Female Human

Cyrene's page

714 posts. Alias of Nikolaus de'Shade.


Full Name

Cyrene

Race

| HP: 45/45| AC: 20 | CMB: 5 CMD: 20 | F: +3, R: +10, W: +9 | Init: +5 |

Classes/Levels

Ling +4, KnEn +5, KnNo +9, Per +12, Blf +13[17], Dip +13, Dsg +15 [35+], Sth +17, SM +13[17] |Koriana's Blade +11, d?+5+3d4/8 |Active conditions:

Gender

Female Tiefling Vigilante

About Cyrene

Cyrene
Female Tiefling Serial-Killer Vigilante 7
CN//CG Medium Outsider (Native)//Humanoid (Human)

Init +5 (+5 Dex)

Senses: Perception +13, Darkvision (60ft).

DEFENSE
AC 24, touch 18, flat-footed 18 (+4 armor, +5 dex, +1 dodge, +2 deflection, +2 natural).

HP 52/52 (8+1+1)+6*(5+1+1)

Fort +3 (2 base, +1 Con)
Ref +10 (5 base, +5 Dex)
Will +8 (5 base, +0 Wis, +1 trait, +2 feat)

OFFENSE
+1 Silver Dagger +11, d4+2+2{+3d8/d4}, 19-20x2. S/P.
+2 Koriana's Blade +12, d?+2+2{+3d8/d4}, ?

Spd 30 ft
Space 5 ft.; Reach 5 ft.

SPECIAL
Charm (Hex, non-magical), DC 10 + 1/2 lvl + Cha = 16.
Studied Target, (move action, 1 target). +1 bluff, know, perc, SM, surv, to hit and damage vs target. Can immediately study when sneak attacking (adds to damage).
Vig level -3.
Death Attack, Sneak Attack after studying (x3 standard action). Can paralyze or kill the target. Fort save (DC 10 + lvl + cha) On fail death/helpless for 1d6+lvl rounds.

STATISTICS
Str 12 (+1)
Dex 20 (+5) [16 base, +2 racial, +2 enhancement]
Con 12 (+1)
Int 10 (+0)
Wis 10 (+0) [12 base, -2 racial]
Cha 18 (+4) [15 base, +2 racial, +1 lvl 4]

Base Atk +5
CMB +6 (5 BAB, +1 Str)
CMD 21 (10, +5 BAB, +5 Dex, +1 Str)

FEATS
Feat Taxes: Weapon Finesse, Power Attack, Deadly Aim, Combat Expertise.
Dodge [Level 1]: You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Skill Focus - Stealth [Vigilante Bonus 2]: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Alertness [Level 3]: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Iron Will [Level 5]: You get a +2 bonus on all Will saving throws.
Deceitful [Level 7]: You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

TRAITS
Athletic Champion (Campaign): Your physique and skill brought you into the public eye, and a winning smile helps you stay there. Select two of the following skills: Climb, Diplomacy, Perception, and Swim. You gain a +1 trait bonus on checks with those skills, and they are always class skills for you. In addition, you are accustomed to maneuvering through crowds; you gain a +2 trait bonus on checks to navigate through a crowd or resist being moved against your will, including spells and bull rush, drag, and reposition combat maneuvers.
Indomitable Faith (Religion): You gain a +1 trait bonus on Will saves.

SKILLS
Bluff +16[20] (7 ranks, +4 Cha, +3 class, +2 feat)
Diplomacy +14 (7 ranks, +4 Cha, +3 class, +1 trait)
Disguise +18 [38] (7 ranks, +4 Cha, +3 class, +2 race, +2 feat [+20 seamless guise])
Knowledge (Engineering)* +6 (3 ranks, +0 Int, +3 class)
Knowledge (Nobility)* +10 (7 ranks, +0 Int, +3 class)
Linguistics* +4 (4 ranks)
Perception +13 (7 ranks, +0 Wis, +3 class, +1 trait, +2 feat)
Sense Motive +14[18] (7 ranks, +0 Wis, +3 class, +2 race, [+4 circumstance], +2 feat)
Stealth +18 (7 ranks, +5 Dex, +3 class, +3 feat)

Total Points: 56 [7*(6 Vigilante + 0 Int + 2 background)]
AC penalty is 0

LANGUAGES
Common, Abyssal, Elven, Halfling, Infernal.

EQUIPMENT
Dagger x2 (4gp)
Noble’s Outfit (30gp)
+1 silver dagger (2322gp)
+1 chain shirt (1350gp)
Belt of Dex +2 (4000gp)
+1 studded leather
+2 ring of prot
+2 am of nat arm
Mask of the Mantis

821 gold 0 silver 0 copper.

SPECIAL ABILITIES
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Pass for Human: (Social only) Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits). This ability alters the tiefling’s type, subtype, and languages.
Prehensile Tail: (Vigilante Only) Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Skilled: Rakshasa-spawn Tieflings gain a +2 racial bonus on Disguise and Sense Motive checks.
Variant Ability: Your features are subtly malleable, granting you a +2 racial bonus on all Disguise checks.

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
Ahreni is now a woman fully, or mostly fully grown, and has gradually filled out from the emaciated waif that Sandru first met. That said she is still thin and hard, with the lean figure of someone who works every day for their livelihood. Her hair is long and black and has barely ever known the touch of a brush, only a simple twist of string or rudimentary pin to hold it out of her eyes. Ahreni changes clothes regularly, now that Sandru has finally impressed the importance of it on her, but favours sturdy and practical jerkins and trousers over skirts and the embroidered blouses so beloved of varisian caravan followers. Her dress sense and physique have led to Ahreni being mistaken for a boy more than once and her strangely gravelly voice adds to the effect.
She almost always smells of animals, generally the horses she spends most of her time with, which overlays her natural scent unless tackled with serious application of soap and water – something she resists ferociously. The only piece of personal grooming Ahreni does not regularly disregard is cleaning her teeth, which she does ritually every morning and night. As a result her teeth are impressively white in an otherwise sun-darkened face, although an astute observer might notice that she has rather more canines than is normal in humans.

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.