Zutha

ClydeMcClod's page

572 posts. Alias of Andrea1.


Full Name

Clyde McClod

Race

Human

Size

M

Age

30

Alignment

LE

Location

Talingard

Languages

Common

Strength 19
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 14
Charisma 14

About ClydeMcClod

Full Name : Clyde McClod

Race: Human

Classes/Levels: Vigilante(Serial Killer) 7

Gender : M

Size: M

Age : 30

Special Abilities :

Alignment: LE

Deity : The Voice in the Well

Location : Talingard

Languages : Talingard

Occupation : Cook,Butcher

Strength 19 (+4)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 10
Wisdom 14 (+2)
Charisma 14 (+2)
Height: 6'4" Weight: Large Hair : Bald Eyes: Black
Favored Class: Vigiliante (HP)
EXP: +0
Hit Points: 59
Spd: 30
Init: +7
AC: 17 (+5 armor shield +2 Dex)/Touch 12 /FF 15)
BAB: +5
CMB:
CMD:
Saves: Fort +4 Ref +7 Will +7

Weapons:
Greataxe+1 +10 1d12+6
Greataxe power attack +9 1d12+9
MW Warhammer +10 1d8+4 x3
Throwing axes +7 1d6+4 10 feet.

Skills: 9/level
Stealth (7+2+3+5 Item) 17
Profession-Cook (7+2+3) 11 +16 in Social guise
Profession-Butcher (7+2+3) 10 +16 In Social guise
Perception (7+2+3) 12
Intimidate (7+2+3) 12
Climb (7+3+3+1 Item) 14
Swim (7+3+3+1 Item) 14
Disable Device (6+2+3) 11
Acrobatics (6+2+3) 11
Disguise (1+2+3) 6
Bluff (1+2+3) 6

Feats: Improved Initiative (+4),Blind Fight,Power Attack(-1/+2),Signature Skill-Intimidate
Traits: Ambush Training +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.
Rest For the Wicked You heal temporary ability damage at a rate of 3 points per day of complete bed rest. A normal night of rest (8 hours) still heals you at a rate of only 1 point of temporary ability damage per night of rest
Special Abilities:

Dual 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.

Social Grace S:
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. Profession-Cook, Profession-Butcher

StalkerA 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).3d8
Another Day VAnother Day (Ex, Su): When the vigilante is dropped unconscious due to hit point damage, he automatically stabilizes, but he can also appear to be dead, unless an examining creature succeeds at a Heal check (DC = 20 + the vigilante’s class level) or, if using magic such as deathwatch, a caster level check with the same DC (the ability to affect spells is supernatural; the rest of the ability is extraordinary). The vigilante counts as having received aid and automatically succeeds at the Constitution check to become conscious after 1 hour (unless he has actually died in the meantime).
Thwart PursuitAt 3rd level, a serial killer adds 1/2 her vigilante level as a bonus on all checks in a chase and to the DCs of Diplomacy checks to gather information about her and checks to track her or notice her tracks (though not to the DC of the profiler’s expert profiler ability).+3
Double Time (Ex) The vigilante’s social identity is that of a skilled and respected artisan or professional, rather than a merchant or noble. In order to complete his day’s work while still continuing his vigilante activities, he has learned to work faster than normal, hiding his progress so it seems like he is working full shifts at his day job rather than spending some of that time on other pursuits. The vigilante needs to spend only 6 hours each day for mundane uses of the Craft or Profession skill, rather than 8 hours. If he has the social grace social talent, he needs to spend only 4 hours for any skill he’s chosen with social grace. A vigilante must have a social identity appropriate to the chosen skill to select this talent.
Studied TargetAt 4th level, a serial killer gains the studied target ability of a slayer 3 levels lower, including the ability to study multiple targets simultaneously at the appropriate levels.

The serial killer does not provoke attacks of opportunity when attempting a coup de grace against a studied target.

This ability replaces the 4th- and 14thlevel vigilante talents and the 9th- and 19thlevel social talents. +1 Hit/Damage
CharmingAt 5th level, a serial killer gains the charm hex as if she were a witch of her vigilante level, but she can’t affect animals. The DC is based on her Charisma, and the ability is non-magical.
This ability replaces startling appearance.DC 14
Signature Skill-IntimidateIf you exceed the DC to demoralize a target by at least 10, it is frightened for 1 round and shaken thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the frightened condition, but the target is still shaken, even if it has the stalwart ability. DC 17
Death AttackAt 6th level, a serial killer gains the ability to make a death attack as if she were an assassin (DC = 10 + 1/2 her vigilante level + her Charisma modifier). DC 15
This ability replaces the 6th-level vigilante talent.
Calling cardAt 7th level, when a serial killer slays a humanoid with a coup de grace or death attack, she can leave a telltale token or clue behind identifying this death as her work.

The serial killer chooses her calling card when she gains this ability, and the first time she uses it in an area where she has renown (as per the renown social talent), it becomes associated with her killings. After that, once citizens of a new settlement find this calling card, the serial killer immediately establishes the settlement as an area of renown for her vigilante identity without spending additional time to spread tales, and the Intimidate bonus from renown increases by 2. She still must spend time to establish her social identity’s renown.

This replaces the 7th-level social talent.
Cornugon smashWhen you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.

Equipment
+1 Greataxe (2020)
MW Warhammer/Meat tenderizer (312)
2 Throwing axes (16)
+1 Mithril Shirt (Dex bonus +6 No ACP +5 Armor ) (2100)
Handy Haversack (2000)
Vigiliante Kit (8)
belt pouch
blanket
torches (10)
trail rations (5 days)
waterskin
Featherstep slippers (2000)
Cloak of ElvenKind (2500)
Belt of Giant's Strength +2(4000)
8,544 gp

Description:
Clyde is a large and bulky man in his early thirties who is as bald as an eggshell and has a long pointy nose and beady black eyes. Despite looking rather intimidating, he often has a jovial demeaner and while
rather brusque when he is working is still already ready to help people choose the finest meats.
When Cylde lifts this mask, his face goes near blank and his eyes become shadowed as he seems to loom over everyone. Quite often, he dons a sackcloth mask with just eyes holes cut into the cloth.

Background
Always an obese child, Clyde was the son of a man who eventually worked himself to death and had little time for Clyde, not that he was cruel, but that
he was home so little that Clyde often wandered and to escape the harassment of the other children he found himself a hiding place near an old well where he
would gaze at nothing and listen to the lapping of water in the well.

When he was a teen, his father's heart gave out and Clyde couldn't afford anything other than a pauper's grave and with the last thread holding him to his
birthplace gone he wandered once again to the well with a gnawing emptiness in his heart. How long he sat there he didn't know, he just felt crushing
loss and a void that might have led to suicide but as he let himself be enveloped in the darkness, he heard slight whispers from the well and felt
if not comfort, but a slight surease, something that dulled his pain somewhat. when a mangy cat hopped down from the well's lip and stared into his eyes,
he knew of a way to slather numbness on his pain if just for a momment. And so Clyde vanished into the darkness.