Consortium Agent

Master Kheldar's page

67 posts. Alias of evandariel.


Full Name

Prince Kheldar AKA "The Rat"

Race

Human (Chelaxian)

Classes/Levels

Vigilante (Teisatsu) 7; HP 64/64; Ki (6/6); Init +5; AC 21/FF 16/T 15; F +4, R +11, W +7; Per +14; Cohort: Yarblek; Vigilante: The Rat

Gender

Male

Size

Medium

Age

36 (Middle Aged)

Alignment

Neutral

Languages

Common, Varisian, Shoanti, Orc, Dwarven, Drasnian Sign Language

Occupation

Cohort: Yarblek; Vigilante: The Rat

Strength 10
Dexterity 20
Constitution 12
Intelligence 14
Wisdom 12
Charisma 16

About Master Kheldar

Human (Chelaxian)
Class: Vigilante (Teisatsu) 7
Gender: Male
Size: Medium
Age: 36 (Middle-Aged)
Alignment: Neutral
Languages: Common, Varisian, Shoanti, Orc, Dwarven, Drasnian Sign Language

STR 10 +0
DEX 20 +5 (+2 race, +1 level 4, +2 item)
CON 12 +1
INT 14 +2
WIS 12 +1
CHA 16 +3

Defense:

HP : 64 (7d8 + 7 con)
AC : 21, FF 16, Touch 15 (10 base, 5 dex, 5 armor, 1 shield)
CMD : 20 (10 base, 5 bab, 0 str, 5 dex)

Fort: +4 (2 base, 1 con, 1 resistance)
Ref : +11 (5 base, 5 dex, 1 resistance)
Will: +7 (5 base, 1 wis, 1 resistance)
Special: None

Special Qualities: Unshakable, Dual Identity, Seamless Guise, Many Guises, Quick Change.

Offense:

BAB : +5
CMB : +10 (5 BAB, 5 dex)
Init: +5 (5 dex)
Spd : 30 ft

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
Bluff +15 (7 ranks + 3 class + 3 cha + 2 trait), +2 to use/gather info in Korvosa
Climb +5 (2 ranks + 3 class + 0 str)
Diplomacy +17 (7 ranks + 3 class + 3 cha + 4 circ), +2 to use/gather info in Korvosa
Disable Device +17 (7 ranks + 3 class + 5 dex + 2 circ)
Disguise +14/34 (6 ranks + 3 class + 3 cha + 2 circ), +20 to appear as an identity
Escape Artist +9 (1 ranks + 3 class + 5 dex)
Intimidate +7 (1 ranks + 3 class + 3 cha)
Perception +14 (7 ranks + 3 class + 1 wis + 3 feat)
Sense Motive +8 (4 ranks + 3 class + 1 wis)
Sleight of Hand +15 (7 ranks + 3 class + 5 dex)
Stealth +20 (7 ranks + 3 class + 5 dex + 5 comp)
Use Magic Device +13 (7 rank + 3 class + 3 cha)
*All jumps count as running jumps if ki pool not empty

--Social Skills--
Acting +10 (2 rank + 3 class + 3 cha + 2 circ)
Appraise +6/8 (1 ranks + 3 class + 2 int), +2 if valued by weight
Know Local +6 (1 ranks + 3 class + 2 int), +2 to use/gather info in Korvosa
Linguistics +5 (3 ranks + 2 int)
Merchant +17 (7 ranks + 3 class + 1 wis + 6 circ), earn double the normal gold

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:
Unexpected Strike: The Rat gains Quick Draw as a bonus feat. At 8th level, he can draw hidden weapons as a swift action.
Up Close and Personal: When The Rat attempts an Acrobatics check to move through an opponent’s space during a move action, he can attempt a single melee attack against that opponent as a swift action. If the Acrobatics check succeeds, this attack applies the vigilante’s hidden strike damage as if the foe were unaware of The Rat. Otherwise, he applies the hidden strike damage he would deal if the target were denied its Dexterity bonus to AC.

Ki Abilities: (6 ki/day)
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.
The Rat can make one additional attack at his highest attack bonus, but he can do so only when making a full attack (1 ki, swift action).
The Rat can increase his speed by 20 feet for 1 round (1 ki, swift action).
The Rat can give himself a +4 insight bonus on Stealth checks for 1 round (1 ki, swift action).

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)
Daredevil Softpaw Boots (1400gp, +5 competence to Acrobatics vs AOO 10rds/day, +2 attack if successful)
Cloak of Resistance +1 (1000gp, +1 resistance to saves)
Gloves of Dexterity +2 (4000gp, +2 dexterity score)
Signet Ring (5gp)

Pocketed Vest (10gp?)
-- Scriverners Kit (2gp)
-- MW Tool, Bartering - Ledger, abbacus, etc (50gp)

Blinkback Belt (5000gp, thrown weapons returns instantly)
-- +1 Agile Dagger (8000gp, use dexterity to damage instead of strength)
-- Dagger, Kunai, 15 Shuriken (7gp)
-- Blue Book of Korvosa (5gp)

4 Belt Pouches, Wine Skin (4gp)
-- 2 Candles (2cp)
-- Wax (1gp)
-- MW Thieves' Tools (100gp)
-- Juggler's Kit (15gp)
-- Disguise Kit (50gp)
-- Merchant's Scale (2gp)
Rope, Silk (10gp)
Grappling Hook (1gp)

Bandolier (89gp, 5cp including contents)
-- Ioun Torch
-- 2 Iron Vials
-- Flask
-- Chalk/Charcoal/Twine
-- Small Mirror
-- 5 Shuriken
-- Signal Whistle
-- Bird Call Whistle
-- Darkflare

In apartment:
-- Backpack (2gp)
-- Bedroll (1sp)
-- Blanket (5sp)
-- Survival Kit (5gp), with Mess Kit
-- Grooming Kit (1gp)

Money (15gp, 3sp, 3cp)
-- Loaned to Yarblek (400gp)

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?
Kheldar has many allies, but also many enemies. Over time he has built up a trusted network of mostly loyal followers, in various places and various ways of life throughout Korvosa and the surrounding areas. His closest ally is, of course, Yarblek, the co-owner of his business enterprise. They began as enemies, one a Varisian and one a Chelaxian from opposing circles, but over time their respect for each other blossomed into a (lucrative) friendship. Kheldar has a big heart for the downtrodden, but he prefers to keep his charity to himself. He has often diverted profits into helping Korvosans during disasters, wars, and food shortages, and often pulled strings for a random act of goodness. To the world, though, he is a more distant and aloof businessman. There are few outside of his inner circle, or those who have seen or discovered his actions on behalf of the less fortunate, who know who he really is, or like him very much (aside from his normal charisma).

* Who the vigilante enemies are? is the guard actively opposing them? Which kind of criminal despise you the most?
Kheldar has a vested interest in Lamm, due to an old grudge, but the ones who despise him most are those who know of him most: competing merchants, nobles, and anyone with a vested interest in the arena of trade and money. He is a ruthless negotiator, sometimes swindler, and masterful businessman. He has put many out of business, ruined profit built on the backs of slaves or the poor, and in general been a thorn in their side. There are many noble families who have lost funding from their business associations because of Kheldar, and so there is a strong interest in snooping out any crimes, smuggling, or skullduggery that may land Kheldar in trouble, or on the wrong side of the court or law. Some will even stoop to paid assassins and thugs in an effort to eliminate him as a threat.

* One extra magic item. Something small and flavorful. Like a 0 level spell item, or 1 level with limit of uses.
"Dick Tracy's wristwatch" - Yarblek and Kheldar are able to communicate at long range via a pair of magical bracelets, which Yarblek casts Magic Aura on every few days to mask their true nature, appearing instead as merely part of their rather rich attire.

* One secret. That sometimes come easy, and sometimes comes hard.
Kheldar is deeply in love with the wife of his uncle, a noble man and liege of the Drasnian family. He hates himself for it, and has never acted upon it.

* One Business, organization, etc.
Drasnian Imports - named after the noble house of Drasnia which Kheldar belongs to. Yarblek and Kheldar, or Silk, as most of his employees refer to him, run a large enterprise that focuses on importing and exporting goods from different regions. While it may be the focus, Kheldar is no stranger to all manner of profiteering, and Drasnian Imports does not shy away from profit, in whatever form it may take.

* District - Base of operations.
Drasnian Imports has a large, multi-story building on the edge of the North Point district, near the borders of the Heights and Midland. Kheldar lives in an apartment within, as does Yarblek. He is usually up to no good in that district. Due to his business dealings, however, Kheldar and Yarblek can often be found in Old Korvosa and the East Shore as well. Especially in bars, since Yarblek is only inches away from alcoholism, could realistically be called a drunkard, and yet can eerily maintain his faculties even under the facade of drunkenness.