About ImpedanceCombat Stat:
Init +1 (+1 Dex) Fort +4 (+1 base, +2 CON, +1 Resistance) Ref +5(+3 base, +1 DEX, +1 Resistance) Will +4 (+3 base, +1 Resistance) HP 27 (8+5*2+3FCB+3*2CON) BAB +2 CMB +6 ( 2 BAB, 4 STR) CMD 17 2 BAB, 1 DEX, 4STR) Speed 20 ft (30ft w/o armor) Attack
Half-orc Racial Feature:
Dark Vision Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. Burning Assurance: +2 racial bonus on diplomacy Toothy: gain primary natural attack bite at 1d4 P damage Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon. Traits:
Dirty fighter(Racial) :+3 trait bonus on bluff check on feint during combat Fate’s Favored(Faith): +1 extra bonus on any Luck bonus Vigilante 3 Class Features
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.
Social talent choosen:
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1st lvl: Ruby Courtier (Ex): Surtova’s minions pose as minor nobles studying the Aldori swordlord traditions common throughout Brevoy. At 1st level, a Dragonscale loyalist gains Exotic Weapon Proficiency (Aldori dueling swordISWG) as a bonus feat. His social identity must appear to be that of a noble, and he can’t select double time, many guises, or any social talent inappropriate for a noble social identity. This ability alters social talents and replaces the 1st-level social talent. 3rd lvl Companion to the Lonely (Ex):Whether religiously motivated, as are followers of Arshea, Calistria, or Shelyn, or for purely carnal reasons, physical intimacy helps the vigilante cope with the loneliness of his double life. Once per day, the vigilante can spend at least 1 hour engaged in acts of physical pleasure with a willing partner to gain a pool of morale points equal to his Charisma bonus or his partner’s Charisma bonus, whichever is higher. For the next 24 hours, the vigilante can spend a morale point as an immediate action to roll a Charisma-based skill check or a Will saving throw again after rolling the die but before learning the consequences; he must take the second result even if it is lower. Vigilante Specialization (Ex): 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). Vigilante Talent: Starting at 2nd level and every 2 levels thereafter, a vigilante gains a vigilante talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet prerequisites before they can be chosen, such as possessing another vigilante talent, possessing a particular specialization, or attaining a minimum level. Once a talent has been selected, it can’t be changed.
Vigilante talent choosen:
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2st lvl: Cunning Feint (Ex): The vigilante can feint as a move action or in place of his first attack during a full attack. At 8th level, when the vigilante successfully feints, the opponent is denied its Dexterity bonus to AC against all attacks until the vigilante’s next turn. Feats:
Armor Proficiency, Heavy Exotic Weapon Proficiency (Aldori dueling swordISWG) (Dragonscale Loyalist bonus) Shield focus Skills:
Bluff +8(+2Cha,+3Rank, +3Class) (+3 on feint) Diplomacy +10(+2Cha,+3Rank, +3Class, +2 racial) Disguise +6(+2Cha,+1Rank,+3Class) (+20 on suspectors about his identity) Intimidate +8(+2Cha,+3Rank, +3Class) UMD +8(+2Cha,+3xRank, +3Class) Knowledge (Noble)+3(-1Int,+1Rank,+3Class) Perception +4 (+1Rank, +3Class) Equipments:
MWK Cold Iron Kukri Full-Plate +1 Dark Wood Light Shield Sling Sling bullets (10)x2 Wandermeal x80 Hot weather outfit +1 Cloak of Resistance Wand of Longstrider Wand of IH Wrist Sheath, Spring Loaded x2 XP: 7
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