Giliad Orphanzos's page

18 posts. Alias of Dennis Harry.

About Giliad Orphanzos

Giliad Orphanzos
Male Human – The Merchant of the First District


Inquisitor (Heretic) 4/Vigilante 1
Orzhov Guil
LE – LN (Vigilante Identity)
Init +9; Senses Perception +10
Languages: Common
AC 17, touch 13, flat-footed 14 (Chain Shirt +4, Dexterity +3)
hp 40 (40) (HD 5d8)
Fort +6, Ref +7, Will +9

Speed 40 ft.
BAB +4
Melee Masterwork Rapier - + 4 – Damage 1d6-1
Magic Repeating Crossbow + 8 – Damage 1d10+1
Melee Daggers + 3 – Damage 1d4-1
Ranged Daggers + 7 – Damage 1d4

Str 8, Dex 16, Con 10, Int 14, Wis 14, Cha 16
Base Atk +4; CMB +3; CMD 16

Improved Initiative, Skill Focus Bluff, Skill Focus Sense Motive, Great Fortitude
Teamwork Feat Shake It Off (Gain +1 bonus to all saves per adjacent ally)

All Simple and Martial Weapons, Long Bow, Hand Crossbow, Repeating Crossbow, Deity Favored Weapon (Orzhova), Light and Medium Armor, and Shields (Except Tower).

Cutting Condescension
You quickly get compliance from those in your way.
Benefit(s): You gain a +2 trait bonus on Intimidate checks to force a creature to act friendly towards you, and can attempt such checks in half the normal time.

Cynical Ear
Neither honeyed tongues or righteous wrath move you much.
Benefit(s): Add 2 when determining your Hit Dice for Intimidate checks, and increase the DC or all Diplomacy checks against you by 2.

Skills: 59 Ranks (Based on Class +INT+ Favored Class – Inquisitor+Background Skills)
Acrobatics +8 (Ranks 2)
Appraise +7 (Ranks 2)
Bluff +16 (Ranks 5)
Climb +5 (Ranks 3) (+2 with climb kit)
Diplomacy +11 (Ranks 5)
Disable Device +8 (Ranks 2) (+2 using thieves’ tools)
Disguise +7 (Ranks 1)
Escape Artist +3 (Ranks 0)
Heal +6 (Ranks 1)
Intimidate +13 (Ranks 5)
Knowledge Dungeoneering +6 (Ranks 1)
Knowledge Engineering +7 (Ranks 2)
Knowledge Local +10 (Ranks 5)
Knowledge Nobility +7 (Ranks 2)
Linguistics +4 (Ranks 2)
Perception +10 (Ranks 5)
Sense Motive +11 (Ranks 8)
Sleight of Hand +8 (Ranks 2) (+2 to conceal thieves’ tools) (+2 in Pickpocket’s Outfit)
Stealth +13 (Ranks 5) (+5 with mask)
Survival +8 (Ranks 2)
Use Magic Device +8 (Ranks 2)
+2 to Bluff, Diplomacy, Sense Motive as Free Action 2x per day
Special Abilities


Judgment (Swift Action) 2x Day -
Healing - Fast Heal 2/Rd.

Escape as a Judgment. Each time the inquisitor using this judgment and hits an opponent with a melee or ranged attack, the Inquisitor can use a move action attempt to create a diversion to hide (see the Stealth skill).

Stern Gaze - Morale bonus on all Intimidate and Sense Motive checks equal to 1/2 level (minimum +1).

Lore of Escape - Add Wisdom bonus to Bluff and Stealth.

Hide Tracks - Creatures attempting to track me they get a -5 penalty to their checks.

Cunning Initiative - Add Wis Bonus to Init.

Detect Alignment - At Will.

Track - As Per Ranger ability. A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Solo Tactics (Ex): At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.


Social Talent

Gossip Collector

The vigilante sits at the center of a web of gossip, granting him access to the latest scuttlebutt with baffling speed. Whenever the vigilante is presented with a topic about which he would normally need to spend 1d4 hours to gather information, he must spend only 1d2 hours instead. If he has the renown social talent and gathers the information in his area of renown, he must instead spend only 1d4 × 10 minutes, and if he beats the DC to gather a piece of information by 20 or more, he knows that piece of information without spending any time at all; he has simply already heard that gossip. This ability doesn’t allow him to gather information that isn’t available in the locale he is canvassing, even if that locale is his area of renown.

Avenger Specialization +1 BaB

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.

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.

Domain – Travel (Trade Subdomain)
You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Silver-Tongued Haggler (Su): Whenever you make a Bluff, Diplomacy, or Sense Motive check, you can, as a free action, grant yourself a bonus on the roll equal to 1/2 your Inquisitor level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Base Racial Traits
Human Extra Feat +1 Skill Point per Level +2 any 1 Ability score.

Orisons (6)
Brand, Daze, Guidance, Acid Splash, Sift, Disrupt Undead

Known - (4)

Heightened Awareness 10 Min Lvl. +2 Perception & all Knowledges while active - if Initiative begins may dismiss this spell to gain +4 on Ini roll),
Persuasive Goad,
Cure Light Wounds

Per Day - (4)

Known (2)

Hold Person

(Next 2nd Level spell – Confess)

Per Day - (2)


In Home:

Noble Outfits (3)

On Person:

PickPocket’s Outfit


Masterwork Rapier in Sheath

Waterskin (1)

Belt Pouch (17 GP) & Azorius Signet

Concealable Masterwork Thieves’ Tools (190)

Inside Main Compartment Haversack: 80 lbs.- 76 lbs. :

Repeating Crossbow (12 lbs – 5 loaded)
Inquisitor’s Kit (34 lbs) This kit includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.

Climbing Kit (5 lbs) These crampons, pitons, ropes, and other tools give you a +2 circumstance bonus on Climb checks.

Deluxe Dungeoneer’s Kit (15 lbs.) A deluxe dungeoneering kitcontains two candles, chalk, a hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs, and an everburning torch.

Crossbow Bolts (10 – 2 repeater clips – 10 gp)

Inside Secondary Compartment Haversack : 20 lbs – 19 lbs. :

Crossbow Bolts (15 (3 repeater clips) - 15 gp)
Spidersilk Rope 50’ (4 lbs.)

Special Material Gear

Magical Gear

Stalker’s Mask

Preserved sections harvested from several different human faces cover this mask.
When worn, the mask desaturates the wearer’s color, making him appear shadowy and granting a +5 competence bonus on Stealth checks. Once per day as a full-round action, the wearer can cause the mask’s features to take on the appearance of any creature of the wearer’s basic size and shape within 60 feet that he observes, allowing the wearer to adopt that creature’s appearance for 1 hour. This grants him a +10 bonus on Disguise checks made to appear as the creature. The mask also grants the wearer a +1 bonus on attack rollsand weapon damage rolls made against the creature he is disguised as, as the mask builds upon the wearer’s rage and jealousy of the target’s appearance.

Heward’s Handy Haversack (2,000)
Cloak of Resistance +1 (1,000)
Potion – Spider Climb

Giliad is the son of a Merchant Father and Entertainer Mother. His Father ran into Gambling debts that he sought to have the Orzhov Guild secretly cover. However, his payments were not made timely and Giliad was “sold” to the Orzhov. Instead of claiming the boy as a slave as perhaps the Rakdos would have done, the Orzhov continued to support the family and began to groom Giliad as an agent within the Boros’ First District.

As he grew into adulthood, Giliad was disgusted with the shell of the man his father had become and arranged for an “accident” to befall him so that he could assume command of his Father’s long failing business. (Technically, this may give him the pre-requisite for the Assassin Assassin PRC).

The silks imported by the Orphanzos family continued to filter into the city unimpeded and his Mother was placed in a lovely home with the Selesnya Guild to live out her days in song and dance and art.

As his father before him, he scoffs at the Orzhov Syndicates public attempts to wrest control of the family business while he secretly owes all he has to the Guild. By day his reputation as a Silk Merchant and purveyor of gossip is well known in the First District and he is a fair minded business man. By night, he is a relentless Orzhov Agent whose task is not to enforce outsiders to obey the dictates of the Syndicate but to ensure that those already involved obey and do not cheat the Syndicate.

He answers to Tesya Karlov himself and is known as the Mask to those he visits as his face is always covered in a black and white mask (a Stalker’s Mask) that obscures his face and muffles his voice. Combined with his Vigilante dual identity, the plump merchant Giliad would never be mistaken for the ruthless enforcer the Mask.

Character building questions:

1. To what guild does your character belong? Do they like the guild they're in? Are they the stereotypical member of said guild, or do their ideas differ slightly from the rest of your guild members? How much of an impact does their guild have on their personality and actions?

Orzhov. He loves the Guild and the life it has afforded him. He is a bit of Heretic as he pays lip service to the dictates of the Guild while attacking those who would stray outside of its tenets. His hidden persona is driven completely by the whims of Tesya. His public persona is a different story.

2. What is your characters' history? Where did they come from? Who are their parents? What guild do their parents belong to? Are they still alive? What friends do you have? Enemies? Rivals? What do your Guildmates think of you? Do they admire you or hate you? Any other connections to the other members of the plane of Ravnica?
He is from the First District and his parents were not Guild affiliated though his mother was fond of the Selesnya. Father dead (murdered by his hand). Mother alive and “retired” from the family home. Giliad is well liked by all and spends as much time gossiping as he does transacting business. He has no “close” friends nor does he have any enemies.
He sells silks to the wife of Tajic and so has somewhat of a relationship with that gruff commander.
Giliad has business dealings with the Izzet League as well and has met with both Melek and Ral Zarek to personally assist with tailoring their looks for certain events.
He knows Emmara Tandris and arranged with her to have his Mother join the Conclave.
He has no other specific relationships with any other known Guild Members.
Many of the Orzhov hate the Mask because of what he represents, a check on their greed.
3. What does your character look like? Is there some identifying feature they have? Wounds from previous fights/altercations, anything? This extends to clothing as well. In some guilds, clothing is everything. How does your character tend to dress?
Giliad wears many layers to give off the impression that he is a bit fat of frame. His face is normally covered by dark glasses though he never wears a hat as he is always wearing wig to conceal what color his hair truly is. He always has on too much make-up as well which gives him a distinctly rosy complexion that the Mask does not possess. Giliad is always laughing and joking and never frowns even when a deal goes wrong. His colors are normally Boros or Izzet inspired as most of his business is with members of these Guilds and within districts in their cities. He carries a dagger at his side as a just in case in business dealings.
The Mask has short cropped black hair with pale non-descript facial features, when it can be seen and wears a magical Mask. His stare is blank and his affect is flat. At his hip is a multi-purpose belt (Heward’s Haversack) and hanging from his hip is a Masterwork Rapier. His clothing is tight and black with grey and white accents.
4. Where does your character live? A person's house says a lot about them, and that is no truer anywhere than on Ravnica. Do you live with your guildmembers? Have your own house with your family, or perhaps you're married and have children? Are any of them in guilds? All of these are important details to know.
First District in his family home which is a bit of a rundown manse. No children and no wife.
5. Why did your character get recommended for the investigation team? Your talents obviously demonstrated you were prepared for this assignment. Why? What have you accomplished already? What do you aim to accomplish?
Perhaps by Tesya? He is not entirely sure but it is likely if she was asked by Azorius she would offer up the Mask and see whether he was more useful than just an intimidator and money collector.

The Mask has become the Orzhov “bogeyman” a feat in itself impressive. Though not a stellar fighter as he generally gets the drop on his targets and with his skilled tongue gets many to reveal that which they would dearly like not to reveal. He is a solid investigator as a result.

Orzhov Flavor and Background:

Orzhov Syndicate
My Consecration. My Commerce. My Guild.
The Orzhov guild is founded on the beliefs that wealth is power, that structure breeds wealth, and that guilt creates structure. The guild is run like a combination religion, credit-lending agency, and crime syndicate. An ostentatious hierarchy of priests, enforcers, and ghostly councilors rules over a congregation of guilt-bound loyalists, indebted undead, and thrull servants. Many Orzhov guild members truly believe that their rule is necessary for making Ravnica the best it can be, and they are unscrupulous in their methods of seizing power. Most Ravnicans see the Orzhov for the corrupt organization they are, but many are lured in by their promises of wealth, prestige, and longevity.
Obzedat, the Ghost Council. The Orzhov guild is ruled by the Obzedat, a council of ghostly autocrats who have maintained their wealth and power even as they’ve shed their mortal forms. Members of the Obzedat have managed to cheat mortality, maintaining their consciousness (and their greed) beyond the threshold of death. They are paranoid and spiteful dictators, often going out of their way to thwart ambitious underlings, crush rumormongers, and spy on potential enemies. The Obzedat rarely speak directly with those outside the guild; instead they communicate through their official envoy, Teysa Karlov.