Zolan Ulivestra

Cenna Kellen's page

28 posts. Alias of KeeperofRunes.


Full Name

Cenna Kellen

Race

Human

Classes/Levels

Vigilante (Teisatsu) 8 | HP 63/63 | AC:23 T:16 FF:18 CMD:21 | F+6 R+11 W+6 (+8 vs Divination) | Init+7 | Perc+5 | Active Spells (None)

Gender

Male

Size

Medium

Age

20

Alignment

NE

Deity

Abadar

Location

Alyushinnyrra

Languages

Common Abyssal Draconic

Occupation

Innkeeper

Strength 12
Dexterity 20
Constitution 14
Intelligence 14
Wisdom 8
Charisma 16

About Cenna Kellen

Cenna Kellen
Male Human Vigilante (Teisatsu) 8
NE/CE Medium Humanoid
Init +7; Senses Darkvision 60’, Low Light Vision Perception +5
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Defense
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AC 23, touch 16, flat-footed 18 (+7 armor, +5 Dex, +1 Deflection)
hp 63 (8d8+16)
Fort +4, Ref +11, Will +6 (+8 vs divination)
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Offense
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Base Atk +6; CMB +11; CMD 21
Speed 30 ft.
Melee
Wakizashis +11/11/6 (1d6+6/18-20x2)
Ranged
Short Bow +11/6 (1d6/x3)
Special Attacks Hidden Strike (4d8/4)
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Statistics
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Abilities:

Str 12
Dex 20
Con 14
Int 14
Wis 8
Cha 16

Feats:

V1Two weapon fighting
H1Skill Focus Stealth
V3 Masked Renown
V5 Dampen Presence
VB6 Agile Combatant
V7 Extra Social Talent
H8 Skill Focus Intimidate

Traits:

Carefully Hidden
Revolutionary
Extremely Fashionable

Skills:

Intimidate +33 (3 Cha, 3 Class, 4 Social Grace, 6 Renown, 3 Circlet, 3 skill focus, 2 MW, 1 trait 8 rank)
Stealth +26 (5 dex, 3 class, 5 Shadow, 3 Skill Focus, 2 MW, 8 Rank)
Diplomacy +24 (3 Cha, 3 Class, 4 Social Grace, 3 Circlet, 2 MW, 1 Trait, 8 Rank)
Acrobatics +18 (5 Dex, 3 class, 2 MW, 8 Rank)
Bluff +20/30 (3 Cha, 3 Class, 3 Circlet, 2 MW, 1 Trait, 8 Rank)
Climb +7 (1 Str, 3 Class, 2 MW, 1 Rank)
Disguise +19/39 (3 Cha, 3 Class, 3 Circlet, 2 MW, 8 Rank, 20 variable)
Perception +5 (-1 wis, 3 class, 1 Rank, 2 MW)
Sense Motive +5 (-1 wis, 3 class, 1 Rank, 2 MW)
Slight of Hand +18 (5 Dex, 3 Class, 2 MW, 8 Rank)
Knowledge Local +11 (2 Int, 3 Class, 2 MW, 4 Rank)
Profession (Innkeeper) +19 (3 Cha, 3 class, 2 MW, 8 Rank, 3 Circlet)
Disable Device +18 (5 Dex, 3 Class, 2 MW, 8 Ranks)
Preform (Oratory) +12 (3 Cha, 3 class, 2 MW, 1 Rank, 3 Circlet)


Languages:

Common
Abyssal
Draconic

Equipment:

Combat Gear
Belt of Incredible Dexterity +2
Ring of Protection +1
Circlet of Persuasion
Quick-change cloak
Twin +1 Cold Iron Wakizashis
Shortbow
40 Cold Iron Arrows
+1 Shadow Glammered Masterwork Breastplate
Other Gear
MW Mask of intimidation
MW Boots of stealth/Acrobatics/Climb (150 gp)
MW Royal Clothing of Bluff/Oratory (300 GP)
MW False jewelry of Sleight of Hand/Disguise (150 Gp)
MW glasses of Sense Motive/Perception (100 GP)
MW The Local Inn’s and Out’s book on the Abyss of Local/Innkeeper (100 GP)
MW Thieves tools
MW Signet ring of Diplomacy (50)

Coin
479 GP


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TRACKED RESOURCES
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Ki Pool 7/7
Inspiration 8/8
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Special Abilities
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Abilities:

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.

Stalker Specialization (Ex)
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.

Ki Pool (Su)
At 2nd level, a Teisatsu gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the Teisatsu’s ki pool is equal to 1/2 her Vigilante level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).

By spending 1 point from her ki pool, a Teisatsu can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a Teisatsu can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A Teisatsu can gain additional powers that consume points from her ki pool by selecting certain Vigilante tricks.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the Teisatsu possesses levels in another class that grants points to a ki pool, Teisatsu levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The Teisatsu can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.
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.


Social Talents:

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. If he doesn’t have the renown talent, he can still select this talent and place the safe house in a single location to which he has access, but he can never move the safe house from its initial location until he gains the renown talent. 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 feet 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 an underground cave. Objects within this safe house can’t be located by any effect that is less powerful than a discern location spell. At 7th level, this protection from being located also applies to creatures in the safe house. At 13th level, the entire area is protected from scrying effects (though not mundane snooping) like a mage’s private sanctum.
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 menace 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). 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 toward 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). 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 vigilante 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.
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. (Intimidate, Diplomacy)
Great Renown The vigilante is known on a broader scale. He can gain renown in a single community of up to 5,000 individuals (a large town) or up to two communities of no more than 2,000 individuals each (two small towns). The bonus while he is in his social identity remains unchanged, but the circumstance bonus on Intimidate checks from his renown social talent while he is in his vigilante identity increases to +6. A vigilante must be at least 7th level and have the renown social talent to select this talent.
Quick Change: 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.
Feign Innocence (Ex): The vigilante’s social identity seems so innocent that it is hard to believe he was involved in wrongdoing. Within his area of renown, this provides a non-magical effect identical to the innocence spell. A vigilante must be at least 5th level and have the renown social talent to take this talent.

Vigilante Talents:

Lethal Grace: The vigilante combines strength and speed into incredibly deadly attacks. He gains Weapon Finesse as a bonus feat, and if he already has the Weapon Finesse feat, he can immediately swap it for another feat for which he qualified at the level he chose Weapon Finesse. When using Weapon Finesse to make a melee attack using his Dexterity bonus on attack rolls and his Strength bonus on damage rolls, he also adds half his vigilante level on damage rolls. This bonus damage is not reduced or increased if the vigilante is wielding a weapon two-handed or in an off-hand.
Shadow’s Sight: The vigilante gains low-light vision and darkvision 60 feet. If he already had darkvision, its range increases by 30 feet.
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.
Hide in Plain Sight (Ex): The vigilante can use Stealth to hide even when being observed. As long as he is within 10 feet of dim light (his own shadow doesn’t count), he can hide without anything to actually hide behind. Only a stalker vigilante of at least 8th level can select this talent.

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Fluff
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Description:

Cenna is first and foremost a profiteer, he knows how to find good deals protect those deals and help execute them, he can help others get into almost anywhere and can keep most things from getting out. He started working at the Inn and Out when he first got down to Alyushinnyrra as he had trouble finding anything remotely palatable but then realized that he might be able to lend a sort of expertise to both sides of the business. As such started looking for a job there where he started working as a innkeeper/bartender and built a reputation as the man to talk to with problems whether mundane or massive. He’s a shoulder to lean on or he can find a problem solver if you have the coin.

Cenna’s “Brother” (Read Vigilante Identity) Jasper known to outsiders simply as “the Shadow” has a bit of a reputation around town as a man who can get into and out of places and hide anything that needs hiding, his face is known by virtually none as all that is seen of him is the mask white mask with no face but for black eye slits. If someone wants something from Jasper they go through Cenna. Its not clear if the Shadow works only for Cenna or if Cenna and The Shadow are just very close.
In truth Cenna does have a brother named Jasper who Cenna is trying to get a good name for in the metropolis. The real Jasper is on the obviously doomed fifth Mendevian Crusade and Cenna wants to try to ensure that his brother won’t be killed in Alyushinnyrra and instead will be turned over to him so he can protect Jasper
Cenna’s social identity
Jasper’s look

doorman:
"You’re not in the list” the Massive demons deep voice bellowed loud enough to be heard by the entire line and far louder than Cenna would have liked, he never did like other to see him fail.
After mulling it over for an instant he turned to the creature and calmly said knowledge (local) name of owner : 1d20 + 11 + 1d6 ⇒ (17) + 11 + (5) = 33 ”Oh, perhaps you’re list isn’t updated, I could have sworn Xiglil said he wanted me to come tonight” he paused for a moment as though he expected the creature to do something before continuing “any chance you could go check in with him?” Diplomacy: 1d20 + 24 + 1d6 ⇒ (13) + 24 + (2) = 39 ”I’m afraid not, by his orders no one not on the list gets in so unless you’re name appears on here I can’t help you” as Cenna took a moment longer to consider the creature let out one last statement ”and anyways you’re holding up the line”

Not wanting to make any bigger of a scene than he already had Cenna stepped away and back a few hundred paces before moving into an alley. There he crouched down and whispered “Jasper” before moving his cloak over his face and morphing into a different person disguise: 1d20 + 39 ⇒ (17) + 39 = 56, standing nearly a foot taller with much broader shoulders and a white mask over his face Jasper moved into the shadows of the alley and disappeared stealth: 1d20 + 26 ⇒ (13) + 26 = 39 he then moved down the road back towards the nightclub and around the back.

Having cased the club earlier he remembered that there was a second entrance to the kitchen that he beelined to, there were 3 Dretch waiters standing there, he snuck to the middle of them and made his presence known with a simple ”I’d run if I were you” intimidate: 1d20 + 33 + 1d6 ⇒ (18) + 33 + (2) = 53 the dretches each slowly looked towards the center of the three before they saw Jasper and nearly toppled over themselves in fear until one finally managed to yelp ”Shit it’s the Shadow” before sprinting away and the other two followed suit, with his clear way in Jasper slipped towards the door, a simple lock on it proved to not be much of a problem disable device: 1d20 + 18 ⇒ (12) + 18 = 30

Once he slipped inside Jasper found an unoccupied corner and whispered ”Cenna” to his cloak before once again bring it over his face and returning to his original form whereupon he commenced to conversating with the guests, after talking for a few hours and establishing a few new contacts and contracts for the Inn and Out Cenna caught the eye of one Xiglil the host who approached with guard in toe and demanded what he was doing there, Cenna couldn’t help but be honest with him “I have no idea, I’m completely speechless, the doormen just let me slip right by them after they realized my name, They must not have checked the list." bluff (Innocence): 1d20 + 30 ⇒ (4) + 30 = 34 promptly he was thrown out but he managed to get exactly what he came for, new work for the business.

background:
Cenna was the first son of Felix and Cassia Kellen he was born in Nerosyan, both Felix and Cassia were Crusaders. Felix was a first-generation crusader from Nantambu in the Mwangi Expanse Cassia on the other hand came from a long linage of crusaders dating back to before the first Crusade, as such when Felix married in he took the family name.

2 years after he was born Cenna’s parents had a second child named Jasper who Cenna took to quickly. When Cenna was 4 Felix left Nerosyan to join the fourth crusade and Cassia grew more distant from the children, Cenna started nearly raising Jasper. When Cenna was 7 Cassia also left for the crusade entrusting Jaspers care to him. Cenna and Jasper both went to the Cathedral in town where they were raised by Iomedaes faithful. Jasper seemed to idolize their parents and as such took to the teachings of Iomedae very quickly and followed her strongly, Cenna was much more disillusioned with their parents and struggled to separate their faith from their character so stayed away from the worship.

Jasper and Cenna however stayed very close, though they had very different paths planned they each went down those paths with their whole selves, Jasper wanted to become a crusader like their parents and be remembered for it. Cenna just wanted to found a tavern and become a successful businessman. In order to train the skills that this would require he started scrounging for things in the streets and selling them which he found he had a talent for on both sides.

This continued until Cenna was around 10 when he was offered an apprenticeship to a local shopkeeper which he quickly accepted but this new responsibility kept him apart from Jasper, the apprenticeship turned out to be a bit more than it originally seemed as the shopkeeper also ran the local thieves’ guild and trained Cenna how to maintain different identities and keep undetected as well as how to scare folks straight. Cenna again found he had a talent for this type of work.

Though Cenna and Jasper tried to stay as connected as they could their separate paths led them down different paths and they grew apart until 5 years later on Jaspers 13th birthday when he invited Cenna on a hunt to show what he had learned, on that hunt they encountered a Brimorak that maimed Jasper before Cenna managed to reason with it, speaking its language he offered his service as an assistant and was brought to the Abyss where he worked his way though until he eventually made it to the Inn and Out.