Abra Lopati

Jordan Bain's page

619 posts. Alias of Mainer.


Full Name

Jordan Bain

Race

Human

Classes/Levels

Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

Gender

M

Size

M

Age

22

Alignment

CG/CN

Strength 14
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 13
Charisma 14

About Jordan Bain

Backstory:
It had taken 5 years, but Jordan had finally made it to Crescent Harbor. The dry port was the perfect place to wait, with pirate crews going in and out of town regularly. The trick was to earn money without getting caught, and that was what Jordan set out to do. Pretending to be a half-decent server in a seedy tavern wasn't hard, and it was a good place to get information. During the day he rested, in the afternoons and evenings he helped at the tavern, and at night...Jordan Bain, the pirate hunter, stalked his quarry.
It wasn't that he hated pirates. In fact, he had several friends who were pirates. He just made sure to not get attached to those that might have a high price on their head. After all, no one enjoyed turning a friend over for a 'dead or alive' bounty.
To be honest, the only reason Jordan had any friends at all was because no one had figured out that Jon Banner, the clumsy server at the Rusty Drum was a pirate hunter. Jordan had seen what happened to pirate hunters in Port Peril, and didn't like the idea of being chopped to tiny bits by the collective scum and villainy of the seas.
That being said, Jordan wasn't about to give up his hunt. Not only were there always plenty of bounties coming through town, but sooner or later, he would have to show up.
It had been 5 years ago when the crew of the Black Baron, led by the "Honourable" Captain Remy Castille, docked at small port of Rockbridge. He had been 17, off hunting in the woods with his bow when he saw the smoke. Running back to town, he was able to see the pirates shoving off and survivors crawling from the wreckage. Jordan's family was relatively unscathed, with one exception...his older sister, Cynthia, had been kidnapped, along with seven other girls from his village. From that moment on, he determined to rid the seas of monsters that would prey on the weak and helpless and locate these women, whether dead or alive.
The next few years were a blur of training as Jordan learned geography, how to track and shoot, how to blend in with crowds. When he was 18, he began traveling, taking small bounties here and there. He preferred bounties that were requested 'dead or alive', or just 'dead'. It was much easier to haul in criminals that weren't struggling anymore.
After developing his skills on the mainland, Jordan began working through the ports. Upon landing in Port Peril, he began seeking information. There were several maidens of ill-repute that matched the description of his sister's friend, Felicia. He would begin his search there. Until then, the nights would be his to hunt in.

Statistics:
Male Human Vigilante 2
Init +3; Senses Perception +5
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DEFENSE
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AC 15, touch 13, flat-footed 10
hp 19
Fort +1, Ref +8, Will +6
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OFFENSE
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Speed 30 ft.

Weapons
Longbow
Attack: +4
Damage: 1d8
Critical: x3
Type: Piercing

Longsword
Attack: +3
Damage: 1d8+2
Critical: 19-20/x2

Shortsword +1
Attack: +4
Damage: 1d6+3
Critical: 19-20/x2

Dagger
Attack: +3
Damage: 1d4+2
Critical: 19-20/x2

Mwk. Dagger
Attack: +4
Damage: 1d4+2
Critical: 19-20/x2
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STATISTICS
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Str 14, Dex 16, Con 12, Int 10, Wis 13, Cha 14
Base Atk +1; CMB +3; CMD 16
Traits
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.
Ordinary: You gain a + 4 trait bonus on Stealth checks whenever you attempt to hide in a crowd.

Feats
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
Skills
Climb (+6)
Swim (+6)
Perception (+7)
Intimidate (+6)
Stealth (+8)
Disable Device (+8)
Disguise (+6)
Diplomacy (+7)
Survival (+7)
Sense Motive (+7)
Acrobatics (+7)
Escape Artist (+8)

Diplomacy (+11 when Jon Banner)

Background Skills
Profession: Waiter (+5)
Profession: Cook (+6)
Profession: Sailor (+5)
Sleight of Hand (+8)
Perform (Whistle) (+6)

Social Talent
Social Grace
The vigilante selects any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. Whenever the vigilante is in his social identity, he receives a +4 circumstance bonus on checks with the selected skill. At 5th level and every 4 levels thereafter, he can select another skill (with the same restrictions) to gain this bonus.

Vigilante Talent
Stalker Sense
The vigilante has a sense for danger. He always acts on the surprise round. At 6th level, he gains uncanny dodge, and at 12th level, he gains improved uncanny dodge. Only a stalker can select this talent.

ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses

LanguagesCommon

Special Abilities:

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

Dual Identity
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
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
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.

Diminished Spellcasting: An Arrowsong minstrel casts one fewer spell of each level than normal. If this reduces the number to 0, she can cast spells of that level only if her Charisma score allows bonus spells of that level. This alters the bard’s spellcasting.

Arcane Archery: An Arrowsong minstrel’s skill at ranged martial arts allows her to learn to cast a number of powerful, offensive spells that would otherwise be unavailable to her. At 1st level, she selects a number of spells from the sorcerer/ wizard spell list equal to her Charisma modifier (minimum 1) and adds them to her bard spell list as bard spells of the same level. The spells selected must not already be on the bard spell list, and must be 6th level or lower. At 4th level and every 4 bard levels thereafter, she adds an additional sorcerer/wizard spell to her bard spell list. An Arrowsong minstrel is limited to the following spells when adding spells to her spell list in this manner: acid arrow, arrow eruptionAPG, flame arrow, gravity bowAPG, greater magic weapon, longshot, magic weapon, protection from arrows, spectral hand, true strike, and sorcerer/wizard spells of the evocation school. An Arrowsong minstrel must still select these spells as spells known before she can cast them.

In addition, for the purpose of meeting the requirements of combat feats and prestige classes, an Arrowsong minstrel treats her bard level as her base attack bonus (in addition to base attack bonuses gained from other classes and Hit Dice). Her skilled blending of archery and arcane magic also allows an Arrowsong minstrel to fulfill a spell’s somatic components even when using a bow in both hands (though not other ranged weapons).

This ability replaces bardic knowledge, dirge of doom, distraction, fascinate, inspire competence, lore master, and soothing performance.

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Spells:

Cantrips
Message
Lullaby
Open/Close
Haunted Fey Aspect

Lvl. 1 Spells
Vanish
Charm Person
Hydraulic Push
Thunderstomp

[spoiler=Gear/Possessions]
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GEAR/POSSESSIONS
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Current Load Carried
Explorer's Outfit (8 lbs)

Leather Armor (10 gp, 15 lbs)

Backpack (2 gp, 2 lbs)
--Bedroll (1 sp, 5 lbs)
--Flint and steel (1 gp)
--Tent (10 gp, 20 lbs)
--Waterskin (1 gp, 4 lbs)
--Trail Rations, 3 days (15 sp, 3 lbs)
--Thieves Tools
--Tanglefoot Bag
--Alchemist Fire x2
--Pouch of Gems (250 gp)

Money 306 GP 97 SP 0 CP

Appearance and Personality:

Jordan is surprisingly non-descript, with a face that easily blends into a crowd. Happy and quick to share a joke, he does everything he can to focus on the tasks at hand and prevent past events from dragging him down. He is a little vain, and likes to use arrows with red feathers on them, to serve as his own personal signature.