Frozen Shadow

Donna Incognita's page

No posts. Organized Play character for Lady Ladile.


Race

l Senses: Perception -1

Skills:
Acrobatics +8, Climb +6, Diplomacy +5, Kn. Arcana/Local/Nobility +7, Kn. Dungeoneering +6, Prof. Farmer +4, Spellcraft +6, Stealth +7, Swim +6

Classes/Levels

Female CG Human Vigilante (Warlock) 2 | Active Conditions:

Gender

HP: 17/17 l AC: 15, T 13, FF 12 l CMD 16 l F +3, R +6, W +2 l A Sure Thing (1/day), L1: 3/3 l Init +7

About Donna Incognita

Donna Incognita
PFS ID#: 192133-17
Occupation: Righter of Wrongs
Experience: 4
Fame: 6
Prestige: 6
Wealth: 1,641 gp, 3 sp, 7 cp

Human Vigilante (Warlock) 2
CG Medium Humanoid (Human)
Init +7; Senses Perception -1
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
HP 17
Fort +3, Ref +6, Will +2
Resist Electricity 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee
Cold Iron Dagger +3 (1d4+2/19-20)
Glaive +3 (1d10+3/×3)
Mystic Bolt +3 (1d6 electricity)
Silver Light Mace +3 (1d6+2)
Ranged
Longbow +4 (1d8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
Warlock Spells Prepared (CL 2nd; concentration +4)
1st — Heightened Awareness, Long Arm, Shadow Trap (DC 13)
0 (at will) — Detect Magic, Flare (DC 12), Mage Hand, Message
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Statistics
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Str 14, Dex 16, Con 14, Int 14, Wis 8, Cha 12
Base Atk +1; CMB +3; CMD 16
Feats
Combat Reflexes
Improved Initiative
Traits
A Sure Thing
Life of Toil

Social Talents:

Social Grace (Ex) - 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.

Vigilante Talents:

Elemental Armor (Su) - When in her vigilante identity, the warlock gains armor made of elemental energy. She is surrounded by a nimbus of ice, lightning, or flames, granting her resistance 5 to cold, electricity, or fire, respectively. The damage type must be chosen when she selects this talent, and it can’t be changed. At 4th level, the warlock’s armor deals 1d6 points of damage of the chosen energy type to any creature striking the warlock with a natural weapon or a non-reach melee weapon. A creature that attempts a grapple combat maneuver check against the warlock also takes this damage. A creature can take damage in this way no more than once per round. At 8th level, the energy resistance increases to 10. At 12th level, the damage increases to 2d6 points. At 16th level, the warlock becomes immune to the chosen damage type while in her vigilante identity.

Skills
Acrobatics +8 - (2 rank, 3 class, 3 Dex)
Climb +6 - (1 rank, 3 class, 2 Str)
Diplomacy +5 - (1 rank, 3 class, 1 Cha)
Kn. Arcana +7 - (2 rank, 3 class, 2 Int)
Kn. Dungeoneering +6 - (1 rank, 3 class, 2 Int)
Kn. Local +7 - (2 rank, 3 class, 2 Int)
Kn. Nobility +7 - (2 rank, 3 class, 2 Int)
Profession: Farmer +4 - (2 rank, 3 class, -1 Wis)
Spellcraft +6 - (1 rank, 3 class, 2 Int)
Stealth +7 - (1 rank, 3 class, 3 Dex)
Swim +6 - (1 rank, 3 class, 2 Str)
Languages Common, Dwarven, Halfling
Other Gear Arrows (20), Bedroll, Caltrops, Canteen, Earplugs, Everburning Torch, Flint and Steel, Hemp Rope (50 ft.), Manacles, Masterwork Backpack, Masterwork Snorkel, Skeleton Key, Trail Rations (5), Underwater Goggles, Spellbook, Wrist Sheath, spring loaded (2)
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Special Abilities
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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.

Energy Resistance, Electricity (5) - You have the specified Energy Resistance against Electricity attacks.

Mystic Bolts (Su; Electricity) - A warlock can sling projectiles of magical energy at will by shooting a bolt or touching her foe. A melee mystic bolt requires the target to be within reach, and a ranged mystic bolt is a ranged attack with a range of 30 feet. A mystic bolt deals 1d6 points of damage plus 1 for every 4 vigilante levels the warlock has. The warlock must choose one type of damage for her mystic bolt: acid, cold, electricity, or fire. Attacking with a mystic bolt takes the place of one of the warlock’s normal attacks, and she can make a full attack using mystic bolts. The warlock vigilante attacks with mystic bolts as though they were light one-handed weapons, and the bolts can be used for two-weapon fighting (with each hand creating one mystic bolt) and feats and abilities that apply to weapon attacks (unless they’re excluded from that feat, such as with Power Attack). Weapon Focus (ray) doesn’t apply to mystic bolts, but a warlock can take Weapon Focus (mystic bolt) and apply it to both melee and ranged mystic bolts.

Creating a mystic bolt requires the hand to be free, but the bolt appears only briefly, so a warlock using mystic bolts has a free hand any time she isn’t attacking with a mystic bolt. The warlock threatens with a mystic bolt, but only if she has a hand free. Because mystic bolts are impermanent, a spell that targets a single weapon (like magic weapon) can’t affect it, nor can a mystic bolt be made with magic weapon special abilities. Abilities that affect all weapon attacks the warlock makes, such as the arcane striker warlock talent, function with mystic bolts.

At 7th level and every 6 vigilante levels thereafter, the warlock chooses another damage type from the list above. Each time she creates a mystic bolt, she can have it use any one of the damage types she has selected. This ability replaces vigilante specialization.

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 Talent - Starting at 1st level, and every 2 levels thereafter, a vigilante gains a social talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet other prerequisites before they can be chosen, such as having another social talent or attaining a minimum vigilante level. Once a talent has been chosen, it cannot be changed.

Vigilante Talent - Starting at 2nd level and every 2 levels thereafter, a vigilante gains a vigilante talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet prerequisites before they can be chosen, such as possessing another vigilante talent, possessing a particular specialization, or attaining a minimum level. Once a talent has been selected, it can’t be changed.

If the vigilante uses any of these talents while in his social identity, he must succeed at a Disguise check against the Perception checks of all onlookers (without the +20 circumstance bonus from seamless guise) or the onlookers will realize that he is more than his social identity appears to be and perhaps discover the social and vigilante identities are one and the same. If a talent calls for a saving throw, the DC for that save is equal to 10 + 1/2 the vigilante’s level + the vigilante’s Charisma modifier, unless stated otherwise.

Introduction & Background:

Appearance:

Personality:

Favored Class Bonuses:

1st: +1 Skill Point
2nd: +1 Skill Point

Consumables:

Purchases: