Friendly Fighter

Lurio Jhaltero's page

115 posts. Alias of WarforgedMan.


Race

| HP: 20/20 | AC: 19 (13 Tch, 16 Fl) | CMB: +5, CMD: 18 | F: +3, R: +6, W: +5 | Init: +3 | Perc: +5, SM: +5

Classes/Levels

| Speed 30ft (20ft) | Active conditions: None

Gender

NG/CG Male Human Vigilante 2

About Lurio Jhaltero

Lurio Jhaltero
Male Human Vigilante 2
NG (CG) Medium Humanoid (Human)
Init: +3; Senses: Normal Perception: +5

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Defense
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AC 19 FF 16 TAC 13 (+6 Armor, +3 Dex, -4 ACP)
HP 20
Fort +2 Ref +6 Will +5

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Offense
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Speed 30 feet (20 feet)
Melee
. . falchion +4 (2d4+4/18-20x2)
. . silver morningstar +5 (1d8+3/x2)
. . dagger +4 (1d4+3/19-20x2)
Ranged
. . dagger +4 (1d4+3/19-20x2)

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Statistics
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Str 17 (+3) Dex 16 (+3) Con 15 (+2) Int 11 (+0) Wis 11 (+0) Cha 14 (+2)
Base Atk +2; CMB +5 CMD 18
Feats Noble Scion (Jhaltero), Iron Will, Power Attack
Skills Bluff +7 (2), Perception +5 (2), Stealth +13 (2), Acrobatics +8 (2), Kn: Local +5 (2), Diplomacy +7 (2), Intimidate +7 (2), Disguise +6 (1), Climb +7 (1), Sense Motive +5 (2), Sleight of Hand +7 (1), Kn: Nobility +7 (1)
Languages: Common
Traits: Child of Kintargo
Combat Gear: Breastplate, Falchion, 4 Daggers, Silver Morningstar
Magical Gear: Cloak of Elvenkind (+5 Stealth), Silver Raven Figurine Of Wondrous Power
Mundane Gear: Noble’s Outfit, Signet Ring, Backpack, Belt Pouch, Blanket, Trail Rations (5 days), Waterskin, Mask (Battle), 7gp, 8sp, 20cp

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Special Abilities
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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.

Dual Identity (Ex): 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.

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.

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.

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.

Areas of Renown: The Greens

Vigilante Talent: Starting at 2nd level and every 2 levels thereafter, a vigilante gains a vigilante talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet prerequisites before they can be chosen, such as possessing another vigilante talent, possessing a particular specialization, or attaining a minimum level. Once a talent has been selected, it can’t be changed.

If the vigilante uses any of these talents while in his social identity, he must succeed at a Disguise check against the Perception checks of all onlookers (without the +20 circumstance bonus from seamless guise) or the onlookers will realize that he is more than his social identity appears to be and perhaps discover the social and vigilante identities are one and the same. If a talent calls for a saving throw, the DC for that save is equal to 10 + 1/2 the vigilante’s level + the vigilante’s Charisma modifier, unless stated otherwise.

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.

Background Info:

History:

The one of the many sons born within the noble family of Jhaltero, Lurio was a charismatic young boy and strong of character. Raised in the wealth of his manor, he avoided the usual traps that most of the wealthy fell into and did not lose his sense of compassion with greed. With more than enough of his own money, he always seemed more interested in helping others and giving away his toys and gifts than hoarding his wealth to himself. When asked by his parents why he would do such a thing, he’d always respond with “It makes them happy like me.”. Lurio’s kindness did not fade away as he grew older, fostering a respect in the child that grew into a man and ensuring his heart did not go astray.

As a young man, his focus on gentlemanly sports like dueling, hunting, and other outdoorsman skills honed his body to a pinnacle of fitness, his education and hard-earned lessons instilling a sense of responsibility, and his natural charisma helping pull the like-minded to his side and earning the respect of his rivals. He would’ve grown into quite the aristocrat, perhaps assisting with his family’s network of spies or taking over one of their mines. House Thrune controlled the city but their touch was light and the city stirred little in contemplation of rebellion. Some days, it was easy to forget that they were citizens of the Empire of Cheliax, with winters coming and going. Life would’ve likely remained this way and Lurio would never have fallen onto the path he would soon take if it was not for the Crusade of Glorious Reclamation and the harsh response that House Thrune gave soon after.

With Barzillai’s appointment as Lord-Mayor and the declaration of martial law, Lurio began to see the true effects that their rulers had upon the city. Tales of demanded sacrifices, the abuses of authority by those in power, and the loss of hope and dreams within his people. As a patron of the fine arts and a friend to the lower classes, their struggles touched Lurio’s heart and he felt compelled to help them. He tried to assist the Rose of Kintargo, having met one of their members in the Three-Legged Devil by the name of Claria Stoutheart, a chipper Dwarven woman. The two became friends quite quickly, him as a quiet sponsor for the Rose. He even converted to the worship of Milani, seeing the hope and wonder that her followers could provide. Yet the cruelty of their Lord-Mayor was more than he could imagine and the guards seized and supposedly destroyed the Rose. He knew some members were captured and sentenced to death for sedition; he watched Claria be taken out into the courtyards and be consumed alive by the feral dogs that Barzillai was so fond of. Never experiencing the loss of a friend in such brutal a manner, Lurio entered into a stupor for a time and drank away his problems in the lower-class taverns and bars.

Depressed, alone, and heartbroken at the death of his friend, Lurio was drinking alone in Clenchjaw’s Tavern in the Yolubilis District when he encountered a young man by the name of Marillo. He was a performer at the tavern, doing tricks of dagger-throwing and juggling. The two of them began to talk of what had been happening in the city and the man seemed to show honest concern for Lurio’s wellbeing. The two talked through the day, drinking and speaking about the events the city had come to. Whether it was because of the man’s friendliness, the alcohol in his drink, or just the need to get the dark weight off of his shoulders, their conversation turned towards his dearly departed friend and the tyranny the Lord-Mayor had been crushing the city underneath. In Marillo, he found a co-conspirator and someone he could trust and the two grew to become friends that lasted past that night.

Lurio became a patron of the young man, helping him with gigs in the richer neighborhoods while the two of them conspired ideas of how to help others against House Thrune. A noble house had been burned down and their members gone, the proclamations were growing more and more absurd with each one, and the abuses of the wicked were growing more and more bold each day. Something would have to break, something would have to change.

Lurio, after overhearing it from one of his servants, told his friend of a protest being held in Aria Park. It was a chance for them to show their support, to show the bravery that he was too much of a coward to show when Claria was taken. Marillo reluctantly agreed to come. It was that same night that a decoration arrived at his home from a craftsman he had hired, a woodworker who had been hired to make a mask for his fallen friend and he forgot to cancel the contract with. Colored with a rose red, the mask was shaped like that of a hawk. He stared at the gift and as he did, in the back of his mind, a crazy idea began to grow. One that was equal parts absurd and exhilarating. The next day, with the protests in full swing, he traveled to the park to meet Marillo and to begin upon a path that would change both their lives.

Personality:

Lurio is a kind man, though he appears to be a man who stresses the rule of law to ensure the safety of everyone. The truth of the man is he is still the same bleeding heart that he was as a child, wishing to protect those who suffer and alleviate the pain that is in the world. As he has grown older, this has been accompanied by a sense of right and wrong, to punish the wicked and ensure they are brought to heel. He is soft-spoken, intelligent, and charismatic, able to charm the room with a smile and even earn the grudging respect of his enemies. He is kind to the less-fortunate, loves children, and judges no one by the race or creed alone. He can even be a bit goofy, preferring to be the life of the party rather than the

When Lurio inevitably finds his new side as a vigilante, he becomes far more serious and his dangerous side is apparent. He speaks curtly and to the point, not wasting time on pretty language when a short order can be enough. He has no qualms about inflicting pain upon the wicked and taking a life quietly and viciously. His kindness still holds true though, as he prefers to not harm any who are innocent or suffering and will try to protect or save them first than kill his current foe.

Appearance:

In his normal guise, Lurio is a tall, broad-shouldered man with a warm smile and bright eyes. His hair is a swept back, platinum blonde. His strength, speed, and stamina is apparent in every step that he takes, the mighty falchion sitting comfortably on his hip and a series of daggers upon him as well. His breastplate is a simple steel sheen, clean and well maintained. With the restriction on embroidered clothing, he tends to dress in dark, simple colors like navy blue, blacks, and rose reds. He keeps a wooden holy symbol of Milani hidden away upon himself, a simple dedication for his lost friend.