Corvin Tergsvor

Clément Poulain's page

2 posts. Alias of joerice.


Full Name

Clément Poulain AKA Le Bourreau du Peuple

Race

Human (Galtan)

Classes/Levels

Vigilante (Hangman) 7

Gender

M

Size

M

Alignment

CG

Location

Isarn

Languages

Galtan, Common

Occupation

Secular Street Preacher

Strength 16
Dexterity 16
Constitution 15
Intelligence 10
Wisdom 10
Charisma 14

About Clément Poulain

Clément Poulain
Male Human Vigilante (Hangman) 7
CG Humanoid (Human)
Init +3; Perception +13
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Defense
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AC 21 (14 Touch, 18 FF)
hp 46
Fort +4, Ref +8, Will + 5
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Offense
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BAB: +5
Speed 30 ft.
Melee: Grapple +11
Melee: +1 Scythe +9 (2d4+5)x4 p,s trip
Melee: Warhammer +8 (1d8+3)x3 b
Melee: Machete +8 (1d6+3)19-20, s
Melee: Dagger +8 (1d4+3)19-20 s,p
Ranged: Composite Longbow +8 (1d8+3)x3
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Statistics
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Str 16, Dex 16, Con 15, Int 10, Wis 10, Cha 14
Base Atk +5; CMB +8 (+11 Grapple); CMD 21 (+23 Grapple)
Feats:
Alertness (Free "Skill" Feat)
Deft Maneuvers (1st Level)
Intimidating Prowess (Human Bonus)
Weapon Focus: Noose (3rd Level)
Dazzling Display (5th Level)
Skill Focus: Stealth (7th Level)

Traits: Passionate Orator, Seeker

Skills:
Bluff 12 (2+7+3)
Diplomacy 12/16 (2+7+3)+4 in Social ID
Disguise 12 (2+7+3)
Intimidation 15 (2+7+3+3)
Knowledge (Local) 10 (0+7+3)
Perception 13 (0+7+3+2+1)
Sense Motive 12/15 (0+7+3+2)+3 someone in noose
Stealth 16 (3+7+3+3)

Languages: Common, Galtan

Class Abilities:

Weapon and Armor Proficiency
Vigilantes are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

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 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.

Social Grace: (Diplomacy) 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.

Entrepreneur (Ex): PERFORM ORATORY Select any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. The vigilante can use the selected skill to earn money as if he were using a Profession skill. If he selects Perform or Profession, the vigilante instead gains the skill unlock powers for those skills as appropriate for his number of ranks in that skill. If he has the social grace social talent, he can apply this benefit to all skills selected with the social grace talent. Source: PPC:SpyHB

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.

Vigilante Talents:
Armor Skin (Ex): The vigilante’s armor is like a second skin. He doesn’t apply the armor check penalty for light and medium armor on Acrobatics, Escape Artist, or Stealth checks. This penalty applies on other skill checks as normal. At 8th level, he can move at full speed in medium armor.

Weapon and Armor Proficiencies
A hangman is proficient with nets and whips, but not shields.

This alters the vigilante’s weapon and armor proficiencies.

Vigilante Specialization
A hangman must choose the stalker specialization.

This alters vigilante specialization.

Hangman’s Noose (Ex)
At 2nd level, a hangman can wield a rope noose as a net or whip, and also can use it to grapple, gaining the benefits of Unarmed Combatant with it. He takes no penalty on combat maneuver checks with the noose for having the noose in his hand, but he still doesn’t add any bonuses he might have with a net or whip (such as weapon enhancement bonuses or benefits from Weapon Focus) on the check. He can spend 1 minute to weave a magical or masterwork net or whip into a noose, thereafter gaining these benefits with it.

This ability replaces the 2nd-level vigilante talent.

Bound to Truth (Ex, Sp)
At 3rd level, a hangman adds half his vigilante level to his Sense Motive checks to notice lies told by a creature entangled or grappled by his noose, by feeling the creature’s throat clench or changes in its breathing. In addition, he can prevent a creature entangled or grappled in his noose from lying by tightening the noose, as per a single-target zone of truth (the caster level equals his vigilante level; the save DC is Charisma-based). He can use the latter ability a number of rounds per day equal to half his vigilante level. These rounds don’t need to be consecutive.

This ability replaces unshakable.

Twisted Rope (Su)
At 4th level, a hangman can spend 1 hour preparing his noose, granting it temporary hit points equal to his vigilante level, giving it a hardness equal to 1/2 his vigilante level plus double the weapon’s enhancement bonus (or its current hardness, whichever is better), and changing its break DC to 23 + 1/2 his vigilante level (or its current break DC, whichever is better). These benefits last for 8 hours, but end immediately if the hangman prepares another noose. This ability replaces the 4th-level vigilante talent.

Chokehold
At 5th level, a hangman gains Chokehold as a bonus feat.

This ability replaces startling appearance.

Equipment:
+1 Noose/Whip
+1 breastplate
+1 scythe
cold iron pickaxe
Ring of Protection +1
Hat of Disguise
warhammer
machete
cold iron dagger
vigilante kit
Infiltration Kit
Composite Longbow (+3 Str)
113 GP