selected, it cannot be replaced.
If the vigilante uses any of these talents while in his social identity, he must succeed at a Disguise check against the Perception checks of all onlookers (without the +20 circumstance bonus from seamless guise) or the onlookers will realize that he is more than his social identity appears to be and perhaps discover the social and vigilante identities are one and the same. If a talent calls for a saving throw, the DC for that save is equal to 10 + 1/2 the vigilante's level + the vigilante's CHA modifier, unless stated otherwise.
Leave an Opening* (EX): The vigilante's hidden strike leaves an unbalancing opening in a foe's defenses, setting up the foe to be attacked again. At the beginning of the foe's next turn, if the vigilante threatens the foe, the foe provokes an attack of opportunity from the vigilante. Multiple attacks against the same foe don't create multiple attacks of opportunity in the same round (but attacks against several foes can cause each to provoke one AoO). Only a stalker vigilante can select this talent.
Spellstrike (SU): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Unshakeable (EX): Starting at 3rd level, a vigilante adds his class level to the DC of any attempts to Intimidate him.
Black Blade (Ex): At 3rd level, the bladebound magus' gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus. A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class.
Instead of the normal arcane pool amount, the bladebound magus's arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus. This ability changes the Arcane Pool class feature and replaces the magus arcana gained at 3rd level.

Racial Traits:

+2 to One Ability Score (CON): Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level. (Persuasive chosen.)
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Black Blade:

INT: 11
WIS/CHA: 7
Ego: 5
Enhancement Bonus: +1
Languages: Common
Arcane Pool: 1
Special Abilities:
Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat.
Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade's arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.
Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.
Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.

Random Crunch:

Hit Points: 27/27
Hit Dice: 3d8
Armor Class: 16
Touch Armor Class: 12
Flat-Footed Armor Class: 14
Saving Throws:
Fortitude: 3
Reflex: 5
Will: 5
Initiative Bonus: 2
Base Attack Bonus: 2
Melee Attack Bonus: 3
Ranged Attack Bonus: 4
CMB: 3
CMD: 13
Arcane Pool: 4/4
Spell Resistance: n/a
Speed:
Base Speed: 30
Armored Speed: 20
Lift/Push:
Light Load: 50 lbs or less
Medium Load: 51 lb - 100 lb
Heavy Load: 101 lb - 150 lb
Lift Over Head: 150 lb or less
Lift Off Ground: 300 lb or less
Drag or Push: 750 lb or less
Spells Per Day:
Level 0: 4
Level 1: 4
Experience Points: 0
Hero Points: 0



Items Equipped:

Masterwork Darkleaf Cloth Lamellar: A/C Bonus: +4; MAX DEX Bonus: +5; A/C Penalty: -0; Arcane Spell Failure: 10%; Speed: 30 FT; Weight: 12 1/2 LBs; Special: Created from Darkleaf cloth instead of leather, this armor naturally weighs half what it normally would, has 10% less arcane spell failure chance, -3 less A/C penalties, and +2 maximum DEX bonuses.
Black Blade Longsword: DMG: 1d8; Crit: 19-20/x2; Weight: 4 LBs; Type: S; Special: See Black Blade spoiler and Class Traits spoiler for additional information on Black Blades.

Items Owned:

Name: Value, Weight
MWK Darkleaf Cloth Lamellar Armor: 810 GP, 12.5 LBs
Small Tent: 10 GP, 20 LBs
MWK Backpack: 50 GP, 4 LBs
Canteen: 2 GP, 1 LB
Dungeoneering Kit: 130 GP; 15 LBs
Merchant's Scale: 2 GP, 1 LB
Belt Pouch: 1 GP, 1/2 LB
Total GP/LBs: 1005 GP, 54 LBs

Wealth:

395 GP in coin
1600 GP in trade goods/'for sale' items.

Backstory:

Valari Jhalteran was a simple merchant of Chelish descent for most of his life. Born into a family of traveling merchants, he never had aspirations higher than traveling and selling his wares. The fact that his mother was related to the Deverin family in Magnimar aided in this goal, as it was easier to get decent items needed by the smaller farmers and settlers in the Varisian wildlands.

All this changed abruptly the day he bought a longsword from an adventurer. The man had lost much of his will to delve the strange ruins and tombs following a particularly vicious encounter that left him the sole survivor of a party of seven, with naught but 'this blasted sword' to show for the loss. Feeling pity on him, he offered to buy it for two times what it should have been worth. It was not until later that he came to understand what it was that he had acquired that day.

For upon drawing the sword later to inspect it, he inadvertently awoke the spirit of the blade. The blade was intelligent and powerful, and when he wielded it he became its avatar. Unable to control himself, he donned a hood and stalked the streets hunting down criminals. This alter ego, calling itself 'Blade's Shadow', wracked untold horrors upon the criminal underworld whenever Valari succumbed to the voice and allowed it out. Most days it took all of his will to keep that avatar of justice locked inside him.

Looking for relief, he travelled to Sandpoint to attend the Swallowtail Festival. The town needed wares to sell at the reopening of the new church, and he needed to get away from the pressures of the blade to hunt criminals. How many criminals could be in Sandpoint, after all?