Osborne Finklethorpe
Male Gnome Vigilante 6
LN/N Small Humanoid (Gnome)
Init +2; Senses low-light vision; Perception +10 (+12 dim light)
Defense
AC 19, Touch 13, Flat-footed 17 [4 armor + 1 enh armor + 1 shield + 2 dex + 1 deflection]
HP 84 [6d8 hd + 24 con + 6 class + 6 toughness]
Fort +7, Ref +8 Will +6 Mods +2 vs illusions, +1 vs divination, domination, speaking truth
Immunities None
Offense
Speed 20 ft.
Melee Short Sword +6 (1d4+3, 19/x2)
Off-hand Melee Light Shield +6 (1d3+3, 20/x2)
Melee Modifiers Bound in Blood (+2 hit/+2 dmg)
Special Attacks
Space 5 ft.; Reach 5 ft.
Spell-Like Abilities (CL 6):
1/day -- unseen servant, mage hand, open/close, prestidigitation
Summoner Spells Known (CL 6, concentration +10):
2nd (3+1/day) (DC 16) -- barkskin, invisibility
1st (4+1/day) (DC 15) -- mage armor, enlarge person, expeditious retreat, shield
0th (at will) -- arcane mark, detect magic, guidance, light, mending, open/close
Statistics
Str 11, Dex 14, Con 18, Int 14, Wis 10, Cha 18
Base Atk +4; CMB +4; CMD 18
Feats (c) Weapon Finesse, Toughness, VMC Wizard (Familiar), (c)Two-Weapon Fighting, Evolve Familiar (Claws)
Racial Traits Gift of Tongues, Utilitarian Magic, Dimdweller
Traits Helpful, Contract Master, Secret-Keeper
Drawbacks Hedonistic
Advancement +1 resistance(Osborne), +1 enh. weapon (Aurus, Natural Weapons), +1 enh. armor (Osborne, mithral chain), +1 deflection(Osborne), mental prowess +2 (Osborne, charisma)
Skills (24 class, 12 int, 12 bkg) Bluff +15, Diplomacy +14, Disguise +15, Know(Any/Aid Only) +2, Ling. +11, Prof(Merchant) +11, S. Motive +11,
Sleight of Hand +6, Stealth +18 (+20 dim light) Racial Modifiers +2 Perception, +2 Profession
Languages Common, Gnome, Sylvan; (int) Dwarven, Elven; (ling) Halfling, Hallit, Infernal, Kelish, Osiriani, Shadowtongue, Shoanti, Tien, Varisian, Vudrani
SQ
Limited Use
Combat Gear See Inventory
Other Gear See Inventory
Coinage See Inventory
Treasure See Inventory
Special Abilities (Race/Other)
Gift of Tongues: +1 racial bonus to Diplomacy and Bluff; Gain 1 extra language for each rank of Linguistics.
Illusion Resistance: +2 racial sv vs illusion spells/effects.
Keen Senses: +2 racial bonus on perception.
Obsessive: +2 racial bonus on Profession(Merchant)
Utilitarian Magic: Gain mage hand, open/close, prestidigitation and unseen servant 1/day
Dimdweller: +2 racial bonus to perception intimidate and stealth in dim light.
Helpful: Aid another checks give an additional +1 bonus.
Contract Master: +1 trait bonus to Linguistics and Linguistics is a class skill.
Secret-Keeper: +1 trait bonus to Bluff and +1 trait sv vs divinations, domination and effects that would force you to speak the truth.
Hedonistic: Need to gain at least 10gp in reward or treasure a day, or spend an hour on entertainment and pleasure each day. If not, DC 20 fort save
or start next day fatigued for four hours.
Special Abilities (Vigilante/Magical Child)
Dual Identity: Two alignments, scrying only reveals info about his current identity. Change in 5 rounds.
Transformation Sequence (Su): Change identities in 5 rounds, but the transformation is a spectacle.
Seamless Guise: +20 circumstance bonus to disguise to appear as current identity.
Animal Guide (Ex): Gain a familiar with DR 6/magic. 8 hour ritual and 200 gp to bring familiar back if it dies.
Social Identitiy: Cat (+3 stealth)
3rd lvl Form: Celestial Cat (Not Available until 9th)
5th lvl Form: Small Earth Elemental Cat
Staunch Ally (Ex): Familiar counts as vigilante for purposes of vigilante 'appearance' abilities, and may use vigilante's charisma instead of its own.
Spellcasting: As unchained summoner.
Unshakeable (Ex): Add vigilante level to DC to intimidate Osborne.
Startling Appearance (Ex): When attacking a foe unaware of his presence the foe is treated as flat-footed for the rest of vigilante's turn. Also applies
to animal guide.
Social Talents:
Renown (Ex): While in Social Identity, spend 1 week to become known in town of up to 200 individuals. All NPCs 1 category starting attitude better
towards his social identity if base attitude would be indifferent. +4 circumstance bonus to intimidate while in vigilante identity. Must be within vigilante level
miles (6 miles) of the town he gains renown in.
Well-known Expert (Ex): Take 10 on aid another checks to Appraise, Craft or Knowledge checks even untrained. +3 bonus to Bluff checks to
appear knowledgable in Appraise, Craft or Knowledge skills. Successful aid anothers grant +4 (+2 aid + 1 trait + 1 social renown) and allow a second roll if
the creature recieving aid has already failed a check on the subject.
Safe House (Ex): Establish safe house in region of renown. Can establish new one as needed. Volume is 10ft on each side per vigilante level (60 ft
cubed)
Vigilante Talents:
Lethal Grace (Ex): Gain Weapon Finesse as bonus feat. When using str for damage and dex to hit, add half vigilante level to damage.
Shield of Fury (Ex): Gain Improved Shield Bash as bonus feat. Treated as having Two-Weapon Fighting at 6th level when using shield in off-
hand, and need not meet dex pre-requisites for Two-weapon fighting feats.
Special Abilities (Wizard/Transmuter/Enhancement)
Arcane Bond (Amulet): Once per day may call upon the amulet to cast a spell known by Osborne. Must make concentration checks to cast without amulet on him.
Inventory
Coins: 8000gp
Encumbrance: /43 (light)