Woman

Ginetta Cicerdos's page

84 posts. Alias of Itzi.


Race

Female Half-elf Vigilante 2 | HP 13 | AC 18 Touch 14 FF 13 | Fort +1 Ref +7 Will +5 | Init +3 | Perc +8 - Low-light vision | Speed 30'

About Ginetta Cicerdos

Basics:

Vigilante 2 (Stalker)
NG Medium Half-elf, Humanoid - 22 years old, 5'2", 115 lbs
Senses low-light vision
Perception +8
Languages Taldan

Defense:

HP 13 (2d8)
AC 18 (+1 leather armor, buckler, Dex +3, Dodge)
Fort +1 (base +0, Con +0, cloak +1); Ref +7 (base +3, Dex +3, cloak +1); Will +5 (+3 base, Wis +1, cloak +1)

Immune to sleep effects.
+2 on saves vs enchantment spells and effects.

Offense:

Speed 30'

Melee Unarmed Strike +4 (1d3 20/x2; non-lethal)
Melee Dagger +5 (1d4 19-20/x2; Slash/Pierce)
Melee Rapier +5 (1d6 18-20/x2; Piercing, finesse)

Statistics:

Str 10 (+0) Dex 16 (+3) Con 11 (+0) Int 12 (+1) Wis 12 (+1) Cha 16 (+3)

Ancestry - Half-Elf:

Low-Light Vision
The character can see in dim light as though it were bright light, so it ignores the concealed condition due to dim light.

Elven Immunities
Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Adaptability
Half-elves receive Skill Focus as a bonus feat at 1st level.

Ability Score Increase: (Dex)
Half-elf characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Keen Senses
Helf-elves receive a +2 racial bonus on Perception checks.

Elf Blood
Half-elves count as both elves and humans for any effect related to race.

Multitalented (Vigilante,Swashbuckler)
Half-elves choose two favored classes at first level and gain +1 skill point whenever they take a level in either one of those classes.

Class - Vigilante:

Level 1

Vigilante Specialization Stalker
A stalker gains an ability called hidden strike, which allows him to deal an extra 1d8 points of precision damage on melee attacks (or ranged attacks from within 30 feet) against foes who are unaware of his presence, who consider him an ally, or who are made flat-footed by startling appearance (see page 17). This extra damage increases by 1d8 at 3rd level and every 2 vigilante levels thereafter. A stalker vigilante can also deal hidden strike damage to a target that he is flanking or that is denied its Dexterity bonus to AC, but in these cases, the damage dice are reduced to d4s. A stalker can deal hidden strike damage against targets with concealment (but not total concealment).

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 is 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.

Hidden Strike
A stalker deals an extra 1d8 points of precision damage on melee attacks (or ranged attacks from within 30 feet) against foes who are unaware of his presence, who consider him an ally, or who are made flat-footed by startling appearance (see page 17). This extra damage increases by 1d8 at 3rd level and every 2 vigilante levels thereafter. A stalker vigilante can also deal hidden strike damage to a target that he is flanking or that is denied its Dexterity bonus to AC, but in these cases, the damage dice are reduced to d4s. A stalker can deal hidden strike damage against targets with concealment (but not total concealment).

Seemless 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 Grace (Perform - Sing)
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.

Level 2

Vigilante Talent: Rogue Talent (Ex) - Weapon Training
The vigilante gains a single rogue talent (not an advanced talent) of his choice. If he selects a rogue talent marked with an asterisk (*), that talent applies to his hidden strikes instead of to sneak attacks, and the talent counts as a stalker vigilante talent with an asterisk (*) for the limitation of only one applying to a given hidden strike. Only a stalker vigilante can select this talent.

Weapon Training
A rogue that selects this talent gains Weapon Focus as a bonus feat.

Traits:

Diva in Training (Campaign - Sing)
The opera is perhaps the most important and prestigious form of entertainment offered in Kintargo, and the Kintargo Opera House is among the most famous of its kind. You’re hardly a superstar among the performers who’ve graced the stage there, but you have performed several times before in small parts. Just recently, you got your big break—you’d won a role in the infamous opera Huntress of Heroes, and had been studying for the role furiously before the onset of martial law dashed your plans to the dirt. Now that the Kintargo Opera House has been claimed by Barzillai Thrune, all shows have been canceled and your chance at success seems to have been lost. Yet you can’t lose hope. You still practice your skills, and some day, perhaps the Kintargo Opera House will open its doors again, at which point you intend to be center stage!

Choose one type of Perform skill. You gain a +1 trait bonus in that specific Perform skill, and all Perform skills are class skills for you. You also increase the save DCs of all language-dependent spells and effects you create by 1.

Fencer (Combat)
You trained with blades for long hours as a youth, either taking lessons in the genteel art of fencing from tutors paid for by your parents or being taken under the wing of a disenfranchised fencer who may have turned to a life of crime.

Benefit: You gain a +1 trait bonus on attack of opportunity attack rolls made with daggers, swords, and similar bladed weapons.

Feats:

1st Level

Simple Weapon Proficiency
You are proficient with all Basic weapons.

Martial Weapon Proficiency
You are proficient with all Martial weapons.

Shield Proficiency
You are trained in how to properly use a shield.

Armor Proficiency (Light)
You are skilled at wearing light armor.

Armor Proficiency (Medium)
You are skilled at wearing medium armor.

Skill Focus: (Perform - Sing)
Choose a skill. You are particularly adept at that skill.
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.

Dodge
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

2nd Level

Weapon Focus: Blades, Light
You gain a +1 bonus on all attack rolls you make using the selected weapon group.

Skills:

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Adventuring Skills
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Total skill ranks: 14

Acrobatics +6 (1 rank, +3 class skill, Dex +3, -1 AP check)
Bluff +10 (1 rank, +3 class skill, Cha +3, Skill Focus)
Climb -1 (+3 class skill, Str +0, -1 AP check)
Diplomacy +8 (2 ranks, +3 class skill, Cha +3)
Disable Device +6 (1 rank, +3 class skill, Dex +3, -1 AP check)
Disguise +7 (1 rank, +3 class skill, Cha +3)
Escape Artist +6 (1 rank, +3 class skill, Dex +3, -1 AP check)
Fly +2 (Dex +3, -1 AP check)
Heal +1 (Wis +1)
Intimidate +7 (1 rank, +3 class skill, Cha +3)
Knowledge (arcana) -- (Int +1)
Knowledge (dungeoneering) -- (Int +1)
Knowledge (local) +5 (1 rank, +3 class skill, Int +1)
Knowledge (nature) -- (Int +1)
Knowledge (planes) -- (Int +1)
Knowledge (religion) -- (Int +1)
Perception +8 (2 ranks, +3 class skill, Wis +1, +2 racial)
Ride +2 (+3 class skill, Dex +3, -1 AP check)
Sense Motive +1 (+3 class skill, Wis +1)
Spellcraft -- (Int +1)
Stealth +7 (2 ranks, +3 class skill, Dex +3, -1 AP check)
Survival +1 (+3 class skill, Wis +1)
Swim -1 (+3 class skill, Str +0, -1 AP check)
Use Magic Device +7 (1 rank, +3 class skill, Cha +3)

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Background Skills
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Total skill ranks: 4

Appraise +1 (+3 class skill, Int +1)
Handle Animal -- (Cha +3)
Knowledge (engineering) -- (Int +1)
Knowledge (geography) -- (Int +1)
Knowledge (history) -- (Int +1)
Knowledge (nobility) +5 (1 rank, +3 class skill, Int +1)
Linguistics -- (Int +1)
Perform (sing) +13 (2 ranks, +3 class skill, Cha +3, Trait +1, Social Grace +4)
Sleight of Hand +5 (1 rank, +3 class skill, Dex +2, -1 AP Check)

Gear:

[head] ???
[headband] ???
[eyes] ???
[shoulders] cloak of resistance +1
[neck] ???
[chest] ???
[body] +1 leather armor
[armor] ???
[belt] ???
[wrists] ???
[hands] ???
[ring1] ???
[ring2] ???
[feet] ???

dagger x3
rapier
buckler
cold-weather clothing

belt pouch

└ 51 gp

backpack

potion of cure light wounds x4 x3 x2 x1

Combat Macros:

[dice=Unarmed Attack]1d20+4[/dice]
[dice=Unarmed Damage - B]1d3[/dice] [ooc]non-lethal[/ooc]

[dice=Dagger Attack]1d20+5[/dice]
[dice=Dagger Damage - P/S]1d4[/dice]

[dice=Partial Hidden Strike Dagger Attack]1d20+5[/dice]
[dice=Partial Hidden Strike Dagger Damage - P/S]1d4+1d4[/dice]

[dice=Hidden Strike Dagger Attack]1d20+5[/dice]
[dice=Hidden Strike Dagger Damage - P/S]1d4+1d8[/dice]

[dice=Silvered Dagger Attack]1d20+5[/dice]
[dice=Silvered Dagger Damage - P/S]1d4-1[/dice]

[dice=Partial Hidden Strike Silvered Dagger Attack]1d20+5[/dice]
[dice=Partial Hidden Strike Silvered Dagger Damage - P/S]1d4-1+1d4[/dice]

[dice=Hidden Strike Silvered Dagger Attack]1d20+5[/dice]
[dice=Hidden Strike Silvered Dagger Damage - P/S]1d4-1+1d8[/dice]

[dice=Rapier Attack]1d20+5[/dice]
[dice=Rapier Damage - P]1d6[/dice]

[dice=Partial Hidden Strike Rapier Attack]1d20+5[/dice]
[dice=Partial Hidden Strike Rapier Damage - P]1d6+1d4[/dice]

[dice=Hidden Strike Rapier Attack]1d20+5[/dice]
[dice=Hidden Strike Rapier Damage - P]1d6+1d8[/dice]

[dice=Primary Rapier Attack]1d20+5-4[/dice]
[dice=Primary Rapier Damage - P]1d6[/dice]
[dice=Secondary Silvered Dagger Attack]1d20+5-8[/dice]
[dice=Secondary Silvered Dagger Damage - P/S]1d4-1[/dice]

Status Macro:

[spoiler=Current Status]
[ooc]Current HP: [i]13/13[/i][/ooc]
[ooc]Hero Points: 1/3[/ooc]
[ooc]Current Effects: n/a[/ooc]
[/spoiler]

Appearance/Personality:

The bubbly form of positive energy that is Ginetta Cicerdos stands only a couple of inches taller than five foot. With full tendrils of auburn curls hanging from her head and her large luminous green eyes, the elvish blood in her background only seems to emphasize the child-like innocence of her smile. Some might be forgiven for assuming that she doesn't spend a lot of time contemplating the deeper subjects of the world and the fact that she never comments on anything more serious than the weather and when Shesen will return does nothing to dissuade that idea.

In contrast, her alter-ego, Rose Nightfall stands significantly taller - due to attitude, stance, and high-heeled boots - and carries herself with arrogance. A hood covers her hair, revealing only a single crimson braid that hangs down her shoulder. Rose is typically taken much more seriously, but that may be partially due to the razor-sharp rapier that rests easily in her left hand.

Background:

The daughter of a semi-well known human stage actor and a flighty elven adventurer-turned-painter, Ginetta was destined for the arts in some shape or form. With her skilled singing voice, it turned out to be the opera. While she hasn't yet gained the center stage, she hopes that her time spent in supporting roles will eventually lead her to the recognition that she feels she deserves.

Unfortunately, the regime of practice, perform, practice some more left her feeling somewhat unsatisfied. In her youth, this lack was filled with her friend Vivia Izbasa, a Varisian troublemaker with whom she shared various youthful adventures - to her parents dismay. Over the course of her teen years, her numerous near-misses with the dottari has engendered within her the wisdom to conceal her identity to avoid spoiling her potential future on the stage.

With the unstoppable approach of adulthood, Ginetta set aside most of her childish exploits. Her friend, Vivia, though was a part of her youth that she was reluctant to part with. To her parents' relief and Ginetta's dismay, Vivia seemed to vanish into the shadows of the city two years ago. Since then, the young singer has been focused on her stage career and with the very recent patronage of the Jhaltero family, she's noticed the empty space in her spirit less and less.

That is, until three days ago when a letter arrived. It was signed by her lost friend and mentioned the Silver Ravens, but something feels ... off.