Race |
Half-elf |
Classes/Levels |
Vigilante5 |
Gender |
Male |
About Falandar Thornarrow, Pathfinder
Falandar Thornarrow
Male half-elf (Wildborn) vigilante 5 (Pathfinder RPG Ultimate Intrigue 9)
CN Medium humanoid (elf, human)
Init +5; Senses darkvision 90 ft., low-light vision; Perception +11
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Defense
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AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)
hp 43 (5d8+15)
Fort +3, Ref +7, Will +5; +2 vs. enchantments
Defensive Abilities unshakable (+5); Immune sleep
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Offense
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Speed 30 ft.
Melee cold iron kukri +8 (1d4+4/18-20) or
. . elven curve blade +8 (1d10+5/18-20) or
. . yellowheart club +7 (1d6+2)
Ranged mwk composite longbow +9 (1d8+2/×3)
Special Attacks startling appearance
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Statistics
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Str 14, Dex 17, Con 14, Int 13, Wis 12, Cha 10
Base Atk +5; CMB +7; CMD 20
Feats Deadly Aim, Point-Blank Shot, Precise Shot, Weapon Finesse
Traits elven reflexes, left behind
Skills Acrobatics +9, Climb +5, Diplomacy +12 (+13 vs. Forlorn elves and non-elves), Disguise +0 (+20 to appear as part of polite society while in your social identity), Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (local) +7, Knowledge (nature) +3, Knowledge (nobility) +5, Perception +11, Sense Motive +5 (+6 vs. Forlorn elves and non-elves), Stealth +10, Survival +13, Swim +5; Racial Modifiers +2 Perception
Languages Common, Elven, Polyglot
SQ dual identity, elf blood, social grace, social talents (gossip collector[UI], obscurity, social grace[UI]), vigilante specialization (avenger[UI]), vigilante talents (lethal grace[UI], shadow's sight[UI])
Combat Gear cold iron arrows (9); Other Gear mwk chain shirt, mwk buckler, cold iron kukri, elven curve blade, mwk composite longbow (+2 Str), yellowheart club, wayfinder[ISWG], belt pouch, waterskin, mule, backpack, blanket, torch, trail rations, 2,808 gp
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Special Abilities
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Darkvision (90 feet) (Disguise Req'd) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Gossip Collector (Ex) Gather info in 1d2 hours (faster in area of renown). Beat DC by 20 means instantly known.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Obscurity (Absalom) (Ex) Your social identity is not famous, but obscure.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Social Grace (Diplomacy) +4 circumstance bonus to selected skill while in your social identity.
Social Grace (Survival) +4 circumstance bonus to selected skill while in your social identity.
Startling Appearance (Ex) Attacking unaware foe makes them flat-footed and they -4 to attack you for 1 rd.
Unshakable +5 (Ex) Add the listed bonus to the DC of foes attempting Intimidate checks against you.
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