Full Name |
Metumé |
Race |
Vishkanya |
Classes/Levels |
Vigilante/6 |HP 48/48 | AC 18 Touch 13 FF 15 | Perception +9 | Fort +4 Ref +8 Will +5 |
Gender |
Female |
Alignment |
N |
Strength |
14 |
Dexterity |
17 |
Intelligence |
8 |
Wisdom |
10 |
Charisma |
16 |
About Metumé
Metumé
Female vishkanya vigilante 6 (Pathfinder RPG Bestiary 3 281, Pathfinder RPG Ultimate Intrigue 9)
LN Medium humanoid (vishkanya)
Init +3; Senses low-light vision; Perception +9
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Defense
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AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)
hp 48 (6d8+14)
Fort +4, Ref +8, Will +5; +6 bonus vs. poison
Defensive Abilities poison resistance, unshakable (+5)
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Offense
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Speed 30 ft.
Melee +1 silversheen kukri +7 (1d4+4/18-20) or
. . mwk cold iron kukri +7 (1d4+4/18-20)
Ranged blowgun +7 (1d2) or
. . mwk composite shortbow +8 (1d6+2/×3)
Special Attacks hidden strike +3d8/+3d4, startling appearance
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Statistics
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Str 14, Dex 17, Con 14, Int 8, Wis 10, Cha 16
Base Atk +4; CMB +6; CMD 19
Feats Blind-fight, Two-weapon Defense, Two-weapon Fighting, Weapon Finesse, Weapon Focus (kukri)
Traits desert shadow, extremely fashionable
Skills Acrobatics +8, Bluff +14 (+18 when in your social identity), Diplomacy +10, Disguise +8 (+28 to appear as part of polite society while in your social identity), Intimidate +10, Knowledge (local) +3, Knowledge (nobility) +3, Perception +9, Profession (merchant) +4 (+8 when in your social identity), Sense Motive +4, Stealth +11; Racial Modifiers +2 Bluff, +2 Perception, +2 Stealth
Languages Common, Vishkanya
SQ dual identity, poison use, social grace, social talents (kalistocrat’s acumen, many guises[UI], social grace[UI]), toxic, uncanny dodge, vigilante specialization (stalker[UI]), vigilante talents (lethal grace[UI], stalker's senses, strike the unseen[UI])
Combat Gear oil of daylight, wand of cure light wounds, alchemist's fire (2), antiplague[APG], antitoxin; Other Gear mwk chain shirt, +1 silversheen kukri, arrows (40), blowgun, blowgun darts (20), mwk cold iron kukri, mwk composite shortbow (+2 Str), ioun torch ioun stone[APG], backpack, bandolier[UE], bandolier[UE], belt pouch, carriage, disguise kit, jewelry[UE], monk's outfit, noble's outfit, spider's silk rope (50 ft.)[APG], light horse, light horse, 5,484 gp
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Special Abilities
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Blind-Fight Re-roll misses because of concealment, other benefits.
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Hidden Strike +3d8/+3d4 Extra damage vs. unaware/startled foes, less vs. flat-footed/flanked foes.
Kalistocrat’s Acumen (1 category larger) (Ex) Treat settlements as larger for determining base values and purchase limits.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Many Guises (Ex) +20 circ bon to Disguise to appear as an ordinary member of your race.
Poison Resistance +5 Gain listed bonus to saves vs. poison.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Social Grace (Bluff) +4 circumstance bonus to selected skill while in your social identity.
Social Grace (Profession [merchant]) +4 circumstance bonus to selected skill while in your social identity.
Startling Appearance (Ex) Attacking unaware foe makes them flat-footed and they -4 to attack you for 1 rd.
Strike the Unseen (Ex) Can do hidden strike damage to foes with total concealment.
Toxic (2/day, DC 14) (Ex) Can apply poisonous blood/saliva to a weapon as a swift action.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Uncanny Dodge
Unshakable +5 (Ex) Add the listed bonus to the DC of foes attempting Intimidate checks against you.
Vishkanya Venom (DC 12) (Ex) Weapon—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based.