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1 post. Alias of Culinary Excellence.


About Heboroki

Male Nagaji Mesmerist (Enigma)/Vigilante (Taisatsu) 1
CG Medium humanoid (Nagaji)
Init +2 (+2 dex); Perception + +0
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DEFENSE
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AC 16, touch 12, flat-footed 14 (armor +3,Dex +2, Nat +2)
HP 10
Fort +4, Ref +4, Will +2
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OFFENSE
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Speed 30 ft.

Melee: Katana +4 (1d10+6/1d8+4)
Kusarigama +3 (1d3+2/1d6+4) Reach

Ranged: Shortbow +2 (1d6)
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STATS
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Str 16, Dex 14, Con 14, Int 8, Wis 10, Cha 16
Base Atk +0; CMB +4 ; CMD 16

Feats: Weapon focus Katana

6 Skill ranks: 1=Bluff +7, 1=Diplomacy +7, 1=Intimidate +7,
1=Craft toys +3, 1=Stealth +7, 1=Disguise +7,

Languages: Tian, Draconic

Gear: Studded leather armor, Katana, Kusarigama, shortbow, 10 arrows, Backpack, Bedroll, Flint & steel, Trail ration x5

Traits: Po- lian patriot, Outcasts intuition
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SPECIAL ABILITIES
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Solipsism (Su:

At 1st level, whenever the enigma uses hypnotic stare on a creature, instead of applying a penalty on the creature’s saving throws, the enigma begins to fade from the creature’s view. Until the enigma’s next turn, the enigma gains the effects of concealment against that creature (unless it can see invisible creatures). Starting on the enigma’s next turn, he gains the effect of invisibility against that creature. These effects last as long as the enigma continues to use his hypnotic stare, but if he takes an action that would end invisibility, it ends his hypnotic stare immediately. The enigma can reinstate this effect whenever he wishes, but each time it begins with 1 round of concealment. At 8th level, attacks that would end invisibility do not end the enigma’s hypnotic stare, and after 1 round of concealment, he gains the benefits of greater invisibility against the target of his stare.

For the purpose of bold stare improvements, the enigma’s hypnotic stare always has a penalty of –1.

Veiled Steps:

An enigma gains a bonus to his Stealth checks equal to 1/4 his mesmerist level (minimum +1).

This ability replaces consummate liar.

Enigmatic Stare (Su):

The target of an enigma’s hypnotic stare takes a –4 penalty on Perception checks to notice the enigma. At 8th level, this penalty increases to – 6.

Tricks:

Fleet in shadows: The mesmerist can trigger this trick whenever the target enters an area with dim or darker light. The subject can move double its normal speed (up to an additional 30 feet) for 1 round, but only while moving through areas of dim or darker light. Additionally, the subject can move at its normal speed and use the bonus speed from this trick in areas of total darkness, even if it cannot see.

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 Talents:
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.

Renown: The vigilante becomes known for deeds and abilities regardless of his current identity. This renown grants him favorable treatment in civilized company and lends him an air of menace while facing down his enemies. While he is in his social identity, a vigilante can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals (a village, if using settlement population ranges on page 203 of the Pathfinder RPG GameMastery Guide). This could be the entire community or a smaller neighborhood in a larger settlement. He must spend at least 4 hours each day socializing and making contacts. After spending 1 week doing this, whenever he is in his social identity, all NPCs in the community have a starting attitude toward him that is one category better, as long as each person’s initial attitude would have at least been indifferent (see the Diplomacy skill description on pages 93– 94 of the Pathfinder RPG Core Rulebook for more information). While he gains renown in an area using his social identity, he also spreads rumors and tales about his vigilante identity. Once he has gained renown in a community, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This bonus applies only while he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level.

A vigilante can hold renown in a limited number of communities (normally one, with other social talents allowing two). If he gains renown in a new community, he must decide which one of his previous communities to lose. These effects are subject to GM approval. For example, the GM might rule that an NPC or monster has not heard any tales about the vigilante. Or, a foe may have a starting attitude toward him that’s one category worse, rather than one category better.

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SPELLS
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Knacks: Mage hand, Light, Touch of fatigue

1st lvl: Mental block, Burst of Adrenalin, Charm person

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BACKGROUND
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Spoiler:
Heboroki Mienai, the unseen snake in the grass. A phantom of the wilderness roads between Changdo and the surrounding communities, the merchants that travel those roads alone tell of a tall, broad and phantasmal being that watches over them as they make their way. Always standing in plain sight before fading as they draws closer, certainly sending shivers up the spine of the meek, the well informed however find this to be a comfort. A spectral mercenary, with truly affordable prices, never taking more than a meals worth of food, or a few coins.

That is the legend, the reality, is a much less mysterious tale. Born in town near Changdo, Heboroki was a troublesome child, using innate perception altering abilities to play tricks on his parents and acquaintances. Able to vanish from sight completely at the age of 14, he found that the application of his talent was wide in the realm of mischief, beyond tricks he took up petty theft. Stealing sweets and toys from vendors without them so much as batting an eye, eventually however the missing stock was traced back to the Mienai boy. Due to the combined scale of his theft Heboroki's punishment was rather harsh for such a young man, paying back the merchants with labor. One of the victims, the most affected of the bunch a toy vendor by the name of Madeka, was a traveling salesman. This meant that Heboroki would have to travel with him on his year and a half route, pulling his weight by himself the whole way.

Over this time, Heboroki and Madeka became friendly despite the circumstance. Heboroki eventually became an apprentice of sorts to Madeka, learning from him the art of crafting engaging and long lasting toys for children, even staying with him after the route had been completed and his punishment served. Five years later Madeka died at the age of eighty-three. Heboroki buried him outside of Changdo, between the flower bushes he had a habit of commenting on the beauty of every time they passed by. Knowing little more than toy making and trickery Heboroki took up the mantle of Madeka for a time, bringing bits of light to children's days when he came to town. But, without a companion by his side the road became awfully lonely. eventually, he decided to spice his life up a bit, have some fun with his nearly forgotten abilities by becoming a ghost along the road.

A few months into his new practice Heboroki had set his eyes on a weapons merchant. A man that was set to transport numerous high class weapons to Changdo from a blacksmith in one of the outer village, valuable and a prime target for highwaymen. Luckily, this time it was one Highwayman. Clearly taking advantage of a cocky servant traveling without guards, Heboroki took up a sword from the cart and using his powers and serpentine physic he fended of the waylayer, discovering his love for heroism in doing so.

Few people know who the "The unseen snake in the grass" is, this leaves few suspects for the person who alerted Lady Taishi of his identity. Once he is through with her summons he will have to weed them out and chastise them.