Wight

H4RP00N's page

30 posts. Alias of Oceanshieldwolf.


Full Name

H4RP00N

Race

Warforged (Maniac/Omnipath)

Classes/Levels

Vigilante (Stalker) 1; HP 11/11; AC 17/T 11/ FF 16; Fort +2, Ref +3, Will +4; CMB +2, CMD 13; Per +5, Init +2; Spd 20 ft.;

Size

Medium

Alignment

CN

Strength 14
Dexterity 13
Constitution 14
Intelligence 14
Wisdom 13
Charisma 14

About H4RP00N

Quick View Stats for Combat:
Status:
HP: 11/11
AC: 17, 11 touch, 16 flat-footed
Saves: Fort: +2, Reflex: +3, Will +4
BAB +0
CMB +2; CMD 13

Initiative: +1 (+1 Dex, +1 Trait)
Conditions:
Spells in Effect:
Currently wearing: Armored Coat
Items in Hand: Harpoon

Haqueton's Tale:
First there was the rhythm - the vibrations of start and...stop. Start and... stop. Start and... stop. For what seemed an ageless time. Time itself grew, from nothing to a value, an accretion, with only its previous absence to judge by diametric opposition - growth. Then came sensations. Warmth. All over, and sometimes great heat. And outside the vibrations had another name - sound. Of loud and quiet, high and low. Voices, whispers, and in time, a whisper.

"Vol".

Light entered, and vision. Vision of space and enclosure. Grey and muted red. Figures that tore themselves away from the background and moved in ungainly ways, with spindly appendages, though covered. These vision-beings were the "Instructors". The Instructors had little time, they said, and began the litanies. Of which there seemed little logic or purpose to. But it listened, and learned hungrily.

Then bright fire, and noise. Uneven vibrations, and a new sense in the Instructor's eyes. Fear. A time of great upheaval followed, great chaos marked by panick'd flight from the enclosure. And fret and anxiousness descended, as the City of Sharn cascaded from a doorway - beautiful and corroded, marvellous and corrupt City of Spires.

Events and objects, persons and ideas were found. A kind man. A blacksmith's shop. A Place. A Name.

Haqueton.

But Haqueton was not alone. For inside Haqueton lives The Other. And The Other whispers mad cradlings of darkest imagination, churning wheedlings and maddening elucidations. Of Blood. And Vol.

Haqueton is unsure of where he came from, or what he was purposed for. He is adamant that he is "broken" somehow, but daren't share this distressing secret with any other sentient being. For the now, Haqueton works faithfully at the Plateworks, a foundry located in a better, though still industrial quarter of Sharn, far removed from the unruly district he seems to remember from his first, fugitive hours in the City.

As to The Other, he finds it addictive to dress in rags, hiding his warforged nature and to prowl the streets. Why he does this, he does not know, or what The Other wishes is also unknown. For now, during the day Haqueton polishes and mends, lifts and serves.

At night, The Other hunts.

STATS:

Ability Scores
Score (modifier) (point buy - 25 pts) (racial bonus) (level up)
Str : 14 (+2) (5)
Dex: 13 (+1) (3)
Con: 14 (+2) (2) (+2 Warforged)
Int: 14 (+2) (2) (+2 Warforged)
Wis: 13 (+1) (3)
Cha: 14 (+2) (10) (-2 Warforged)

DEFENSE:

AC: 17, touch 11, flat-footed 16 (+4 armor, + 1 Dex, +0 shield, +0 size, +2 natural)
HP:11 (Full first lvl = 8, +2 Con, +1 Favored Class)
Fort +2 (0 + 2), Ref +3 (2 + 1), Will +4 (2 + 1)

OFFENSE:

Initiative: +2 (+1 Dex, +1 Trait)
Speed 30 ft. (20 ft in armor)

Base Atk: +0

CMB: +2 (+0 BAB, +2 str) CMD: 13 (10, +0 BAB, +2 str, +1 dex)

Melee: Harpoon +2, 1d8 +3, x3, (P) (+3 Two Hand Strength)

Ranged: Harpoon +1, 1d8 + 2, x3 (+2 Strength)

Favored Class Bonus Vigilante: Hit points

TRAITS:
[3 - 2 + 1 (Drawback)]
Ambush Training: You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.

Artisan: You gain a +2 trait bonus on a single Craft skill (your choice).

Performer's Surprise: Against foes denied their Dexterity bonus to AC, you gain a +1 trait bonus on damage rolls with improvised weapons, exotic weapons, and thrown weapons.

Drawback: Choose one Knowledge skill - (Engineering). You cannot attempt untrained Knowledge checks with any other Knowledge skills, even if the check's DC is 10 or lower. If you have access to a library that covers a specific Knowledge skill, you may attempt an untrained Knowledge check with a –2 penalty.

FEATS:
[2- 1 1st level, 1 Campaign bonus]
Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Exotic Weapon Proficiency: Harpoon

SKILLS:

Class Skills: Vigilante skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception(Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth(Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skills: (8 = 6 ranks x Vigilante 1, +2 Int) x x x x x x x
Skill/Class/Ranks/Ability Modifier/Bonus ( * = ACP, # = no untrained)
Acrobatics (Dex)/Yes, +3/0/+1 = +4 * #
Appraise (Int)/Yes, +3/0/+2 = +5
Bluff (Cha)/Yes, +3/xx/+x = +x
Climb (Str)/Yes, +3/xx/+x = +x *
xxxCraft (armor) (Int)/Yes, +3/1/+2 = +8 (+2 Trait)
Diplomacy (Cha)/Yes, +3/xx/+x = +x
Disable Device (Dex)/Yes, +3/xx/+x =+x * #
xxxDisguise (Cha)/Yes, +3/+1/+2 = +6
Escape Artist (Dex)/Yes, +3/xx/+x = +x *
Fly (Dex)/No/xx/+x = +x *
Handle Animal (Cha)/No/xx/+x = +x #
Heal (Wis)/No/0/+x = +x
xxxIntimidate (Cha)/Yes, +3/1/+2 = +6
Knowledge (arcana) (Int)/No/xx/+x = +x #
Knowledge (dungeoneering) (Int)/Yes, +3/xx/+x = +x #
Knowledge (engineering)(Int)/Yes, +3/xx/+x = +x #
Knowledge (history)(Int)/No/xx/+x = +x
xxxKnowledge (local)(Int)/Yes, +3/1/+2 = +6 #
Knowledge (nature)(Int)/No/xx/+x = +x #
Knowledge (planes)(Int)/No/xx/+x = +x #
Knowledge (religion)(Int)/No/xx/+x = +x #
Linguistics (Int)/No/xx/+x = +x #
xxxPerception (Wis)/Yes, +3/1/+1 = +5
xxxPerform (Cha) /Yes, +3/1/+2 = +6
Profession (Int) /Yes, +3/xx/+x = +x #
Ride (Dex)/Yes, +3/xx/+x = +x *
xxxSense Motive (Wis)/Yes, +3/1/+1 = +5
Sleight of Hand (Dex)/Yes, +3/xx/+x= +x * #
Spellcraft (Int)/No/xx/+x = +x #
xxxStealth (Dex)/Yes, +3/1/+1 = +5 *
Survival (Wis)/Yes, +3/x/+x = +x
Swim (Str)/Yes, +3/xx/+x = +x
Use Magic Device (Cha)/Yes, +3/xx/+x = +x #

Languages: Common

CLASS ABILITIES
Weapon and Armor Proficiency: Vigilantes are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

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.

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.

Selected Social Talent: Double Time (Ex):
The vigilante's social identity is that of a skilled and respected artisan or professional, rather than a merchant or noble. In order to complete his day's work while still continuing his vigilante activities, he has learned to work faster than normal, hiding his progress so it seems like he is working full shifts at his day job rather than spending some of that time on other pursuits. The vigilante needs to spend only 6 hours each day for mundane uses of the Craft or Profession skill, rather than 8 hours. If he has the social grace social talent, he needs to spend only 4 hours for any skill he's chosen with social grace. A vigilante must have a social identity appropriate to the chosen skill to select this talent.

Vigilante Specialisation: Stalker:

Vigilante Specialization (Ex)

At 1st level, a vigilante must choose to be either an avenger or a 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. 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).

Once this choice is made, it can't be changed. While many vigilante talents are usable by both specializations, some are unique to each specialization. A stalker vigilante can apply only one talent marked with an asterisk (*) to a given hidden strike, and only when that hidden strike is dealt against a foe that is unaware of the stalker vigilante's presence (or who considers him an ally), unless otherwise noted.

Warforged Racial Stats:

Ability Score Racial Traits: +2 Constitution, +2 Intelligence, -2 Charisma
Size: Medium Size or Small Size. Once chosen, this size cannot be changed.
Those that choose to be Small Size get the standard +1 size bonus to hit and armor class and -1 penalty to CMB and CMD.
Those that choose to be Medium Size do not get any size bonuses or penalties.
Type: Humanoid (Living Construct Subtype)
Base Speed: 30' for both Medium and Small.
Languages: Common. Bonus Languages: Draconic, Dwarven, Elven, Goblin, Gnome, Halfling and Orc
Construction Metabolism: Warforged have the following alterations to a normal humanoid's natural processes
Warforged do not need to eat, breathe or sleep, but do need to rest for 8 hours to regain spells or similar abilities.
Warforged do not heal hit points or attribute damage naturally, but can be repaired with use of the Craft skill or with effects that repair constructs. Repairs made with the Craft skill take 8 hours and a warforged repair kit. The amount of hit point damage repaired per check is the result of the Craft check -15. Repairing a point of attribute damage requires 8 hours and a Craft check, DC 25. Repairing both hit point damage and one point of ability damage can done during the same 8 hour period, but still requires two different checks. Appropriate Craft skills include armorsmithing, blacksmithing, gemcutting and sculpting. A conscious warforged can repair itself.
All applications of the Heal skill while used on a warforged are replaced with an appropriate Craft skill.
Spells from the conjuration (healing) subschool or supernatural abilities that duplicate them are only half as effective, rounded down.
Warforged are not capable of procreation, having to rely on a Lifeforge to create new warforged.
Warforged do not change size or appearance naturally over time.
Construct Mind: Warforged get a +2 racial bonus to resist mind-affecting and stunning effects and are immune to paralysis and sleep effects.
Construct Resistance: Warforged get a +2 racial bonus to resist disease, death effects, energy drain, exhaustion, fatigue, nausea, poison and sicken effects as well as stabilization checks and checks to remove negative levels.
Natural Plating: Warforged have a metal plating that provides them with a +2 natural armor bonus to AC. Warforged can still wear normal armor as can other races, however this plating also counts as metal for the purposes of a druid's armor limitation. Warforged can be targeted by spells, powers and effects that affect objects made from metal, stone and wood.
Slam: Warforged have a single slam attack: Medium (1d4) or Small (1d3). This follows the normal rules for natural attacks.
Age:
Adulthood: 0 years
Intuitive: +1d12 / Self-Taught: +1d6 / Trained: +1d4
Middle Age: 150, Maximum 150 years
Base Height & Weight:
Height: 5' 10" (Medium)
Weight: 270 lbs (Medium)
Modifier: 2d4 / Weight Modifier: x4

GEAR:

Weapons:
Harpoon 1d8, x3, 10 ft, P, 16 lbs., 5 gp - grappling
Dagger 1d4, 19-20/×2, 10 ft, P or S, 1 gp
Dagger, Punching 1d4, x3, 10ft, P, 1 gp
Gauntlet, Spiked 1d4, x2, 1lb., 5 gp.,
Javelins (2) 1d6, x2, 30 ft, 4 lbs., 2 gp

Armor:
Armoured Coat + 4 AC, Max Dex +3, ACP -2, ASF 20%, SPd: 20ft, Weight: 20lbs.

Skill Equipment:

Magic Miscellaneous:

Mundane Miscellaneous
[Dark weave Clothing 100 gp] [+1 Stealth - worn only by H4RP00N]
Identification Papers, 1/2 lb., 2 gp
Warforged Repair Kit 1 lb., 50 gp
(xx lbs., xx gp., xx sp.)

Total equipment cost: xx gp, xx sp. spent. (of xx starting funds)
Weapons xx gp., Armor 0 gp., Magic Misc. 0 gp, Mundane Misc. 0 gp., 0 sp.

Remaining Gold 134
Weight: xx lbs
Weapons xx lbs., Armor 0 lbs., Misc. x0x lbs.,

Capacity: light: xx lbs. or less Medium: xx-xx lbs. Heavy: xx-xx lbs.
Load: Light