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I feel I should note that the witch spell list does not have any 3rd level cold spells. Thus, to qualify, you have to either have the winter patron or convince your DM to let you summon ice elementals (thus, allowing you to summon 1d3 ice elementals as a level 3 cold spell).

Edit: Wait, found one. Please disregard my previous statement.


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I really want to know what the backstory will be. Did the Worm that Walks become a lich in order to make sure it didn't die again or did the lich get seal away with worms that slowly ate its undead body until it mutated into something even more horrible than it already was?


I don't see why you couldn't reduce the DC but it would have to be uniform. For example, if you cast a Fireball and one of your party members got caught in it, then you could reduce the DC to make it easier for him to save but that would also reduce the DC for your opponents. You would probably be better off just letting your party member take the hit.


The Magic Circle spells have powdered silver as a material component. Since there is no cost listed, the cost is small enough to ignore it. Does anyone else get a headache thinking about this?


I'm rather surprised that a discussion on broken melee builds got this far without AM Barbarian being mentioned.


I'm not sure you would want an intelligent golem anyway. As an intelligent item, it has a chance of going rogue. Plus, unlike normal intelligent items, an intelligent golem would be able to run off and never be heard from again. If it's a shield guardian, it could probably mind control you like a normal intelligent item.


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Don't forget that, unlike normal imps, the imps summoned to be familiars have telepathy. So, your little imp can turn into a rat, turn invisible, cast suggestion using his telepathy instead of normal speech, and suddenly, a member of the palace guard has killed the king because the voices in his head told him to. Sure, the imp will become visible when he casts suggestion but he's a rat so no one will notice.


StreamOfTheSky wrote:
If I ever do play one, I'm definitely insisting on a rename for what he refers to himself as and what I put on my character sheet.

People do that all the time. I once heard about a gaming group with 2 clerics that each referred to themselves by different titles.


Kyras Ausks wrote:

Good to see that the wizard won't be the party crafter much longer

Until they get Fabricate and gain the ability to craft mad science inventions in a few rounds.


BAB is completely unrelated to number of natural attacks. A super wolf with +20 BAB would only have 1 bite attack. A creature with six arms ending in claws but only +1 BAB would have 6 claw attacks.


If your character is chaotic evil, he could worship the demon lord Jezelda and take the Demoniac prestige class to become a natural lycanthrope. Other than that... it seems like Paizo wants lycanthropy to be a debilitating curse, not a way to become more powerful. It's unlikely that they'll make a way to easily control it.


Here's how I interpret it: The Paladin tries to get the goblins to surrender. They don't understand him so they attack him in self defense. Thus, the Paladin is forced to defend himself and kills them. Since he doesn't speak the language, it would be impossible to get them to surrender so he really had no choice. I suppose he technically could have used nonlethal damage but most people don't think of that in combat. Plus, beating them down with the flat side of his sword isn't particularly heroic anyway. Grappling is out because he could only grapple one while the other stabbed him in the back. If they had tried to surrender, that would be another story. Even with the language barrier, they could have thrown down their weapons and made nonthreatening gestures. Basically, I would rule that the Paladin didn't have much choice so he didn't do anything wrong.


I would think since a ghost's spells come from an incorporeal source (like a ghost with a ghostly +1 weapon), it would probably do 50% damage. Otherwise, ghost wizards would be able to affect everyone at 100% while living wizards can only do so with corporeal creatures.

As for Vampiric Touch, I suppose it would still work off a normal touch attack... Though, a ghost's touch deals damage... Yeah, I'm not touching that issue with a ten foot pole.


Belts of physical stats have the same price as headbands of mental stats. I don't see why you wouldn't be able to make a mental belt or a physical headband for the same price.


Nobody expects the halflings until they attack... Tricksy little hobbitses.

Seriously though, humanoid and traditionally evil only really leaves drow, orcs, and goblinoids. If you want to limit it to a working society and not excessively cliche, I would probably go with bugbears. Have them live in the mountains. They raid the civilized lands occasionally but aren't considered a big threat. Then, a ambitious chieftain starts uniting the tribes.

Actually, now that I think of it, giants might be closer to what you're looking for. Did you consider giants?

You could also go with an ethnicity of humans that are considered evil by the rest of the humanoids. That has showed up often enough that its probably a trope by now. Might want to give them distinctive physical features. White hair is traditional enough.


What happens if an aquatic creature casts rope trick? Obviously, if it fills with air, an aquatic wizard would have to hold his breathe. This doesn't seem logical to me.


Archers will not necessarily be a problem. I remember one fantasy world that contained a kingdom that believed archery was dishonorable. The army makeup will largely depend on the culture of the society that it comes from. You really shouldn't be expecting it to be entirely efficient especially since this army is made up of cultists that are angry that you killed their god. Not exactly the most rational lot.

Given that the god was a dragon, I would expect their number of spell casters would be off. On one hand, they could try to mimic their god's magical prowess, leading to a disproportionate number of spell casters. On the other hand, they may view magic as the realm of the gods, leading to a complete lack of spell casters. Of course, they might also go for magus or eldritch knight to get the dragon's mix of physical might and arcane power. Obviously, low level characters that want to be eldritch knights will not be as much of a threat as single class characters.


I was under the impression that the alternative summoning options were only for those adventure paths, not for general use. They aren't really balanced well.

Creating your own summoning lists wouldn't be that hard. The summoning lists were created based on CR. Just look up the CR of the creatures on the list for Summon Monster 3, for example. Then, look up the other monsters of the appropriate type that have that CR. That being said, if you don't have the time, someone else has probably done it by now. Anyone willing to share?


When polymorphed into a giant, your armor resizes to fit you. Thus, if a horse were to be polymorphed into a giant, its barding would transform into something that fits a giant. It's kind of ridiculous but it would technically work by RAW.

Can anyone else think of a situation where RAW would create a situation like this?


Jak the Looney Alchemist wrote:
Of course if you're a standard caster then pick your partner of choice and polymorph away.

I'm not sure I would fear anything with a wizard's base attack bonus.


So, the consensus seems to be that the likelihood of your patron turning on you is a feature, not a bug... I can respect that. Now I just need to figure out what Miracle has to do with endurance.


When I think of a familiar, I don't think of something that is going into combat. However, I have hear that an imp with the familiar bonuses is effective. I really don't see how. It does 1d4 damage per turn. Sure, there's the poison but DC 13 isn't going to remain effective for long. Am I missing something? Can someone tell me how an imp (or any other familiar) can become a combat threat?


They can be used to pay for the price of creating magic items. This works off the same value as what you would get if you sold them. However, if it looks like you won't be able to sell them for their full value, using them for item creation would be a better deal.

For the values, there should be an entry in the same book that the Soul Drinker appears in.


If a familiar can learn a language this way, then a Raven would learn more languages.

Still, I don't think it ever explicitly mentions whether or not this is possible so it will be up to your DM to decide. However, there are magical beasts that can speak so it isn't really out of the realm of possibilities.

Any GM out there who will say whether or not they would allow it?


Good point. Still, the relationship between cleric and god is based on a shared belief system. It will not always be exactly the same but there will be common ground. Take a LG god and his NG cleric. The cleric will be more flexible on legal matters than the god would prefer but they will find common ground in performing goodly act. Obviously, this is an oversimplification. Plus, it's more complicated when the god is N. Still, a cleric that thinks before he casts Miracle should be able to save it for situations that his god approves of.

My point is that the patron could be CE while the witch is LG. They could potentially have absolutely nothing in common. There is even the possibility that they could become enemies. It's a much different relationship dynamic especially when the witch doesn't know who the patron is and, thus, has to guess whether or not his patron will allow the Miracle to occur.

Of course, there's also the possibility that the witch and the patron will have some form of common goal. In this case, Miracle would work exactly the same way as for the cleric. My point is that this will not always be the case.

EDIT: Gah, people posted in between.
@TriOmegaZero


Let's start with the obvious: Dropping your weapon.

Oh, and I have to ask. Do you also want a chart for when the wizard rolls a 1 on his touch attacks?


TriOmegaZero wrote:
Replace every instance of "patron" in your post with "deity" and "witch" with "cleric". There is no difference.

They're not really equivalent. It's possible to have a witch and patron who have radically different beliefs or opposing alignment. A cleric worships a deity BECAUSE they have the same beliefs and goals.

Edit: If the cleric changes enough that this is no longer the case, he will end up worshiping a different deity. As far as I know, there is no way to switch witch patrons.


When a character gets a rank in Linguistics, he learns a new language. Since a familiar gets its master's skill ranks, would the familiar learn a new language and, thus, learn how to speak? I figure that a DM would only allow languages the master knows and it would not come into effect until after it has Speak with Master. Still, I don't think it would be a big enough mechanical advantage that it would cause problems but some people would think it would be neat for their familiar to be able to speak to other people.

On the other hand, knowing a language would let it spy on conversations. That would be a pretty big advantage.


TOZ wrote:

Your god might decide it doesn't want you to cast that spell you prepared.

There might be a fluctuation in the magical field that causes your fireball spell to explode as soon as you cast it instead of where you direct it.

Same difference.

That would generally either occur in a plane with strange magic traits or because the GM was being a jerk (Edit: or because a cleric violated his alignment). Problems with a witch casting Miracle could come from the GM's concept of the patron not approving of what you're trying to accomplish. If the GM is planning on your patron playing a role in the campaign, he would have to make the goals and personality of the patron consistent. If a witch ends up being on bad terms with his patron, he would never be able to cast Miracle.


Except your patron might decide that it doesn't want you to be able to cast that lower level cleric spell right now.


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Witches with the Endurance Patron get Miracle as their 9th level patron spell. The very idea of casting this spell fills me with child-like terror.

When a wizard casts Wish, it is interpreted by a dispassionate force without an agenda (assuming a GM that is not fixated on twisting wishes). When a cleric casts Miracle, it is interpreted and allowed by the cleric's deity, who generally has the same agenda as the cleric. In both of these cases, you can usually trust that the spell will work out how you wanted. In fact, with the cleric, you can expect the deity to interpret the spell in the best possible way for your character.

However, witches are no where near that lucky. When a witch casts Miracle, it is interpreted and allowed by the source of the witch's power, its patron. Unlike with clerics, witches do not necessarily have the same goals as their patrons. In many cases, they do not even know who their patron is. Thus, they are putting the power of a reality warping spell into the hands of a creature that they may very well know nothing about. This creature may decide to twist its interpretation of the request or simply make the spell fail on a whim.

Any one else terrified by this idea?

Okay, looking back, the Miracle spell does not explicitly mention the spell being twisted but I would interpret that as being due to the fact that your deity is not likely going to want to mess with you like that.


Those are good points. However, I would still say Demoniac isn't worth it based solely on the demonic obediences. Maybe if they messed with the frequencies. Say, an obedience that is easy to do must be done every day but the more difficult ones, like Lamashtu's, have to be preformed less often. As it is, Demoniacs of certain demon lords would have to spend so much time securing the sacrifices that they have no time for anything else.


Right, tiny and flying. +8 Stealth would work... Now, if only imps had actual ranks in it too. Still, getting total concealment wouldn't be that hard for something the size of a cat.

Edit: Oh, plus, change shape into something that would be ignored.

In hindsight, I'm not sure why I was worried about this.


Invisibility wrote:
The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack.

I am interpreting this to mean that if you sneak up on a random person and cast suggestion to convince him that attacking someone is a good idea, you stay invisible. However, if you do the exact same thing to someone you consider an enemy, you will become visible.

Is this correct? If so, how would you decide who is a "foe"? Would it be someone you're actively fighting? Someone you've fought before? Someone whose goals oppose your own?

I'm asking because turning invisible and casting suggestion seems like something an imp would do all the time. However, corrupting the righteous through repeated suggestions would be quite difficult if they become visible each time they try it.


The airship was in the Eberron Campaign Setting page 267. Again, it's entirely based on the elemental binding so it can't be converted without it. Rules for the binding are on page 51.

On the topic of the alchemical simulcrum dragons, why don't you just build a normal ship and have the dragons carry it through the air. Instant airship.


I wasn't expecting them to be equal but I figure they should all be at least good enough that someone might consider taking any of them. As far as I see it, taking a level in demoniac would never be a good idea for a follower of Lamashtu. Of course, this is ignoring the fact that it's already better not to multiclass.


I was looking over the Prestige Classes available to characters that worship demons, daemons, or devils. There seems to be a pretty big difference in power.

Devil worshipers get a super imp and a bunch of class features dealing with conjuring up devils and making deals with them. Basically, they get improvements in the things that devil worshipers should be the best at.

Daemon worshipers get an Improved Familiar, 2 summoning SLAs usable once per day, and a bunch of SLAs that are powered by a touch attack ability. I guess this wouldn't be bad for a cleric but arcane casters are squishy. Why would they want a touch attack? Plus, they don't get full casting.

Demon worshipers get one extra spell per day, a buff that causes confusion afterwards, the demonic boons at an earlier level, a bit of summoning, and one more buff. Again, not full casting. Plus, to be able to use the abilities of this class, including the spell casting advancement, the character has to perform a daily ritual based on their demon lord. For some demon lords, this can be hand waved as being done as part of the morning routine. For others... Lamashtu requires her followers to try to either get pregnant, get someone else pregnant, or sacrifice a baby. A pregnant follower of Lamashtu would be stuck sacrificing babies. Thus, at level 10, she must sacrifice 30 babies a month or lose 9 levels of casting. How is she supposed to find 30 babies a month? Obviously, this wasn't meant to be a PC class but still, it's kind of ridiculous.

Right, done ranting. Anyone else got any comments on this?


I was actually thinking of doing something similar. Making incantations for spells in Draconic. Of course, the language creator program I got my hands on doesn't give a big variety of words so it would take more time than I have available.


If you're willing to use 3.5 material, Eberron had rules for creating an airship. Though, the process involved enslaving an elemental so it's more difficult and morally questionable than normal item creation. Plus, it requires a totally different item creation feat.


I would hesitate to allow skeletal champions and their zombie equivalents to have variant templates. Can you imagine a bloody skeletal champion? It has class levels and it comes back from the dead after its been destroyed.


The Sun Orchid Elixir temporarily stops the aging process and, thus, extends the taker's life. However, I can't find any reference to how long it extends someone's life by. It seems to suggest that it's only one year but that seems kind of short to me. Does anyone have any idea?


Sacred Summons works when you summon creatures with the alignment SUBTYPES that match your deity's alignment. In this case, archons. Unfortunately, there are only 3 of them on the summoning list. Since celestial animals do not have subtypes, they would not be affected no matter what your deity's alignment is.

On the bright side, Sacred Summons working off of the deity's alignment works in your favor because there aren't any LN outsiders on the summon monster list... Though, that's still only 3 creatures. What's the point?


One of the functions of the Atonement spell is to change the alignment of a willing creature. In a society that is big on redemption, it would make sense for criminals to be allowed to go free if they willingly submit to an Atonement spell by a good cleric. Obviously, this is more difficult than it sounds since it doesn't work on people that are displeased with the fact that they're being forced to switch alignments. Plus, the cleric would have to cast Detect Good to make sure it worked. However, I think it would make enough of a difference to justify it. Actually, if there is a long jail sentence, they could end up saving money... assuming your fantasy world punishes through jail instead of public flogging.


Generally speaking, do your games have any signs of magic other than the verbal and somatic components? Obviously, something like Lightning Bolt or Shocking Grasp would be rather noticeable. However, I think something like Bestow Curse could be cast without anyone noticing. Of course, the verbal and somatic components would be an obvious sign so you would have to do them before you even see your target and then hold the charge. Am I wrong? Would anyone say that the caster's hand glows, or something along those line, when the spell is delivered?


Make sure you take hardy bodies. If the body you're inhabiting dies when you're not in range of the magic jar, you die... Though, in this case, you might be able to jump into any magic jar if it's in range.

You can't inhabit a corpse but undead work. Actually, when choosing which body to jump into, whether or not it's undead is one of the very few things you can tell about the potential host.

On that note, you should probably try to be alone with the person whose body you want to steal. Trying to take over the enemy barbarian and accidentally taking over your own cohort would be quite embarrassing.


I would agree with the others.

Even if you don't go with the interpretation that Summon Monster doesn't summon real creatures, it doesn't last that long and the summoned creatures can't be permanently harmed. The creatures you summon probably won't bother to remember you.

Planar Binding can be tricky though. If you give the called creature a good deal, it will probably be happy about being summoned. If you're stupid enough to force it into doing your bidding without payment, it will probably want to kill you or worse. If you're somewhere in the middle (or you give a good deal to a particularly surly outsider), the creature's response will, likewise, be somewhere between the two.


Level 1 of the Souldrinker PrC grants a Cacodaemon familiar. However, it makes no mention of what your effective level for the familiar is. My guess would be either you only get a level 1 familiar or it's based on the Souldrinker class level (plus any previous familiar-granting class). I suppose if a GM was feeling especially generous, having the familiar be based on caster level would be possible too (please don't ask your GM for this). Any opinions on what it's supposed to be?


I've heard people talking about using the spell Fabricate on sand in order to create glass. By RAW, do you think this is possible?

To take this to it's ridiculous conclusion, would a lich that spent 100 years developing the science of molecular chemistry be able to turn coal into diamonds?


So, you should cast the spell while you're on your personal demiplane. That way, there's very little chance of the familiar being on the same plane as you are.


Changing forms is a Constitution check. DC 15 for hybrid and animal forms. DC 20 to return to human form. Good luck making those checks on the first try. Even a character with Constitution 18 will only make the check half of the time, less if he's trying to become human.

Full Name

Jasper (Cenna) Kellen

Race

Human

Classes/Levels

Vigilante (Teisatsu) 8 | HP 63/63 | AC:23 T:16 FF:18 CMD:21 | F+6 R+11 W+6 (+8 vs Divination) | Init+7 | Perc+5 | Active Spells (None)

Gender

Male

Size

Medium

Age

20

Alignment

CE

Location

Alyushinnyrra

Languages

Common Abyssal Draconic

About The Shadow-Jasper

Cenna Kellen
Male Human Vigilante (Teisatsu) 8
NE/CE Medium Humanoid
Init +7; Senses Darkvision 60’, Low Light Vision Perception +5
--------------------
Defense
--------------------
AC 23, touch 16, flat-footed 18 (+7 armor, +5 Dex, +1 Deflection)
hp 63 (8d8+16)
Fort +4, Ref +11, Will +6 (+8 vs divination)
--------------------
Offense
--------------------
Base Atk +6; CMB +11; CMD 21
Speed 30 ft.
Melee
Wakizashis +11/11/6 (1d6+6/18-20x2)
Ranged
Short Bow +11/6 (1d6/x3)
Special Attacks Hidden Strike (4d8/4)
--------------------
Statistics
--------------------

Abilities:

Str 12
Dex 20
Con 14
Int 14
Wis 8
Cha 16

Feats:

V1Two weapon fighting
H1Skill Focus Stealth
V3 Masked Renown
V5 Dampen Presence
VB6 Agile Combatant
V7 Extra Social Talent
H8 Skill Focus Intimidate

Traits:

Carefully Hidden
Revolutionary
Extremely Fashionable

Skills:

Intimidate +33 (3 Cha, 3 Class, 4 Social Grace, 6 Renown, 3 Circlet, 3 skill focus, 2 MW, 1 trait 8 rank)
Stealth +26 (5 dex, 3 class, 5 Shadow, 3 Skill Focus, 2 MW, 8 Rank)
Diplomacy +24 (3 Cha, 3 Class, 4 Social Grace, 3 Circlet, 2 MW, 1 Trait, 8 Rank)
Acrobatics +18 (5 Dex, 3 class, 2 MW, 8 Rank)
Bluff +20/30 (3 Cha, 3 Class, 3 Circlet, 2 MW, 1 Trait, 8 Rank)
Climb +7 (1 Str, 3 Class, 2 MW, 1 Rank)
Disguise +19/39 (3 Cha, 3 Class, 3 Circlet, 2 MW, 8 Rank, 20 variable)
Perception +5 (-1 wis, 3 class, 1 Rank, 2 MW)
Sense Motive +5 (-1 wis, 3 class, 1 Rank, 2 MW)
Slight of Hand +18 (5 Dex, 3 Class, 2 MW, 8 Rank)
Knowledge Local +11 (2 Int, 3 Class, 2 MW, 4 Rank)
Profession (Innkeeper) +19 (3 Cha, 3 class, 2 MW, 8 Rank, 3 Circlet)
Disable Device +18 (5 Dex, 3 Class, 2 MW, 8 Ranks)
Preform (Oratory) +12 (3 Cha, 3 class, 2 MW, 1 Rank, 3 Circlet)


Languages:

Common
Abyssal
Draconic

Equipment:

Combat Gear
Belt of Incredible Dexterity +2
Ring of Protection +1
Circlet of Persuasion
Quick-change cloak
Twin +1 Cold Iron Wakizashis
Shortbow
40 Cold Iron Arrows
+1 Shadow Glammered Masterwork Breastplate
Other Gear
MW Mask of intimidation
MW Boots of stealth/Acrobatics/Climb (150 gp)
MW Royal Clothing of Bluff/Oratory (300 GP)
MW False jewelry of Sleight of Hand/Disguise (150 Gp)
MW glasses of Sense Motive/Perception (100 GP)
MW The Local Inn’s and Out’s book on the Abyss of Local/Innkeeper (100 GP)
MW Thieves tools
MW Signet ring of Diplomacy (50)

Coin
479 GP


--------------------
TRACKED RESOURCES
--------------------
Ki Pool 6/7
Inspiration 7/8
--------------------
Special Abilities
--------------------
Abilities:

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.

Despite being a single person, a vigilante’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements.

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.

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.

Stalker Specialization (Ex)
A stalker gains an ability called hidden strike, which allows him 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 his presence, who consider him 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 he 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 him an ally), unless otherwise noted.

Ki Pool (Su)
At 2nd level, a Teisatsu gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the Teisatsu’s ki pool is equal to 1/2 her Vigilante level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).

By spending 1 point from her ki pool, a Teisatsu can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a Teisatsu can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A Teisatsu can gain additional powers that consume points from her ki pool by selecting certain Vigilante tricks.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the Teisatsu possesses levels in another class that grants points to a ki pool, Teisatsu levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The Teisatsu can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.
Unshakable (Ex)
Starting at 3rd level, a vigilante adds his class level to the DC of any attempts to Intimidate him.
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.


Social Talents:

Safe House (Ex)
The vigilante can establish a safe house in his area of renown, and he can change it every time he changes his area of renown. If he doesn’t have the renown talent, he can still select this talent and place the safe house in a single location to which he has access, but he can never move the safe house from its initial location until he gains the renown talent. This safe house must be an area no larger in volume than a cube that is a number of feet per side equal to 10 feet per vigilante level. The safe house can be arranged any way he likes and it can be part of a larger building, like a secret room or an underground cave. Objects within this safe house can’t be located by any effect that is less powerful than a discern location spell. At 7th level, this protection from being located also applies to creatures in the safe house. At 13th level, the entire area is protected from scrying effects (though not mundane snooping) like a mage’s private sanctum.
Renown (Ex)
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.
Social Grace: 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. (Intimidate, Diplomacy)
Great Renown The vigilante is known on a broader scale. He can gain renown in a single community of up to 5,000 individuals (a large town) or up to two communities of no more than 2,000 individuals each (two small towns). The bonus while he is in his social identity remains unchanged, but the circumstance bonus on Intimidate checks from his renown social talent while he is in his vigilante identity increases to +6. A vigilante must be at least 7th level and have the renown social talent to select this talent.
Quick Change: The vigilante learns to shift between his identities with ease. Instead of needing 1 minute to change his identity, he can now 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. The vigilante can spend 1 additional round adjusting and perfecting his appearance and persona to negate the need for this check. A vigilante must be at least 7th level to select this talent.
Feign Innocence (Ex): The vigilante’s social identity seems so innocent that it is hard to believe he was involved in wrongdoing. Within his area of renown, this provides a non-magical effect identical to the innocence spell. A vigilante must be at least 5th level and have the renown social talent to take this talent.

Vigilante Talents:

Lethal Grace: 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.
Shadow’s Sight: The vigilante gains low-light vision and darkvision 60 feet. If he already had darkvision, its range increases by 30 feet.
Inspired Vigilante (Ex): The vigilante’s powers of deduction are far beyond the norm. This ability functions similarly to the investigator’s inspiration ability, but the vigilante’s inspiration pool is equal to his class level (do not add his Intelligence modifier), the vigilante can never use this ability without expending a use of inspiration, and it doesn’t count as inspiration for any effects that interact with or require the inspiration class feature.
Hide in Plain Sight (Ex): The vigilante can use Stealth to hide even when being observed. As long as he is within 10 feet of dim light (his own shadow doesn’t count), he can hide without anything to actually hide behind. Only a stalker vigilante of at least 8th level can select this talent.

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Fluff
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Description:

Cenna is first and foremost a profiteer, he knows how to find good deals protect those deals and help execute them, he can help others get into almost anywhere and can keep most things from getting out. He started working at the Inn and Out when he first got down to Alyushinnyrra as he had trouble finding anything remotely palatable but then realized that he might be able to lend a sort of expertise to both sides of the business. As such started looking for a job there where he started working as a innkeeper/bartender and built a reputation as the man to talk to with problems whether mundane or massive. He’s a shoulder to lean on or he can find a problem solver if you have the coin.

Cenna’s “Brother” (Read Vigilante Identity) Jasper known to outsiders simply as “the Shadow” has a bit of a reputation around town as a man who can get into and out of places and hide anything that needs hiding, his face is known by virtually none as all that is seen of him is the mask white mask with no face but for black eye slits. If someone wants something from Jasper they go through Cenna. Its not clear if the Shadow works only for Cenna or if Cenna and The Shadow are just very close.
In truth Cenna does have a brother named Jasper who Cenna is trying to get a good name for in the metropolis. The real Jasper is on the obviously doomed fifth Mendevian Crusade and Cenna wants to try to ensure that his brother won’t be killed in Alyushinnyrra and instead will be turned over to him so he can protect Jasper
Cenna’s social identity
Jasper’s look

doorman:
"You’re not in the list” the Massive demons deep voice bellowed loud enough to be heard by the entire line and far louder than Cenna would have liked, he never did like other to see him fail.
After mulling it over for an instant he turned to the creature and calmly said knowledge (local) name of owner : 1d20 + 11 + 1d6 ⇒ (17) + 11 + (5) = 33 ”Oh, perhaps you’re list isn’t updated, I could have sworn Xiglil said he wanted me to come tonight” he paused for a moment as though he expected the creature to do something before continuing “any chance you could go check in with him?” Diplomacy: 1d20 + 24 + 1d6 ⇒ (13) + 24 + (2) = 39 ”I’m afraid not, by his orders no one not on the list gets in so unless you’re name appears on here I can’t help you” as Cenna took a moment longer to consider the creature let out one last statement ”and anyways you’re holding up the line”

Not wanting to make any bigger of a scene than he already had Cenna stepped away and back a few hundred paces before moving into an alley. There he crouched down and whispered “Jasper” before moving his cloak over his face and morphing into a different person disguise: 1d20 + 39 ⇒ (17) + 39 = 56, standing nearly a foot taller with much broader shoulders and a white mask over his face Jasper moved into the shadows of the alley and disappeared stealth: 1d20 + 26 ⇒ (13) + 26 = 39 he then moved down the road back towards the nightclub and around the back.

Having cased the club earlier he remembered that there was a second entrance to the kitchen that he beelined to, there were 3 Dretch waiters standing there, he snuck to the middle of them and made his presence known with a simple ”I’d run if I were you” intimidate: 1d20 + 33 + 1d6 ⇒ (18) + 33 + (2) = 53 the dretches each slowly looked towards the center of the three before they saw Jasper and nearly toppled over themselves in fear until one finally managed to yelp ”S@&@ it’s the Shadow” before sprinting away and the other two followed suit, with his clear way in Jasper slipped towards the door, a simple lock on it proved to not be much of a problem disable device: 1d20 + 18 ⇒ (12) + 18 = 30

Once he slipped inside Jasper found an unoccupied corner and whispered ”Cenna” to his cloak before once again bring it over his face and returning to his original form whereupon he commenced to conversating with the guests, after talking for a few hours and establishing a few new contacts and contracts for the Inn and Out Cenna caught the eye of one Xiglil the host who approached with guard in toe and demanded what he was doing there, Cenna couldn’t help but be honest with him “I have no idea, I’m completely speechless, the doormen just let me slip right by them after they realized my name, They must not have checked the list." bluff (Innocence): 1d20 + 30 ⇒ (4) + 30 = 34 promptly he was thrown out but he managed to get exactly what he came for, new work for the business.

background:
Cenna was the first son of Felix and Cassia Kellen he was born in Nerosyan, both Felix and Cassia were Crusaders. Felix was a first-generation crusader from Nantambu in the Mwangi Expanse Cassia on the other hand came from a long linage of crusaders dating back to before the first Crusade, as such when Felix married in he took the family name.

2 years after he was born Cenna’s parents had a second child named Jasper who Cenna took to quickly. When Cenna was 4 Felix left Nerosyan to join the fourth crusade and Cassia grew more distant from the children, Cenna started nearly raising Jasper. When Cenna was 7 Cassia also left for the crusade entrusting Jaspers care to him. Cenna and Jasper both went to the Cathedral in town where they were raised by Iomedaes faithful. Jasper seemed to idolize their parents and as such took to the teachings of Iomedae very quickly and followed her strongly, Cenna was much more disillusioned with their parents and struggled to separate their faith from their character so stayed away from the worship.

Jasper and Cenna however stayed very close, though they had very different paths planned they each went down those paths with their whole selves, Jasper wanted to become a crusader like their parents and be remembered for it. Cenna just wanted to found a tavern and become a successful businessman. In order to train the skills that this would require he started scrounging for things in the streets and selling them which he found he had a talent for on both sides.

This continued until Cenna was around 10 when he was offered an apprenticeship to a local shopkeeper which he quickly accepted but this new responsibility kept him apart from Jasper, the apprenticeship turned out to be a bit more than it originally seemed as the shopkeeper also ran the local thieves’ guild and trained Cenna how to maintain different identities and keep undetected as well as how to scare folks straight. Cenna again found he had a talent for this type of work.

Though Cenna and Jasper tried to stay as connected as they could their separate paths led them down different paths and they grew apart until 5 years later on Jaspers 13th birthday when he invited Cenna on a hunt to show what he had learned, on that hunt they encountered a Brimorak that maimed Jasper before Cenna managed to reason with it, speaking its language he offered his service as an assistant and was brought to the Abyss where he worked his way though until he eventually made it to the Inn and Out.