Lairsaph

Keanu Lusk's page

262 posts. Alias of Rysky.


Classes/Levels

Skills:
Acrobatics +13(17) Disable Device +13(15) Dungeoneering +17 Linguistics +11 Stealth +15

Gender

HP: 75/75 | AC: 20/18/12 CMD: 23 | F: +4 R: +8 W: +8 | Initiative: +2 | Perception +15

Languages

Azlanti, Elven, Common, Aklo,

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

About Keanu Lusk

Vitals

Acrobatics 13+4 for tumbling
Perception 15
Stealth 15
Disable Device 13+2 for tools
Dungeonering 17
Linguistics 11

SPECIAL ABILITIES:

CLASS

Weapon and Armor Proficiencies
Unyielding warriors, faceless enforcers lock their identities behind implacable helms. While their infamous reputations spread far, striking fear in their foes, the individual behind the mask remains a complete mystery.
A faceless enforcer is proficient with heavy armor, but not with shields.
This alters the vigilante’s weapon and armor proficiencies.

Dual Identity (Ex)
A faceless enforcer’s vigilante identity is tied to a particular helmet or face covering and suit of armor. Switching between identities means donning or removing this armored outfit. Switching identities means entirely donning or removing armor (even if it is donned hastily) and never takes less than the minimum amount of time to do so. How long this takes depends on the type of armor. Once per month, the vigilante can replace the helmet or face covering and armor associated with his vigilante identity and buy or make a new outfit that becomes tied to that identity. A faceless enforcer cannot select the immediate change or quick change social talents.
This ability alters dual identity.

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.

Vigilante Specialization (Avenger) (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.

Armored Juggernaut (Ex)
At 2nd level, a faceless enforcer does not need help donning half-plate or full-plate armor, but donning it alone takes him 8 minutes.
At 4th level, he can don his half-plate or full-plate alone in 4 minutes, and can don it hastily in 2 minutes.
At 6th level, he doesn’t apply the armor check penalty for any armor on Acrobatics, Escape Artist, or Stealth checks, but the penalty applies on other skill checks as normal.
At 8th level, a faceless enforcer can move 5 feet faster than normal in heavy armor, to a maximum of his base speed.
At 10th level, it takes him 2 minutes to don heavy armor, 1 minute to don it hastily, and 1 minute to remove it.
At 16th level, he can move at full speed in heavy armor.
At 18th level, it never takes the vigilante more than 1 minute to don his armor.
This replaces the vigilante talent gained at 2nd level.

Unshakable (Ex)
Starting at 3rd level, a vigilante adds his class level to the DC of any attempts to Intimidate him.

Startling Appearance (Ex)
At 5th level, a vigilante learns to use the element of surprise to his advantage, startling foes that are unaware of his presence. Whenever a vigilante with this ability attempts an attack against a foe that is completely unaware of the vigilante's presence (usually due to Stealth or invisibility), the foe is treated as flat-footed for the rest of the vigilante's turn (uncanny dodge or a similar ability prevents this effect unless the vigilante is at least 4 levels higher than the foe with uncanny dodge).
The foe also takes a –4 penalty on attacks made against the vigilante until the start of the vigilante's next turn.

Faceless Infiltrator (Ex)
At 5th level, when he changes his identity, a faceless enforcer has a third option (instead of social or vigilante): he can assume a fictional identity with no known ties to his order, his social identity, or his vigilante identity. When he gains this ability, the faceless enforcer must choose a group, organization, or social structure he wishes to infiltrate, and the fictional identity he creates must be a recruit, ally, or prospective employee of that group. This fictional identity’s alignment must be within one step from either his vigilante or his social identity. A faceless enforcer can use social and vigilante talents when in his fictional identity, but he risks exposing his secret when he does so.
When he gains this ability, the faceless enforcer creates mundane records that can verify his fictional identity.
While he is in his fictional identity, a faceless enforcer appears to be an otherwise ordinary member of his race, and he receives a +10 bonus on Disguise checks to appear to be the fictional person he says he is. He must create the appearance for this fictional identity using whatever clothing and tools he has at his disposal. If the faceless enforcer changes from his vigilante identity to his fictional identity and vice versa, changing identities takes him the normal amount of time to don or remove his armor (see the armored juggernaut ability). If he changes from his fictional identity to his social identity and vice versa, it takes him 1 minute. Any attempts to scry or otherwise locate the fictional identity work as normal if the faceless enforcer is in his fictional identity. Otherwise, it reveals a random member of the group he is attempting to infiltrate.
At 11th level, the faceless enforcer’s bonus on Disguise checks to appear to be his fictional identity increases to +20. Any spell or ability designed to locate the fictional individual while the faceless enforcer is in that identity has a 50% chance of instead finding a random member of the group. Although this ability does not give the faceless enforcer any special knowledge of the group outside what he gleans himself, the faceless enforcer’s training grants him a +10 circumstance bonus on Bluff checks to maintain his fictional guise.
At 17th level, attempts to scry or otherwise locate the faceless enforcer’s fictional identity always reveal a random member of the group he has infiltrated.
Furthermore, his bonus on Bluff checks to maintain his fictional identity increases to +15.
Every month, a faceless enforcer can create a new fictional identity, if he wishes, but not another fictional identity that is attempting to infiltrate the same group. A faceless enforcer cannot select the any guise, everyman, or many guises social talents.
This ability replaces the social talents gained at 5th, 11th, and 17th levels.

Enforcer’s Wrath (Ex)
At 6th level, a faceless enforcer has become adept at using his vigilante identity to terrify and coerce lone enemies, particularly among the group he is currently infiltrating. He gains a +4 bonus on Intimidate checks against enemies when no other opponents are within 30 feet of him (or the creature he is intimidating).
This bonus stacks with any bonuses the vigilante receives from renown or similar abilities. Additionally, if the vigilante successfully demoralizes a lone opponent with Intimidate, the opponent is shaken for 1 additional round.
This ability replaces the vigilante talent gained at 6th level.

SOCIAL TALENTS

Companion to the Lonely (Ex)
Whether religiously motivated 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.

Mockingbird (Ex)
The vigilante can mimic almost any sort of voice, or even animal calls and sound effects, and he can throw his voice at a distance. This functions similarly to a combination of the ghost sound, ventriloquism, and vocal alteration spells. A vigilante must be at least 5th level to choose this talent.

Ancestral Enlightenment (Ex)
The vigilante can attempt any Knowledge check untrained. If he already has ranks in a particular Knowledge skill, he gains a +4 bonus on checks with that skill. A vigilante must be at least 5th level to select this talent.

VIGILANTE TALENTS

Shield of Blades (Ex)
The vigilante's wild attacks allow him to block his foes' counterattacks. He gains Power Attack as a bonus feat. If he already has the Power Attack feat, he can immediately swap it for another feat for which he qualified at the level he chose Power Attack. When he takes an attack or full attack action, if he uses Power Attack on every attack to make melee attacks that use his Strength bonus on attack rolls, he gains a shield bonus to his AC until his next turn equal to his penalty on attack rolls from Power Attack. This bonus applies only if he actually takes that penalty on at least one of the attack rolls.

Unkillable (Ex)
The vigilante gains Diehard as a bonus feat, though he does not have to meet the prerequisites for this feat. At 6th level, he doesn’t lose hit points when he takes a standard action while disabled. At 12th level, when he would die from hit point damage, he remains alive for 1 round before dying (and if his hit points rise above a negative amount equal to his Constitution score before that round is over, he doesn’t die). At 18th level, he is no longer disabled at negative hit points and can take a full round’s worth of actions. Only an avenger vigilante can select this talent.

FEATS & TRAITS

Portentous Perception
You’ve come (or been sent) to Riddleport to observe the strange Blot that has appeared in the city’s sky. You’ve decided to put your keen senses to the test at the Golden Goblin’s upcoming gambling competition while you’re here. Your sharp eyesight makes it easier for you to notice things at a distance. For you, Perception checks only start increasing in difficulty at a range of 20 feet or farther, as opposed to the normal 10. This has no effect on checks made to perceive things within 10 feet.

Called
Your deity or a powerful spirit spoke to you when you were young, dropping cryptic hints about the important destiny that lay before you and how you must win your fights if you are to achieve your predetermined greatness. Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead.

Mordant Heritage
You have lived among the Mordant Spire elves and know their strange ways. You gain a +1 trait bonus on Swim checks and a +1 trait bonus on saving throws against enchantment effects.

Exile's Path
A lifetime spent shunned by others and eschewing your heritage makes you resistant to efforts to pry inside of your mind.
Prerequisites: Half-elf.
Benefit: Once per day, when you fail a Will save against an enchantment spell or effect, you may reroll that saving throw, but must take the reroll result even if it’s worse.

Seen and Unseen
Your anonymity makes you difficult to find through magical or mundane means, and you have learned how to combat both of your progenitor races.
Prerequisites: Exile’s Path, character level 5th, half-elf.
Benefit: You gain a +2 bonus on all saving throws against scrying or divination effects. Additionally, you gain a +2 bonus on all Stealth checks, and elves, half-elves, and humans take a –4 penalty on all efforts to track you through the Survival skill.

Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Skill Focus (Dungeoneering)
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Toughness
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

RACIAL

Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-elves are Humanoid creatures with both the human and the elf subtypes.
Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Half-elves have a base speed of 30 feet.

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Mordant Envoy
Spireborn add +1 to the caster level of any transmutation spells they cast. Spireborn with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—comprehend languages, detect secret doors, erase, read magic. The caster level for these effects is equal to the user’s character level. This racial trait replaces the adaptability racial trait.

Keen Senses
Half-elves receive a +2 racial bonus on Perception checks.

Low-Light Vision
Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood
Half-elves count as both elves and humans for any effect related to race.

EQUIPMENT:

Mithril Full Plate 10,500g
Cloak of Elvenkind 2,500g
Boots of the Cat 1,000g
Belt of Tumbling 800g
Silversheen Greatsword 800g
Masterwork Thieves Tools 100g

Belt of Tumbling (Belt Slot)
------------------------ (Body Slot)
------------------------ (Chest Slot)
------------------------ (Eyes Slot)
Boots of the Cat (Feet Slot)
------------------------ (Hands Slot)
------------------------ (Head Slot)
------------------------ (Headband Slot)
------------------------ (Neck Slot)
Cloak of Elvenkind (Shoulder Slot)
------------------------ (Wrist Slot)
------------------------ (Ring Slot 1)
------------------------ (Ring Slot 2)