Algon the Ever-Seeking

JUSTICE FLAME!'s page

49 posts. Organized Play character for CuriousTrout.


Gender

Male LG Ifrit Vigilante 1 | HP: 11/11 | AC: 17/Touch: 12/Flat: 15 | CMB: +4, CMD: 16 | F: +2, R: +4, W: +1 | Init: +2 | Perception -1, Sense Motive -1 | Darkvision

Strength 16
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 8
Charisma 16

About JUSTICE FLAME!

Common Dice Rolls:

Standard Attack Actions
[dice=Greatsword Nonlethal Attack]1d20+4[/dice]
[dice=Greatsword Nonlethal Damage]2d6+6[/dice]

[dice=Greatsword Attack]1d20+4[/dice]
[dice=Greatsword Damage]2d6+5[/dice]

[dice=Sling Attack]1d20+3[/dice]
[dice=Sling Damage]1d4+3[/dice]

Other Rolls
[dice=Intimidate, Fiery Gaze]10+9[/dice]
[oo]Save=10+HD+WIS[/ooc]


BOTTING THE FLAME OF JUSTICE!:

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BOTTING JUSTICE FLAME!
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Common dice rolls are listed above.

In combat, JUSTICE dives headfirst into the fray, reflecting his foolhardy personality. He strictly utilizes Nonlethal Damage against any living creature, and after every strike uses Enforcer and Fiery Glare (Take 10 on Intimidate checks) to shaken them.

Out of Combat, JUSTICE still spends most of his time in his Vigilante identity, using the Social Identity in out of character down time between scenes. He uses his Diplomacy whenever possible, believing violence shouldn't be the first course of action. If that fails he'll resort to Intimidation.

As it is the responsibility of the player to play, if a GM is forced to bot me, they have 100% freedom to play him as they see fit.


Basic Information:

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INFORMATION
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JUSTICE FLAME!
Pathfinder Society# 246666-3
Medium Male LG Ifrit (Humanoid, Outsider)
Vigilante 1
Initiative +2 (+2 DEX)
Senses Perception -1 (-1 WIS), Darkvision (Ifrit Trait)
Languages Common

Defense:

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DEFENSE
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AC 17, Touch 12, Flat-footed 15 (+5 Armor, +2 DEX)
HP 11 (+8 Vigilante 1, +1 Favored Class Bonus, +2 CON)
Fort +2 (+2 CON)
Ref +4 (+2 Vigilante 1, +2 DEX)
Will +1 (+2 Vigilante 1, -1 WIS)
CMD 16 (+1 BAB, +3 STR, +2 DEX)

Offense:

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OFFENSE
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Speed 20 ft. (Base 30, Medium Armor -10)
BaB +1 (Avenger Vigilante 1)
CMB +4 (+1 BAB, +3 STR)
Melee Greatsword +4 (+1 BAB, +3 STR) (2d6+5) (+3 STR, +1 Two-Hands, +1 Brazen Flame)
Ranged Sling +3 (+1 BAB, +2 DEX) (1d4+3) (+3 STR)

Skills and Favored Class Bonuses:

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SKILLS AND FAVORED CLASS BONUSES
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Armor Check Penalty -4 (-4 Armor)
Skill Ranks 5 (+6 Vigilante 1, -1 INT)

Skills:
Acrobatics* -2 (+2 DEX, -4 ACP)
Appraise -1 (-1 INT)
Artistry -1 (-1 INT)
Bluff +3 (+3 CHA)
Climb* +3 (+1 Rank, +3 Class Skill, +3 STR, -4 ACP)
Craft -1 (-1 INT)
Diplomacy +7 (+1 Rank, +3 Class Skill, +3 CHA)
Disguise +7 (+1 Rank, +3 Class Skill, +3 CHA)
Escape Artist* -2 (+2 DEX, -4 ACP)
Fly* -2 (+2 DEX, -4 ACP)
Heal -1 (-1 WIS)
Intimidate +9 (+1 Rank, +3 Class Skill, +3 CHA, +2 Masterwork Tools)
Linguistics -1 (-1 INT)
Perception -1 (-1 WIS)
Perform +7 (+1 Rank, +3 Class Skill, +3 CHA)
Ride* -2 (+2 DEX, -4 ACP)
Sense Motive -1 (-1 WIS)
Stealth* -2 (+2 DEX, -4 ACP)
Survival -1 (-1 WIS)
Swim* -1 (+3 STR, -4 ACP)

*These skills have Armor Check Penalty Applied

Favored Class Bonuses
Level 1 - HP +1


Traits and Feats:

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TRAITS AND FEATS
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Ifrit Alternative Racial Traits Mostly Human, (Changes Languages, Native Outsider)
Brazen Flame, (Replaces Energy Resistance, Spell-Like Ability)
Fire in the Blood. (Replaces Fire Affinity)
Background Traits Blade of Mercy, Fiery Glare
Feats Enforcer

Special Abilities:

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SPECIAL ABILITIES
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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.

Vigilante Specialization (Ex)

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

An avenger gains a base attack bonus equal to his vigilante level instead of using those listed on Table: The Vigilante. He adds this value to any other base attack bonus gained from other classes or racial Hit Dice as normal.

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.

Avenger Chosen


Talents:

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TALENTS
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Social Talents
1st Level: 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). 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). 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.


Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-76lbs. Medium 77-153lbs. Heavy 154-230lbs.
Current Load Carried 74.5lbs.
Money 13 GP 4 SP 2 CP
Equipment
Greatsword (50gp, 8lbs)
Scale Mail (50gp, 30lbs)
Gear
Common Backpack (2gp, 2lbs)
Bedroll (1sp, 5lbs)
Blanket (5sp, 3lbs)
Drill (5sp, 1lb)
Earplugs (3cp, --)
Flint and Steel (1gp, --)
Lamp (1sp, 1lb)
Lamp Oil x3 (3sp, 3lbs)
Masterwork Tools of Intimidate (50gp, --)
Rations x3 (1.5gp, 3lbs)
Rope, 50ft (1gp, 10lbs)
Sling (--,--)
Sling Bullets x 15 (1.5sp, 7.5lbs)
Waterskin (1gp, 4lbs)

Background:

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BACKGROUND
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"You've lost, wretched villain. Surrender your weapons and you shall the fair judgment of the law." In a crowded city street an audience of citizens watches as a man, clad in bright orange armor and a helm of flames, lectures down at a Half-Elf covered in bruises. "Your grievance to society is small, turn yourself from your wicked ways and you may yet make something of yourself." The man in armor swings his crimson greatsword down, sundering the criminal's sword in two before its owners trembling eyes. Without another word to the cretin, he turns and faces the crowd. "Remember, fair people of Absalom! I, the great JUSTICE FLAME, shall always watch over you. Wherever evil lurks, the shadow shall be burned away by the blazing flames... OF JUSTICE!!! The man suddenly dashes through the crowd, somehow managing to get lost in the sea of faces as onlookers watch in awe and bewilderment.

. . .

Back safely away from prying eyes, the armored hero removes his helm, looking into a mirror at his bright eyes, burning with an intense orange.

Why was I chosen?

He stares at his sword, its blade dull and grey. As he grasps it with an armored hand, the blade slowly begins to heat, until the sword glows with a red burn. He sighs, releasing his weapon and sitting onto his bedroll, beginning to shed his armor. Ever since he could remember, any weapons he touched began to burn with heat as his sword just had. His eyes, which glowed as if filled with the burning sun itself, stared up at the ceiling, deep in thought.

It does not matter why, that is a sacrifice a hero must make. It is a gift, and I shall use it to bring good into this world, no matter how bright I must burn.

He smiles, pleased at himself with the play on words. Now was not the time for idle thoughts. After taking a quick sip of his waterskin and having a final stretch, he dons his mask again, admiring his intimidating visage in the reflection. His hands find the handle of his greatsword, grasping it with a renewed vigor. No treachery, be it great or insignificant, would be safe from the flames. With a final spin of his heel, our hero steps back outside, one singular thought ringing through his head...

There's justice to be had!


Appearance and Personality:

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APPEARANCE AND PERSONALITY
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Appearance: JUSTICE's armor shines in bright shades of red and orange, reflecting his flame motif. His helm, which covers his eyes and face while leaving his mouth open, is fashioned in the image of a burning fire, with the sides and top of the helm twisting back into dozens of dancing pieces of metal. Most notable are his eyes which burn incredibly bright, a feature he uses to strike fear into his foes. His weapons also burn with fire, something he is unable to prevent.

This is because he is actually an Ifrit, something he is unaware of due to being Mostly Human.

Personality: His personality is straightforward, with his bullheaded and rash decisions usually lacking a second's thought. He considers this quick thinking a strength however, as he never hesitates to take a course of action. He is overly flamboyant, often long-winded, and has an almost fetish-like obsession with the words "Justice" and "Flame." Despite all this, his goofy, heroic antics are generally well received as his natural Charisma prevents him from being a nuisance, and his Strength keeps him a valuable and admired part of any community.