Bodak

The Carnifex of Carnivalia's page

25 posts. Alias of joerice.


Full Name

The Carnifex of Carnivalia

Race

?

Classes/Levels

Human Vigilante 7| AC 25/26 FF 19 T 21| HP 20/38| F +3 R +10 W +6| Init +4| Percep +12

Alignment

CN

Languages

Common

Strength 10
Dexterity 19
Constitution 10
Intelligence 10
Wisdom 10
Charisma 16

About The Carnifex of Carnivalia

Male Human Vigilante 7
CN Humanoid (Human)
Init +4; Perception +12
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Defense
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AC 25/26 Two-Weapon Defense (Touch 19, FF 21)
hp 38
Fort +3, Ref +10, Will +6
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Offense
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BAB: +5
Speed 30 ft.
Melee: Mater Quae Sum (+1 Cold Iron Rapier) +10 (1d6+4)18-29
Melee: Ora Mortis (+1 Machete) +10 (1d6+4)19-20, s
Melee: +1 Cold Iron Rapier and +1 Machete +8/+8
Melee: Daggers +9 (1d4+4)
Ranged: Heavy Crossbow +10 (1d10)
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Statistics
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Str 10, Dex 19, Con 10, Int 10, Wis 10, Cha 16
Base Atk +5; CMB +5; CMD 19

Feats:
Alertness
Dodge
Skill Focus: Bluff
Two-Weapon Fighting
Two-Weapon Defense
Leadership

Traits:
Brigand
Fast Talker

Skills:
Bluff 17/18 (3+7+3+3+1) +1 to brigands, etc
Diplomacy 13/14 (3+7+3) +1 to brigands, etc
Disguise 13 (3+7+3)
Intimidate 13/14/19/20 (3+7+3) +1 to brigands, etc, +6 in area of renown
Knowledge Local 10 (0+7+3)
Perception 12 (0+7+3+2)
Sense Motive 12/13 (0+7+3+2) +1 to brigands, etc
Stealth 14 (4+7+3)

Backgrounds Skills
Knowledge Noble 10 (0+7+3)
Sleight of Hand 14 (4+7+3)

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 Talents:

Safe House (Ex): The vigilante can establish a safe house in his area of renown, and he can change it every time he changes his area of renown. If he doesn’t have the renown talent, he can still select this talent and place the safe house in a single location to which he has access, but he can never move the safe house from its initial location until he gains the renown talent. This safe house must be an area no larger in volume than a cube that is a number of feet per side equal to 10 feet per vigilante level. The safe house can be arranged any way he likes and it can be part of a larger building, like a secret room or an underground cave. Objects within this safe house can’t be located by any effect that is less powerful than a discern location spell. At 7th level, this protection from being located also applies to creatures in the safe house. At 13th level, the entire area is protected from scrying effects (though not mundane snooping) like a mage’s private sanctum.

Renown (Ex): 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.

Great Renown (Ex): The vigilante is known on a broader scale. He can gain renown in a single community of up to 5,000 individuals (a large town) or up to two communities of no more than 2,000 individuals each (two small towns). The bonus while he is in his social identity remains unchanged, but the circumstance bonus on Intimidate checks from his renown social talent while he is in his vigilante identity increases to +6. A vigilante must be at least 7th level and have the renown social talent to select this talent.

Loyal Aid (Ex): The vigilante gains the service of a number of loyal allies who can help him gather information, cover for his two identities, or perform minor tasks. Inside his area of renown, a vigilante with this talent gains a bonus on Diplomacy checks to gather information equal to half his vigilante level. In addition, if the vigilante wants, he can task his friends to help cover for him by spreading false tales of his location and activities to others. This has the effect of increasing the DC of Diplomacy checks to gather information about the vigilante and Survival checks to track him by an amount equal to his level. This lasts for 1 day, and can be used only once per week. Finally, once per day, the vigilante can ask his allies to perform a minor task for him. This usually involves delivering a message, purchasing a piece of mundane gear worth 100 gp or less (which the vigilante must pay for), or retrieving an object owned by the vigilante (that would be easily accessible by the ally). This task might take other forms as well, subject to GM discretion, but can never involve combat or danger. A vigilante must be at least 3rd level and have the renown social talent to select this talent.

Vigilante Specialization: Stalker (4d8/4d4)

Vigilante Talents:
Armor Skin (Ex): The vigilante’s armor is like a second skin. He doesn’t apply the armor check penalty for light and medium armor on Acrobatics, Escape Artist, or Stealth checks. This penalty applies on other skill checks as normal. At 8th level, he can move at full speed in medium armor.

Evasive (Ex): The vigilante is hard to catch with area attacks. He gains the evasion ability, and at 12th level, he gains the improved evasion ability. Only a stalker vigilante can select this talent.

Lethal Grace (Ex): The vigilante combines strength and speed into incredibly deadly attacks. He gains Weapon Finesse as a bonus feat, and if he already has the Weapon Finesse feat, he can immediately swap it for another feat for which he qualified at the level he chose Weapon Finesse. When using Weapon Finesse to make a melee attack using his Dexterity bonus on attack rolls and his Strength bonus on damage rolls, he also adds half his vigilante level on damage rolls. This bonus damage is not reduced or increased if the vigilante is wielding a weapon two-handed or in an off-hand.

Equipment:
+1 Cold Iron Rapier
+1 Machete
Masterwork alchemically silvered light hammer
Masterwork heavy crossbow
Glamered +2 Breastplate
Belt of Dexterity +2
Cloak of Resistance +1
Ring of Protection +1
Amulet of Natural Armor +1
2 spring loaded wrist sheaths
cold iron dagger
alchemically silvered dagger
983 gp