About Master KheldarHuman (Chelaxian)
STR 10 +0
Defense: HP : 64 (7d8 + 7 con)
Fort: +4 (2 base, 1 con, 1 resistance)
Special Qualities: Unshakable, Dual Identity, Seamless Guise, Many Guises, Quick Change. Offense: BAB : +5
Special Attacks: Hidden Strike (+4d8/4d4), Power Attack (-2/+4), Deadly Aim (-2/+4), Combat Expertise (-2/+2), Weapon Finesse, Startling Appearance. Attacks: +1 Agile Dagger, +12, (1d4+11/19-20/x2), 10ft, P/S; MW Brass Knuckles, +11, (1d3/x2), B Skills:
6 (class) + 1 (human) + 1 (favored) + 2 (int) + 2 (background)/level, 84 total. Acrobatics* +15/20 (7 ranks + 3 class + 5 dex), +5 competence to move through threatened space/opponent
--Social Skills--
Feats:
Skill Focus (Perception): 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. Weapon Focus (Thrown): You gain a +1 bonus on all attack rolls you make using the selected weapons. Startoss Style: While using this style, you gain a bonus on damage rolls made with the weapon equal to 2 + 2 per style feat you possess that lists Startoss Style as a prerequisite (maximum +6 damage). Startoss Comet: As a standard action, you can make a single ranged thrown weapon attack at your full attack bonus with the chosen weapon. If you hit, you deal damage normally and can make a second attack (at your full attack bonus) against a target within one range increment of the first. You determine cover for this attack from the first target’s space instead of your space. Leadership: This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. Score: 13. Class Abilities:
Vigilante (Teisatsu): Simple/Teisatsu Weapon proficiency, Light/Medium Armor proficiency, 1 bonus feat, +5BAB, +2/5/5 F/R/W, 6 SP Dual Identity: Two alignments, names, scrying doesnt work on inactive identity, 1 minute to change) Seamless Guise: Should anyone suspect The Rat 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. Stalker Specialization: Hidden Strike +4d8/4d4. The Rat can select Stalker Talents (except Rogue talent), Ki Powers, or Shadow Tricks as vigilante talents. Unshakable: Starting at 3rd level, The Rat adds his class level to the DC of any attempts to Intimidate him. Startling Appearance: Whenever The Rat attempts an attack against a foe that is completely unaware of his presence the foe is treated as flat-footed for the rest of his turn. Foes attacked take a -4 penalty to attack him. Ki Pool: 6/day (1/2 level + charisma). As long as The Rat has at least 1 point in his ki pool, he treats any Acrobatics skill check made to jump as if he had a running start. Talents:
Social Talents: Social Grace: Whenever Kheldar is in his social identity, he receives a +4 circumstance bonus on checks with Profession(merchant) and Diplomacy. At 9th level and every 4 levels thereafter, he can select another skill. Entrepreneur (Ex): Kheldar can use Bluff and Diplomacy to earn money as if he were using a Profession skill. He gains the skill unlock powers for Profession(merchant). With 5 ranks, he earns gold pieces equal to his check (instead of half). Many Guises (Ex): Kheldar can take on any number of mundane guises. Whenever he changes his identity, he has a third option (instead of social or vigilante): he can become mundane. The mundane identity is not a specific individual. Each one is created at the moment it is assumed, and quickly forgotten as soon as it is removed. While in a mundane identity, the vigilante does not gain the benefit of either his social or vigilante identity, but instead appears as a member of his race, usually a common laborer, farmer, or peasant of any gender. His alignment is treated as neutral when he is in his mundane identity. While in this identity, he receives a +20 circumstance bonus on Disguise checks to appear like an ordinary member of his race. Spells and abilities that are looking for Kheldar in either of his other identities fail while he is in his mundane identity. He must build the appearance for this identity using whatever clothing and tools he has at his disposal. While he can use magic (such as a hat of disguise), his mundane identity can never be anything other than an ordinary member of a society or large group (subject to GM discretion). Quick Change (Ex): Kheldar learned to shift between his identities with ease. Instead of needing 1 minute to change his identity, he can do so as a full-round action. If, after a quick change, he encounters any creature familiar with both of his identities, he must attempt a Disguise check to avoid the creature seeing through his hastily donned disguise and realizing that the identities are, in fact, the same person. Kheldar can spend 1 additional round adjusting and perfecting his appearance and persona to negate the need for this check. Vigilante Talents:
Ki Abilities: (6 ki/day)
Traits:
Strong Arm, Supple Wrist: Whenever you move at least 10 feet before making an attack with a thrown weapon, you add 10 feet to the range increment of the weapon thrown. Family Honor: +2 to Bluff skill. Racial Abilities:
+2 Dexterity Focused Study: At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Favored Class (Vigilante): Gain 1 HP, 1 Skill Point, or +1/2 on the Disguise bonus provided by seamless guise. Equipment:
Traveler's Outfit (free, currently disguised as a noble outfit) Sleeves of Many Garments (200gp, disguise outfit) Mithral Kikko, hidden (1030gp, +5/+6/0) MW Kote (155gp, +1/0/0) Stalker Mask (3500gp, +5 competence to Stealth, 1/day assume seen creature's likeness for 1hr, +1 attk/dmg vs them)
Pocketed Vest (10gp?)
Blinkback Belt (5000gp, thrown weapons returns instantly)
4 Belt Pouches, Wine Skin (4gp)
Bandolier (89gp, 5cp including contents)
In apartment:
Money (15gp, 3sp, 3cp)
Leadership:
Henchmen/Cohorts/Hirelings: (cohort score: 7+3+4) 5th level cohort (max level-2): Yarblek. Assists in running business and hiding suspicion. (follower score: 7+3+6) 25 1st level/2 2nd level/1 3rd level: followers. Some followers assist with the business enterprise, and some are spread around Korvosa to form a reliable network. Kheldar:
Kheldar is fairly short, with a rat-like face, narrow eyes, a very long nose, and black hair. His nose seems to twitch whenever he is about to secure a profit, or when negotiating. Due to his acting skills, he is able to impersonate almost any race and dialect, even altering his appearance simply by contorting his muscles, and is skilled in the art of disguise. Despite his features, Kheldar is a charismatic man. There is a glint to his eyes, and he seems to have a silver tongue. Grey has started to touch his hair, showing that he is no youth, but he moves with a supple strength, like a bow. While congenial, he is a vicious and cunning negotiator, and always looking for a way to turn a profit. "Prince" Kheldar is from a noble family, the house of Drasnia. As a bastard, though a legitimized one, he was not in the line of succession to inherit rulership. So much the better, as he pursued his main interests: intrigue and money. He has managed not only to make several enemies through his business empire, but to also turn an interest from Lamm. The criminal took some steps to invalidate Kheldar's young cousin, and it was through careful manipulation and not a small amount of threatening and money that the foul rumors and accusations were quashed. There is a special place in Kheldar's heart that can not wait to see that man dead. Campaign Details:
* Changing guises: Kheldar uses his sleeve of garments and disguise kit as needed to assume his mundane guises, which can totally alter his appearance. When assuming his vigilante identity, he pulls the soft leather mask shaped like a skull out of a pocket sewn into his cloak's interior, pulls up the hood, and his clothing appears in dull, dark colors worn and battered or damaged. His deft skills at sleight of hand allow him to conceal things from either identity on his person. His kote on the left arm is concealed under clothing at all times, and his kikko has been crafted with the plates of mithral concealed underneath cloth, which is worn under his normal vest. If additional gear is needed for a job, The Rat will notify Yarblek of what and where, and it will be couriered there by one of his henchmen as a care package, hidden and waiting for him. * Who the Vigilante allies are? Who defend them, who likes them?
* Who the vigilante enemies are? is the guard actively opposing them? Which kind of criminal despise you the most?
* One extra magic item. Something small and flavorful. Like a 0 level spell item, or 1 level with limit of uses.
* One secret. That sometimes come easy, and sometimes comes hard.
* One Business, organization, etc.
* District - Base of operations.
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