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About Merula AntiusFull Statistics
SPECIAL ABILITIES: --------------------------------
Dazzling Display While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display. Dual Heritage A half-elf double scion appears to be an elf in one identity and a human in the other identity. She takes no penalties to Disguise checks to appear as the race that matches her current identity. The selection of which race is the social identity and which is the vigilante identity is made at 1st level and cannot be changed. Additionally, when a half-elf double scion switches from one identity to another, she is representing different aspects of her heritage rather than personality. As a result, a half-elf double scion has the same alignment in both of her identities. This alters dual identity. Dual Identity (Ex) 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. 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.
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. Elven Weapon Command (Ex) A half-elf double scion can wield traditional elven weapons as well as elves can. The half-elf double scion treats any weapon with the word “elven” in its name as a martial weapon, and gains Weapon Focus as a bonus feat for one such weapon. (Choosing elven branched spear) Hidden Strike 3d8/3d4 (Ex) A stalker vigilante gains an ability called hidden strike, which allows her 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 her presence, who consider her 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 she 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 her an ally), unless otherwise noted. Owl’s Sight (Ex) (Social Talent L1) The vigilante gains low-light vision. If she already has low-light vision, she gains a +4 competence bonus on Perception checks in dim light. The vigilante also gains a +2 competence bonus on Sleight of Hand and Stealth checks at night. Renown (Ex) (Social Talent L3) 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. Seamless Guise (Ex) A vigilante knows how to behave in a way that appears perfectly proper and normal for her current identity. Should anyone suspect her of being anything other than what she appears to be while either in her social or vigilante identity, she can attempt a Disguise check with a +20 circumstance bonus to appear as her current identity, and not as her other identity. Social Grace (Social Talent L5) The vigilante selects any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. Whenever the vigilante is in his social identity, he receives a +4 circumstance bonus on checks with the selected skill. At 5th level and every 4 levels thereafter, he can select another skill (with the same restrictions) to gain this bonus. (Choosing Diplomacy, Perform (Dance)) Spear Dancing Style (soon) Choose one weapon from the polearm or spear fighter weapon groups. (Choosing elven branched spear.) While using this style, you grant the chosen weapon the double special weapon feature, using the weapon’s normal statistics for its main-hand end and the statistics of a light mace for its off-hand end. A weapon wielded in this way loses the brace and reach special weapon features. 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. Two-Weapon Fighting You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon. Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting. Unshakable (Ex) Starting at 3rd level, a vigilante adds his class level to the DC of any attempts to Intimidate him. Up Close and Personal (Ex) (Vigilante Talent L4) When the vigilante 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 vigilante. Otherwise, the vigilante applies the hidden strike damage he would deal if the target were denied its Dexterity bonus to AC. Only a stalker vigilante of at least 4th level can select this talent. Vigilante Specialization (Ex) At 1st level, a vigilante must choose to be either an Weapon Focus (Elven Branched Spear) You gain a +1 bonus on all attack rolls you make using the selected weapon. GEAR/POSSESSIONS -------------------------------- Worn dagger (2 gp, 1 lb), entertainer's outfit (3 gp, 4 lbs), waist pouch (5 sp, .5 lbs) Carried Adamantine arrowhead (60 gp?, -), candle x5 (5 cp, -), candle lamp (5 gp, 1 lb), flint and steel (1 gp, -), masterwork shuriken (6.2 gp, -), whistle (8 sp, -), Zellara's harrow deck (?? gp, -) Carrying Capacity (Mwk Backpack) Light: 66 lbs Medium: 67-133 lbs Heavy: 134-200 lbs Current 5.5 lbs (light load) Money 9 pp 4 gp 9 sp 8 cp Starting Gold Spent: 171.71/175 Usually left elsewhere arrows (20/20, 1 gp, 3 lbs), masterwork backpack (50 gp, 4 lbs), masterwork chain shirt (250 gp, 25 lbs), chalk powder x2 (2 cp, 1 lb), masterwork composite longbow [+2 Str] (600 gp, 3 lbs), crowbar (2 gp, 5 lbs), grappling arrow (1 gp, .5 lbs), mourning dress (as traveler's outfit, 1 gp, 5 lbs), nightgown (as peasant's outfit, .1 gp, 2 lbs), pickpocket's outfit (- gp, 3 lbs), sap (1 gp, 2 lbs), shovel (.02 gp, 3 lbs), silk rope (50', 10 gp, 5 lbs), simple dress (as artisan's outfit, 1 gp, 4 lbs), Thorn [masterwork elven branched spear] (320 gp, 10 lbs), vermin repellent x5 (25 gp, -), whetstone (2 cp, -) -------------------------------- CHARACTER DETAILS -------------------------------- Description: Merula is a very tall (5'11") and very slender (155 lbs) human woman with the elegant bearing and smooth, continuous gestures of a trained dancer; when she moves with her feet concealed by an entertainer's voluminous split skirts, her head is so steady she appears almost to be floating. She wears her silver-blonde hair in a loose braided-back style. If one looks closely, her proportions are just slightly eerie when seen in full extension: all her limbs and fingers are a bit too long for her compact torso, or at least they are too long for the human her rounded near-colorless eyes and other facial features proclaim her to be. Although it makes her dancing stand out now, and her practiced movements are graceful enough one wouldn't know it, as a child and teenager she was always knocking things over, and the gangly frame still makes it difficult to do anything in a hurry. (Mismatched) Even aside from her unusual height, she could not be called waiflike, though she generally prefers loose and layered clothes that hide how her arms, shoulders and thighs are strong and thickly muscled. Reference: 1; 2 Personality: |