About Jordan BainBackstory:
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 ------------------------------ DEFENSE ------------------------------ AC 15, touch 13, flat-footed 10 hp 19 Fort +1, Ref +8, Will +6 ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Weapons
Longsword
Shortsword +1
Dagger
Mwk. Dagger
Feats
Diplomacy (+11 when Jon Banner) Background Skills
Social Talent
Vigilante Talent
ACP -0 *ACP applies to these skills
LanguagesCommon Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Weapon & Armor Proficiency Vigilantes are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). Dual Identity
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
Social Talent
Vigilante Specialization
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
[spoiler=Gear/Possessions]
Leather Armor (10 gp, 15 lbs) Backpack (2 gp, 2 lbs)
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. |