Full Name |
Orlesk Hrathsyn |
Race |
Human |
Classes/Levels |
Vigilante Zealot of Sarenrae 1 HP /88 | AC 14 T 13 FF 11 | F +0 R +5 W +2 | CMB +0 CMD 13 | Speed 30ft Init +5 Perc +4 |
Gender |
Male |
Size |
Medium |
Age |
26 |
Alignment |
LG |
Deity |
Sarenrae |
Languages |
Common, Elvish, Orc |
Strength |
10 |
Dexterity |
16 |
Constitution |
10 |
Intelligence |
14 |
Wisdom |
10 |
Charisma |
16 |
About Orlesk Hrathsyn
Olresk Hrathsyn
Male Human (Ulfen) Vigilante Zealot of Sarenrae - 1
LG/NG Medium humanoid (human)
Init +5; Senses Perception +4
Prepared Spells (CL 1)
1st 2/day; Bless, Color Spray, True Strike
0 At Will: Create Water Detect Magic, Disrupt Undead, Light
SLA 6/day: Heavenly Fire
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Defense
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AC 14, touch 13, flat-footed 11 (+3 dexterity, +1 Armor)
hp 8 (1d8)
Fort +0, Ref +5, Will +2
Armor Padded, LIGHT
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Offense
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Speed 30ft./x4
Melee Tonfa +0 (1d6) 20/x2
Ranged Shortbow +3 (1d6) 20/x3
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Statistics
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Str 10, Dex 16, Con 10, Int 14, Wis 10, Cha 16
Base Atk +0 ; CMB +0 ; CMD 13
Feats Point Blank Shot, Precise Shot
Traits Dangerously Curious, Reactionary
Skills Bluff +7, Diplomacy +7, Disguise +7, Knowledge(Dungeoneering) +3, Knowledge(Local) +6, Knowledge(Religion) +6, Perception +4, Survival +7, Use Magic Device +8
Languages Common, Elvish, Orc
Combat Gear Alkali Flask (1), Blunt Arrows, Shortbow, Tonfa; Padded Armor
Other Gear Traveler's Outfit, Masterwork Backpack, Waterskin, Flint/Steel, Bedroll
Money 454 gp, 9 sp
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Tracked Consumables
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Alchemist's Fire 0/1
Alkali Flask 1/1
Blunt Arrows 14/20
Wand Cure Light Wounds 50/50
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Zealot Vigilante Divine Powers
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Celestial
You harbor the power of some celestial force or being inside
of you and use its power to achieve your goals.
You many only use your celestial divine power abilities
and any supernatural or spell-like abilities granted by
zealot vigilante talents that have the celestial divine power
as a prerequisite when your alignment is non-evil.
Heavenly Fire (Sp): You can force out the celestial power
coursing through your essence as a jet of celestial fire. Using
this ability is a standard action that can target any creature
within 30 feet as a ranged touch attack. Against evil creatures,
this ray deals 1d4 points of damage + 1 for every 2 vigilante
levels you possess. This damage is divine and not subject to
energy resistance or immunity. The ray heals good creatures
for 1d4 points of damage + 1 for every 2 vigilante levels you
possess. Neutral creatures are neither harmed nor healed by
this effect. You can use this ability a number of times per day
equal to 3 + your Charisma modifier.
Spells: You add the following spells to your zealot vigilante
spells known when you gain the ability to cast spells of the
appropriate level: 1st—color spray; 2nd—hypnotic pattern;
3rd—daylight; 4th—rainbow pattern; 5th—overland flight;
6th—chain lightning.
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Special Abilities
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Divine Power I (Ex): Starting at 1st level, the zealot vigilante
gains the ability to cast a limited number of spells. His
spells are drawn from the inquisitor spell list. He can cast
any spell he knows at any time without preparing it ahead
of time, assuming he has not yet used up his allotment of
spells per day for the spell’s level.
To learn or cast a spell, a zealot vigilante must have
a Charisma score equal to at least 10 + the spell level.
The Difficulty Class for a saving throw against a zealot
vigilante’s spell is 10 + the spell level + the zealot vigilante’s
Charisma modifier.
A zealot vigilante starts out being able to cast one 1st-level
spell per day. In addition, he receives bonus spells per day if
he has a high Charisma score.
A zealot vigilante’s selection of spells is extremely
limited. A zealot vigilante begins play knowing four
0-level spells and three 1st-level spells of his choice from
the inquisitor spell list. At each new vigilante level, the
number of spells the zealot vigilante knows each day
increases, adding new spell levels as indicated on Table 1–3,
though the zealot vigilante can’t know spells he can’t cast
because he does not have the appropriate divine training
talent. The zealot vigilante doesn’t automatically gain
access to more spell levels as he goes up in level. Instead,
he must select further divine training talents if he wants
to be able to cast higher-level spells. Unlike the number
of spells he can cast per day, the number of spells a zealot
vigilante knows isn’t affected by his Charisma score.
Like a sorcerer, a zealot vigilante can choose to apply any
metamagic feats he knows to a prepared spell as he casts it,
with the same increase in casting time.
The zealot vigilante then chooses a single type of divine
power to harbor (see page 15). The choice grants the zealot
vigilante a number of divine powers and expanded spell
choices. The type of divine power the zealot vigilante
harbors can affect how zealot vigilante talents function and
can serve as a prerequisite to some zealot vigilante talents.
Once a zealot vigilante chooses the type of divine power he
harbors, this decision cannot be changed.
Dual Identity (Ex): Starting at 1st level, a vigilante learns
to hide his true identity, allowing him to move about
social circles and nobility without carrying the stigma of
being a ruthless vigilante. 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
those who oppose him. Knowledge checks about one do not
reveal information about the other, unless the vigilante has
been captured and his 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
secrets. Changing identities is more than just changing
outfits and clothing (although that is certainly a part of
it); it often also involves make-up, hair, and other personal
effects. Furthermore, the change is as much a state of
mind as of body, so items like hat of disguise do not reduce
the time required to change identities. Many of the class
features of the vigilante are usable only when the vigilante
is in one of his two identities, as noted in the ability.
A vigilante can possess 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 target alignment. For the purposes of meeting
a qualification for a feat, class, or other ability, he is only
eligible if both of his alignments meet the requirements. A
vigilante’s two alignments must be within one step of each
other on each 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
alignments to the new alignment. Any attempts to scry or
otherwise locate the vigilante work only if the vigilante is
currently in an identity known to the creature attempting to
locate him. If he is in an identity unknown to the creature,
the spell or effect has no effect, revealing nothing but
darkness as if the target was invalid or did not exist.
Seamless Guise (Ex): Starting at 1st level, a vigilante learns
to behave in a way that appears perfectly proper and normal
for his chosen social identity. Should anyone suspect him of
being anything other than what he appears to be while in his
social identity, he can make a Disguise skill check with a +20
circumstance bonus to appear as a member of polite society.
Social Grace: The vigilante can select any one Intelligence-,
Wisdom-, or Charisma-based skill. 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.
Social Talent: Starting at 1st level, and every 2 levels
thereafter, a vigilante gains a social talent. Unless
otherwise noted, a talent can be selected only once. Some
talents require the vigilante to meet other prerequisites
before they can be chosen, such as possessing another
social talent or attaining a minimum level. Once a talent
has been chosen, it cannot be changed.
Vigilante Specialization (Ex): At 1st level, a vigilante
must select a specialization that determines many of the
abilities granted to him when he assumes his vigilante
identity. Once this choice is made, it cannot be changed.
Each specialization grants a base ability at 1st level and a
number of class skills. In addition, each specialization has
a number of unique talents that can be selected with the
talent class feature. The base ability and bonus class skills
apply when the vigilante is in either of his identities, but
all of the other abilities are available only when he is in his
vigilante identity, unless stated otherwise. If a talent calls
for a saving throw, the DC for that save is equal to 10 + 1/2
the vigilante’s level + the vigilante’s Charisma modifier,
unless stated otherwise.