Maftet

Sikta “Ray” Huxley's page

No posts. Organized Play character for Kaavek.


Full Name

Sikta "Ray" Huxley

Race

Human (Vudrani)

Classes/Levels

Vigilante 1 | HP 10/10 | AC 14 T 13 FF 11 | Fort+3 Ref +5 Will +2 | Initiative +3 | Perception +4 |

Gender

Genderfluid

Size

Medium

Age

21

Special Abilities

Dual identity, seamless guise, social talent, avenger vigilante

Alignment

CN

Deity

Besmara

Languages

Common, Vudrani, Tian Sing

Occupation

Tattoo Artist

Strength 10
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 8
Charisma 15

About Sikta “Ray” Huxley

Sikta “Ray” Huxley
Genderfluid Human (Vudrani) Vigilante 1
CN Medium Humanoid
Init +3; Senses Perception +4

Statistics:

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DEFENSE
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AC 14, touch 13, flat-footed 11 (+1 armor, +3 dex)
hp 10
Fort +3, Ref +5, Will +2
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OFFENSE
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Speed 30 ft.

Melee
Rapier +4 (1d6/18-20/x2)
Dagger +4 (1d4/19-20/x2)
TWF Rapier +2/Dagger +2
Ranged
Dagger +4 (1d4/19-20/x2)

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STATISTICS
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Str 10, Dex 16, Con 14, Int 12, Wis 8, Cha 15
Base Atk +1; CMB +1; CMD 14
Traits Artisan, Clan Artisan
Feats Two-Weapon Fighting, Weapon Finesse
Skills (9 points; 6 class, 1 Int, 1 Race, 1 FC)
Acrobatics +7*
Bluff +5
Craft (Tattoos) +9/+13
Disguise +5/+25
Disable Device +8*
Escape Artist +7*
Knowledge (local) +5
Perception +4
Stealth +7*
ACP 0
*ACP applies to these skills

Non-Standard Skill Bonuses
Trait bonuses: + 2 bonus on Craft (tattoos), + 2 bonus on Craft (tattoos)
Seamless Guise: +20 circumstance bonus to appear as current identity
Social Grace: + 4 bonus on Craft (tattoos) while in social identity
Pickpocket’s Outfit: +2 bonus on sleight-of-hand checks to hide small objects in clothing
Languages Common, Vudrani, Tian-Sing

Special Abilities:

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SPECIAL ABILITIES
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Dual Identity (Ex)
A vigilante hides their true identity, allowing them to move about social circles and nobility without carrying the stigma of their 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: their true name, used in polite company, and their vigilante name, used to strike fear in the hearts of those who oppose them. 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 their 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 their 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 their social identity, but a vigilante who uses vigilante talents in their social identity risks exposing their secret.
Despite being a single person, a vigilante’s dual nature allows them to have two alignments, one for each of their identities. When in an identity, they are 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, they are only eligible if both of their 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 their alignment, it changes both of their 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 their current identity. Should anyone suspect them of being anything other than what they appears to be while either in their social or vigilante identity, they can attempt a Disguise check with a +20 circumstance bonus to appear as their current identity, and not as their other identity.

Social Talent
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 their social identity, they receives a +4 circumstance bonus on checks with the selected skill. At 5th level and every 4 levels thereafter, they can select another skill (with the same restrictions) to gain this bonus.

Avenger Vigilante Specialization (Ex)
At 1st level, an avenger gains a base attack bonus equal to their vigilante level instead of using those listed on Table: The Vigilante. They add this value to any other base attack bonus gained from other classes or racial Hit Dice as normal.

Gear/Possessions:

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GEAR/POSSESSIONS
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Vigilante’s Kit - Price 8 gp; Weight 22 lbs.
This kit includes a backpack, a belt pouch, a blanket, torches (10), trail rations (5 days), and a waterskin.
Potion of Cure Light Wounds - Price 50 gp; Weight —.
Outfit, Pickpocket's - Price 5 gp; Weight 3 lbs.
Padded Armor - Price 5 gp; Weight 10 lbs.
Rapier - Price 20 gp; Weight 2 lb.
Dagger - Price 2 gp; Weight 1 lb.
Dagger - Price 2 gp; Weight 1 lb.
Artisan’s Tools - Price 5 gp; Weight 5 lbs.
Thieve’s Tools - Price 30 gp; Weight 1 lbs.
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 23 lb. (45 lb. with backpack gear)

Money 23 GP 0 SP 0 CP

Background:

They're determined, talkative and savvy. But there's more to Sikta than meets the eye, not surprising for somebody with their dreadful past.

Sikta was born and grew up in the slums of a small port. The daughter of an Andoran sailor and Vudrani courtesan living in the Wandering Isles off of southeastern Tian Xia. From the day they turned seven, Sikta spent their youth working under the Tian-Sing tattoo artisans in the Minata Archipelago, learning their valuable trade.

When they were sixteen years old, they lost their mother and young sister in a brutal revolution, but with courage and determination, they managed to survive. Not long after the fighting died down, Sikta stole away on a ship destined for the Inner Sea. With a new chance at life, they began working on meeting new people and establishing a name for themselves as a talented artist. By doing so, they hoped to live a normal life and finally find the joys and comforts of a life they has never had. However, they soon found that the Inner Sea was not without its own injustice and tyranny.

When they were eighteen, Sikta moved to the port city of El-Shelad, and at nineteen, they met Arya Semkehay. The daughter of a Katapeshi merchant, Arya had just been kicked out of home due to her support for the Osirion loyalists during the local elections. Sikta and Arya quickly fell deeply in love as they took to the streets with the Osiriani protesters and the two soon combined forces to fight the injustices in their adopted home.

Appearance and Personality:

Sikta’s warm-brown skin is tanned, freckled and scarred from years of hard living. Their black curls are pulled back into a ponytail, revealing a heart shaped face. Their dark brown eyes are set deep in their sockets and tell a story of hardship and loss. There is a rumour that they earned their nickname fighting off a sting ray, and a scar down the left side of their face is evidence of that fight. The true source of the scar is a deeply personal matter that still hurts their to recount. To help build the legend, ‘Ray’ has a tattoo of a stingray across their upper back, the tail extending down their spine.
Sikta’s tattoos range widely in quality. From the ornate ray on their back and delicate henna designs stretching down their left arm to the scrawled text on their thighs above their knees and crude skull on their ankle which they did themself while first learning their trade. A thin dagger runs down the back of their right forearm with the words “Resist Imperialism” on a banner wrapped around the blade. A collection of summer flowers is tattooed onto their left hip.

Advancement:

Previous Adventure Details:
- Tier 1-2:We Be Goblins! - 1XP - 1PP - 500 gp
- Total: 1XP, 1PP, 1 Fame, 500 gp
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- Tier 2-4:We Be Goblins Too! - 1XP - 1PP - 1237 gp
- Tier 3-5:We Be Goblins Free! - 1XP - 2PP - 1600 gp

___________________________________________________

Season 9 Faction Card:
[ ][ ][ ]Liberate one or more captives, hostages, or slaves during an adventure.

[ ] Defeat a known slaver whose Challenge Rating is at least equal to your character level. For the purposes of this goal, a
slaver is a creature that owns at least five slaves, is maintaining a compulsion spell or effect to control a creature for at
least 1 day, or is explicitly cited as trafficking slaves.

[ ] Convince an NPC who serves an oppressive or tyrannical leader to abandon that leader of their own free will by succeeding
at a Diplomacy or Perform (oratory) check with a DC equal to 15 + your character level.

[ ] Adventure in Andoran or Galt.

[ ][ ]Forgo your Downtime to nonviolently fight for the cause of liberty by spending time organizing protests, freeing slaves,
or distributing revolutionary material. Doing so requires a successful Disable Device, Knowledge (local), or Stealth check
with a DC equal to 15 + your character level.

[ ][ ] Defy local law or tradition in a way that assists you and your allies without endangering the mission or threatening
innocent lives.

[ ] Participate in one of the Leaders in Liberty contests on paizo.com by submitting an entry or voting for an existing
entry. When you do so, check this box on the Faction Journal Cards of all of your Liberty’s Edge characters.

[x][ ][ ]/[ ][ ] Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character.
Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.