Umagro

Crimson Shrike's page

13 posts. Alias of That Sean fellow.


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"Agreed It'll be light soon. Time to move. Scourge with me." Shrike says and starts walking to the back of the rooftop to make his way down.


"Hrm..." Is the only sound that comes from the man known as the Crimson Shrike.

Bluff: 1d20 + 10 ⇒ (2) + 10 = 12 (Wow that's a crap roll.)


"It's settled then." Shrike says and turns to look at the fishery and a wicked smile spreads on his face.


Shrike tries to not get too disturbed by the arrival of the Eagle but even he is caught by surprise and a good observation will see it. But he continues nonetheless.

"So some are gonna be on rescue duty. I want Lamm. But a two pronged assault could be the best bet. Breaking in from above to protect the children will leave the belly exposed. But it would be a risk for any of us to go in alone."


Further along the rooftop a voice comes across to the two women and a shadowed figure is hunched over and looking at the fishery.

"We can go in from below.." the Crimson Shrike says in a gravelly voice.


Facepaint and eyeliner ;)


I haven't picked a part of the city but I could work East Shore or Old Korvosa.


So do we all work independently or as a team before now? Have we sometimes teamed up with various members before and stuff? Curious to see how this develops. And have a couple rivalries and friendships etc.


Okay cool. No worries. Startoss style will suffice for what I want Shrike to do with his boomerangs :)

If he/I get picked then I'lll make a profile alias with his social identity. If that's cool.


Is there a feat in feat tax rules to be able to do trip and disarm with ranged weapons? Changed a few feats and my social identity name. Here's my updated sheet. Just need to make my social identity avatar and then done :)

Crimson Shrike Updated:

Aaron Archolme aka Crimson Shrike
Male human (Chelaxian) vigilante 7 (Pathfinder RPG Ultimate Intrigue 9)
CG Medium humanoid (human)
Init +3; Senses Perception +11
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 16 (+5 armor, +1 deflection, +3 Dex)
hp 77 (7d8+21)
Fort +4, Ref +8, Will +6
Defensive Abilities unshakable (+7)
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 cold iron light mace +11/+6 (1d6+4)
Ranged +1 greenwood boomerang +12/+7 (1d6+4) or
. . +1 human-bane ironwood boomerang +12/+7 (1d6+4 plus 2d6 vs. Human)
Special Attacks startling appearance
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 13, Wis 12, Cha 13
Base Atk +7; CMB +10; CMD 24
Feats Exotic Weapon Proficiency (boomerang), Precise Shot, Quick Draw, Startoss Style, Weapon Focus (boomerang)
Traits child of the streets, reformed criminal
Skills Acrobatics +14 (+10 to jump), Bluff +10, Climb +10, Craft (weapons) +13, Diplomacy +6, Disguise +10 (+30 to appear as part of polite society while in your social identity), Escape Artist +11, Intimidate +10 (+14 in your area of renown while in your vigilante identity), Perception +11, Sense Motive +5, Sleight of Hand +13, Stealth +12, Survival +6, Swim +8, Use Magic Device +6
Languages Common, Shadowtongue
SQ dual identity, social talents (celebrity perks[UI], feign innocence[UI], quick change[UI], renown[UI]), vigilante specialization (avenger[UI]), vigilante talents (chase master[UI], perfect fall[UI], returning weapon[UI])
Combat Gear potion of cure light wounds (2), potion of lesser restoration, potion of neutralize poison; Other Gear +1 armored coat[APG], +1 cold iron light mace, +1 greenwood boomerang[APG], +1 human-bane ironwood boomerang[APG], bag of holding i, boots of elvenkind, ring of protection +1, masterwork weaponsmithing tools, 524 gp
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Special Abilities
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Celebrity Perks (up to 1 gp item, or 1 gp food/lodging/bribe) (Ex) In area of renown, 1d10 min to gain mundane item or food/lodging/bribe up to listed value.
Chase Master +4 (Ex) Gain listed bonus to all checks made during a chase.
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Feign Innocence (Ex) Social identity is protected in area of renown, as innocence.
Perfect Fall (Ex) No dam from fall if in reach of a wall, half dam otherwise. Always land standing.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Change (Ex) Change ID as a full-round action, but easier to detect unless take 1 rd more.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Renown +4 (area of renown) (Ex) 1 week action, in chosen community +1 default attitude in social ID, bonus to Intim in vigilante ID.
Returning Weapon (Boomerang) (Ex) Chosen thrown weapon gains returning property when thrown.
Startling Appearance (Ex) Attacking unaware foe makes them flat-footed and they -4 to attack you for 1 rd.
Startoss Style +2 (Boomerang) Gain bonus dmg to thrown weapons.
Unshakable +7 (Ex) Add the listed bonus to the DC of foes attempting Intimidate checks against you.
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Out of curiosity, how many Vigilante entries do we have so far? I think I count like 8 or 9


Just need to change the name of my social identity. Not super happy with it yet. Otherwise it's all done.


Alrighty, so here's my submission.

Haven't written all the fluff yet but basically, he was a criminal who worked for Gaedren Lamm till he started growing a conscience at which point Lamm had Riven beaten and left for dead.
Riven was jailed for his crimes but managed to get a deal and get out. He left Korvosa for a time, and travelled the Mwangi Expanse and five years he returned. He holds down a quiet job as a weaponsmith but at night he punishes the wicked while walking a fine line between hero and madman as the boomerang wielding Crimson Shrike. He uses two boomerangs carved to look like birds which is how the people he defend came by his name.

Crimson Shrike:

Riven Archolme aka Crimson Shrike
Male human (Chelaxian) vigilante 7 (Pathfinder RPG Ultimate Intrigue 9)
CG Medium humanoid (human)
Init +3; Senses Perception +11
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 16 (+5 armor, +1 deflection, +3 Dex)
hp 77 (7d8+21)
Fort +4, Ref +8, Will +6
Defensive Abilities unshakable (+7)
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 cold iron light mace +11/+6 (1d6+4)
Ranged +1 greenwood boomerang +11/+6 (1d6+4) or
. . +1 human-bane ironwood boomerang +11/+6 (1d6+4 plus 2d6 vs. Human)
Special Attacks startling appearance
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 13, Wis 12, Cha 13
Base Atk +7; CMB +10; CMD 24
Feats - Custom Feat -, - Custom Feat -, Combat Stamina, Exotic Weapon Proficiency (boomerang), Precise Shot, Quick Draw
Traits child of the streets, reformed criminal
Skills Acrobatics +14 (+10 to jump), Bluff +10, Climb +10, Craft (weapons) +13, Diplomacy +6, Disguise +10 (+30 to appear as part of polite society while in your social identity), Escape Artist +11, Intimidate +10 (+14 in your area of renown while in your vigilante identity), Perception +11, Sense Motive +5, Sleight of Hand +13, Stealth +12, Survival +6, Swim +8, Use Magic Device +6
Languages Common, Shadowtongue
SQ dual identity, precise shot, social talents (celebrity perks[UI], feign innocence[UI], quick change[UI], renown[UI]), vigilante specialization (avenger[UI]), vigilante talents (chase master[UI], perfect fall[UI], returning weapon[UI])
Combat Gear potion of cure light wounds (2), potion of lesser restoration, potion of neutralize poison; Other Gear +1 armored coat[APG], +1 cold iron light mace, +1 greenwood boomerang[APG], +1 human-bane ironwood boomerang[APG], bag of holding i, boots of elvenkind, ring of protection +1, masterwork weaponsmithing tools, 524 gp
--------------------
Special Abilities
--------------------
Celebrity Perks (up to 1 gp item, or 1 gp food/lodging/bribe) (Ex) In area of renown, 1d10 min to gain mundane item or food/lodging/bribe up to listed value.
Chase Master +4 (Ex) Gain listed bonus to all checks made during a chase.
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Feign Innocence (Ex) Social identity is protected in area of renown, as innocence.
Perfect Fall (Ex) No dam from fall if in reach of a wall, half dam otherwise. Always land standing.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Precise Shot [Combat Trick] 2 stamina points to assist an ally engaged with an enemy (+2 atk, +2 AC).
Quick Change (Ex) Change ID as a full-round action, but easier to detect unless take 1 rd more.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Renown +4 (area of renown) (Ex) 1 week action, in chosen community +1 default attitude in social ID, bonus to Intim in vigilante ID.
Returning Weapon (Boomerang) (Ex) Chosen thrown weapon gains returning property when thrown.
Startling Appearance (Ex) Attacking unaware foe makes them flat-footed and they -4 to attack you for 1 rd.
Unshakable +7 (Ex) Add the listed bonus to the DC of foes attempting Intimidate checks against you.
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Deft Maneuvers
New. You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.

Powerful Maneuvers
New. You do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.

Fjord

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.