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About CyreneCyrene
Init +5 (+5 Dex) Senses: Perception +13, Darkvision (60ft). DEFENSE
HP 52/52 (8+1+1)+6*(5+1+1) Fort +3 (2 base, +1 Con)
OFFENSE
Spd 30 ft
SPECIAL
STATISTICS
Base Atk +5
FEATS
TRAITS
SKILLS
Total Points: 56 [7*(6 Vigilante + 0 Int + 2 background)]
LANGUAGES
EQUIPMENT
821 gold 0 silver 0 copper. SPECIAL ABILITIES
Weapon Proficiencies: Vigilantes are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
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. DESCRIPTION
Overall Ahreni looks much like stablehands the world over, practical, somewhat dishevelled and reeking of horses. Whether she would ever be willing to clean up, and what the result would be, is a question that awaits the right time or perhaps the right person. Background:
Ahreni has been with Sandru Vhiski for years, ever since he set out on his own in the caravaning business. On an otherwise uneventful trip near the Storval Plateau the caravan was encamped one night when it was attacked by a pack of starving wolves who were so hungry that even the usual defenses of fire and loud noises were insufficient to scare them off. Leading the defense from the front, Sandru was busy for the entire skirmish and it was only when the wolves retreated to lick their wounds that he found that the door to the supplies caravan had been opened and two sacks of food, as well as a bottle of fine Chelish brandy and one of his handkerchiefs, were missing.
Being naturally kind-hearted Sandru couldn't bring himself to chase down the thieves and continued the route, writing the supplies off as an investment in a good story that he could tell at the trading posts. That was the last he thought of the matter until nearly a week later when a child caught up with the slow-moving caravan. Covered in dirt and long hair the figure was barely recognisable as a human at all and the guards were about to drive it away when it collapsed in front of them. Closer examination revealed the figure to be a girl, with a massive bruise across her chest and at least six broken ribs. Strangest of all, she clutched Sandru’s handkerchief in one filthy hand. Over the next two weeks the girl lay in one of the wagons, fighting a deep fever and nearly dying more than once. Most of the caravan sat with her at one point or another and heard how she spoke, sometimes in the common tongue and sometimes in barks and yips more like a dog or wolf than a human being. Eventually the girl pulled through thanks to the magic of the caravan’s Fortune Teller and by the time Sandru came to conclude the caravan and begin a new route the strange girl was a part of the family and his original plan of dropping her off at an orphanage in Magnimar was roundly condemned by the whole caravan. Madam Vicorsa named the girl ‘Ahreni’ which the fortune teller said meant ‘Angel’ in the old varisian tongue. Ahreni proved to be anything but an angel however, as the group combined their efforts to civilise the wild child. Clothes were gradually accepted, especially as the weather turned colder, but concepts such as regular washing, eating with more than the most basic utensils and manners remained foreign things which Ahreni fiercely resisted. She did show a gift for animals though and was soon the caravan’s horse-master as well as a surprisingly accomplished scout – able to move quietly across almost any terrain and keep the horses moving through some of Varisia’s most inclement weather. Travellers and wagoneers came and went, as is the nature of the caravans, and eventually Sandru and Ahreni were the only survivors of the original caravan into which the girl had stumbled, near dead, years before. Beginning to slow down a little himself and keen to repay a debt to his adoptive mother Sandru set his new caravan on course to Sandpoint, telling Ahreni that it was about time that she met his mother for herself. |