| Full Name |
Mantis Cabalist |
| Classes/Levels |
Init +4 | AC 23 FF 16 T19 | HP 49/73 | Fort +8, Ref +14, Will +10 | Perception+19 LLV | Sp 1: 1/2 |
About Nil Pac
Male Half-Elf Cabalist Vigilante 9/Red Mantis Assassin 1
LN Medium Humanoid (Human and Elf)
Init +4; Senses Perception +15 (+4 in low light), Low-Light Vision
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Defense
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AC 23, touch 16, flat-footed 19 (+6 Armor, +4 dexterity, +1 Natural, +2 Deflection)
hp 73 (10 HD; 10d8+20)
Fort +8, Ref +14, Will +10;
Defensive Abilities -
Special Qualities: -
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Offense
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Speed 30 ft.
Melee Sawtooth Saber +12/+7 (1d8+8)
TWF: +12/+12/+7 (1d8+8/+7)
Sneak Attack +1d6
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Statistics
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Str 12, Dex 18, Con 14, Int 20, Wis 10, Cha 12
Base Atk +6; CMB +10; CMD 21
Class Abilities (Cabalist Vigilante)
Spells Concentration +18 (Class level +9, Int +5, Combat Casting +4) CL 10
Spells/day 0: 5; 1: 7; 2: 5; 3: 4;
Spells Known
0: all
1: 10 (Air Bubble, Bleeding Strike, Blend with Surroundings, Charm Person, Disguise Weapon, Ill Omen, Infernal Healing, Mudball, Reduce Person, Undine’s Curse)
2: 6 (Alter Self, Anonymous Interaction, Blindess/Deafness, Bloodbath, Boneshaker, Death Knell, Dress Corpse, False Life, Hidden Presence, Lipstitch, Mark of Blood, Touch of Bloodletting)
3: 6 (Accursed Glare, Bestow Curse, Bone Flense, Curse of Befouled Fortune, Deathwine, Fly, Heroism, Symbol of Exsanguination, Polymorph Familiar, Howling Agony, Adjustable Disguise, Dispel Magic, Locate Object)
Dual Identity
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.
Unshakable (Ex): Starting at 3rd level, a vigilante adds his class level to the DC of any attempts to Intimidate him.
Cabalist
SpellcastingA cabalist casts arcane spells and cantrips as a magus. He prepares spells using a spellbook, choosing them from the 6th-level and lower spells from the witch spell list; higher-level witch spells are not on the cabalist’s spell list. This replaces the 4th-, 8th-, 10th-, 14th-, and 16th-level vigilante talents.
Spellbook: A cabalist has a spellbook that functions in the same way as a magus’s spellbook but uses the 6th-level and lower spells from the witch spell list.
Spill Blood (Ex): A cabalist can cause bleeding when he deals piercing or slashing damage with a melee attack (or a ranged attack within 30 feet) against a living foe who is unaware of his presence, who considers him an ally, or who is denied its Dexterity bonus to AC. The amount of bleed damage is equal to the cabalist’s level. A cabalist can’t deal this bleed damage to a creature with total concealment.
Bloodbound Spell (Ex): At 5th level, a cabalist gets an advantage when casting spells against bleeding foes. Whenever the cabalist casts a spell against a foe that is taking bleed damage, the foe takes a –1 penalty on its saving throw against the spell (or to its AC if the spell requires an attack roll). This penalty increases to –2 if the spell is from the necromancy school. This ability replaces startling appearance.
Social Talents:
V1: Well-Known Expert (Ex): The vigilante’s social identity is known as an expert in numerous fields, including areas and topics the vigilante hasn’t actually taken the time to study. As a result the vigilante is skilled at encouraging others to discover solutions to difficult problems themselves by asking probing questions, while appearing to give the information himself. In his social identity, the vigilante can take 10 when attempting to aid another on Appraise, Craft, and Knowledge checks. He also gains a bonus equal to half his class level (minimum +1) on Bluff checks to appear knowledgeable in Appraise, Craft (all), and Knowledge (all).
V3: Owl's Sight (Ex): The vigilante gains low-light vision. If he already has low-light vision, he gains a +4 competence bonus on Perception checks in low light. The vigilante also gains a +2 competence bonus on Sleight of Hand and Stealth checks at night.
V5: Hidden Magic (Ex): The auras of magic items the vigilante is carrying are hidden (as per magic aura). The vigilante can suppress or reactivate this effect as a standard action.
V7: Many Guises (Ex): The vigilante 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 the vigilante 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). A vigilante must be at least 5th level to select this talent.
V9: Mockingbird (Ex): The vigilante can mimic almost any sort of voice, or even animal calls and sound effects, and he can throw his voice at a distance. This functions similarly to a combination of the ghost sound, ventriloquism, and vocal alterationUM spells. A vigilante must be at least 5th level to choose this talent.
Talents:
V2: Lethal Grace (Ex): The vigilante combines strength and speed into incredibly deadly attacks. He gains Weapon Finesse as a bonus feat, and if he already has the Weapon Finesse feat, he can immediately swap it for another feat for which he qualified at the level he chose Weapon Finesse. When using Weapon Finesse to make a melee attack using his Dexterity bonus on attack rolls and his Strength bonus on damage rolls, he also adds half his vigilante level on damage rolls. This bonus damage is not reduced or increased if the vigilante is wielding a weapon two-handed or in an off-hand.
V6: Familiar (Ex): The cabalist gains a familiar, using his vigilante level as his effective wizard level. The familiar also has a social identity as a seemingly normal animal, though cabalists with outlandish familiars might still need to hide them.
Red Mantis Assassin
Spells Concentration +6 (Class level +1, Cha +1, Combat Casting +4) CL 2
Spells/day 1: 2;
Spells Known
1: 2
Windy Escape,
Feather Fall
Spells: A Red Mantis assassin casts illusion and transmutation arcane spells drawn from the sorcerer and wizard spell lists. She can cast any spell she knows without preparing it ahead of time. To cast a spell, she must have a Charisma score of at least 10 + the spell’s level, and her bonus spells are based on Charisma. Saving throws against these spells have a DC of 10 + the spell’s level + the caster’s Charisma modifier (if any). At each Red Mantis assassin level, she gains one or more new spells as indicated on the table below. At 4th, 6th, 8th, and 10th level, she can learn a new spell in place of one she already knows, provided the new spell is of the same level as the one she is replacing.
Sneak Attack: +1d6
Saber Fighting: At 1st level, the Red Mantis assassin gains Weapon Specialization (sawtooth sabre) as a bonus feat and treats sawtooth sabres as a light weapon for all purposes, including being able to use a sawtooth sabre with Weapon Finesse.
Feats
1: Two-Weapon Fighting
1 Racial: Exotic Weapon Proficiency: Sawtooth Saber
V2: Weapon Finesse > Combat Casting
3: Weapon Focus: Sawtooth Saber (Light Blades)
5: Deft Maneuvers
V6: Alertness [with Familiar]
7: Improved Familiar
RMA1: Weapon Specialization: Sawtooth Saber (Light Blades)
9: Spell Focus: Necromancy?
Race Traits (Half-Elf)
Low-Light Vision: Half-elves can see twice as far as a race with normal vision in conditions of dim light.
Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multidisciplined: Born to two races, half-elves have a knack for combining different magical traditions. If a halfelf with this racial trait has spellcasting abilities from at least two different classes, the effects of spells she casts from all her classes are calculated as though her caster level were 1 level higher, to a maximum of her character level. This racial trait replaces multitalented.
Traits
Ilizmagorti Native: You grew up in the city of Ilizmagorti on Mediogalti Island, a pirate port infamous for both the scoundrels who visit it and the feared Red Mantis assassins who run it. You’ve been around pirates all your life, but you’ve learned to be wary in your dealings with people, as there’s no telling who might be a Red Mantis in disguise. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. In addition, your familiarity with the pirate’s life allows you to make untrained Knowledge (local) checks regarding pirates or the region of the Shackles.
Cunning Liar: You were forced into hiding or willingly went on the run at a young age, and learned to reading others’ interests to inform your lies. You can use your Intelligence modifier in place of your Charisma modifier on Bluff checks.
Automatic Bonus Progression
Resistance Bonus +3 to all saves
Armor +2 ()
Weapon +1/+1 ()
Mental +2 Int
Physical +2 Dexterity
Natural Armor +1
Deflection Bonus +2
FCB: 9 Skill Points
Skills
4X9 Vigilante + 6 RMA + 5x10 int + 9 FCB = 101
20 background
+17 *Acrobatics: 10 ranks + 4 dex +3 trained
+18 *Bluff: ranks 10 ranks + 5 int + 3 trained (+4 to appear knowledgeable in Appraise, Craft (all), and Knowledge (all).)
+5 *Climb: 1 rank + 1 str + 3 trained
+9 *Diplomacy: 5 ranks + 1 cha + 3 trained
+15 Disable Device: 9 ranks + 4 dex + +2 Mwk Thieve’s Tools
+14 *Disguise: 10 ranks + 1 cha + 3 trained, +20 to maintain identity
+ *Escape Artist: dex
+ Fly: ranks + 4 dex
+ *Heal: wis
+14 *Intimidate: 10 ranks + 1 cha + 3 trained
+13 *Knowledge (arcana): 5 ranks + 5 int + 3 trained
+ *Knowledge (dungeoneering): int
+ *Knowledge (local): ranks + int
+ *Knowledge (nature): int
+ Knowledge (planes): ranks + int
+ *Knowledge (religion): int
+19 *Perception: 10 ranks +0 wis +3 trained +2 racial +4 Alertness, +4 in low light
+ *Ride: dex
+18 *Sense Motive: 10 ranks + 0 wis + 3 trained +1 trait + 4 alertness
+18 *Spellcraft: 10 rank +5 int +3 trained
+17 *Stealth: 10 ranks + 4 dex + 3 trained, +2 at night
+0 Survival
+5 *Swim: 1 rank + 1 str + 3 trained
+ *Use Magic Device: cha
Background Skills
+ *Appraise: int + ranks
+ Artistry: int
+ *Craft: int
+ Handle Animal: rank + cha + trained
+ Knowledge (engineering): int
+10 Knowledge (geography): 5 ranks + 5 int
+ Knowledge (history): rank + int + 3 trained
+13 *Knowledge (nobility): 5 ranks + 5 int + 3 trained
+ Linguistics: rank + int
+ *Perform: cha
+ *Profession: wis
+17 *Sleight of Hand: 10 ranks +4 dex +3 trained, +2 at night
Languages Taldane, Elven, Polyglot, Kelish, Osiriani, Skald, Varisian
Currency 3460 Gold
Combat Gear
+1 Bloodcrystal Sawtooth Saber
+1 Sawtooth Saber
+2 Glamered Mistmail
Glove of Storing
Rapier
Other Gear
Pathfinder’s Pouch
Mask of the Mantis
Scabbard of Many Blades
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