Meyanda

Soze's page

45 posts. Alias of Rysky.


Race

Skills:

Classes/Levels

Demoralize DC 20

Gender

HP: 27/27 AC

Deity

Szorawai

Strength 16
Dexterity 13
Constitution 18
Intelligence 9
Wisdom 14
Charisma 14

About Soze

Euphoric Sacrament 100g
Flametouched Iron 1,000g
Darkweave Clothing 100g
Hot Weather Outfit 8g*
Priest's Vestments 5g
Mithril Chain Shirt 1,100g
Silk Rope (50ft) 10g or Bloodvine (50ft) 200g
Masterwork Parkour Kit 50g
Ooze, Grease 50g
Vigilante's Kit (backpack, belt pouch, blanket, 10 torches, 5 trail rations, waterskin) 8g

CLASS:

Vigilante

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.

Vigilante Specialization (Ex)
At 1st level, a vigilante must choose to be either an avenger or a stalker.
An avenger gains a base attack bonus equal to his vigilante level instead of using those listed on Table: The Vigilante. He adds this value to any other base attack bonus gained from other classes or racial Hit Dice as normal.
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.

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 having another social talent or attaining a minimum vigilante level. Once a talent has been chosen, it cannot be changed.

Vigilante Talent
Starting at 2nd level and every 2 levels thereafter, a vigilante gains a vigilante talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet prerequisites before they can be chosen, such as possessing another vigilante talent, possessing a particular specialization, or attaining a minimum level. Once a talent has been selected, it can't be changed.
If the vigilante uses any of these talents while in his social identity, he must succeed at a Disguise check against the Perception checks of all onlookers (without the +20 circumstance bonus from seamless guise) or the onlookers will realize that he is more than his social identity appears to be and perhaps discover the social and vigilante identities are one and the same. 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.

Unshakable (Ex)Starting at 3rd level, a vigilante adds his class level to the DC of any attempts to Intimidate him.

TALENTS:

Companion to the Lonely (Ex)
Whether religiously motivated, as are followers of Arshea, Calistria, or Shelyn, or for purely carnal reasons, physical intimacy helps the vigilante cope with the loneliness of his double life. Once per day, the vigilante can spend at least 1 hour engaged in acts of physical pleasure with a willing partner to gain a pool of morale points equal to his Charisma bonus or his partner’s Charisma bonus, whichever is higher. For the next 24 hours, the vigilante can spend a morale point as an immediate action to roll a Charisma-based skill check or a Will saving throw again after rolling the die but before learning the consequences; he must take the second result even if it is lower.

Shield of Blades (Ex)
The vigilante's wild attacks allow him to block his foes' counterattacks. He gains Power Attack as a bonus feat. If he already has the Power Attack feat, he can immediately swap it for another feat for which he qualified at the level he chose Power Attack. When he takes an attack or full attack action, if he uses Power Attack on every attack to make melee attacks that use his Strength bonus on attack rolls, he gains a shield bonus to his AC until his next turn equal to his penalty on attack rolls from Power Attack. This bonus applies only if he actually takes that penalty on at least one of the attack rolls.

[spoiler=RACE]Changeling

[spoiler=SKILLS]

Acrobatics (Dex)
Bluff (Cha)
Climb (Str)
Diplomacy (Cha)
Disable Device (Dex)
Disguise (Cha)
Escape Artist (Dex)
Intimidate (Cha)
Knowledge (dungeoneering) (Int)
Knowledge (local) (Int)
Perception (Wis)
Ride (Dex)
Sense Motive (Wis)
Stealth (Dex)
Survival (Wis)
Swim (Str)
Use Magic Device (Cha).

Appraise (Int)
Craft (Int)
Knowledge (engineering) (Int)
Linguistics (Int)
Perform (Cha)
Profession (Wis)
Sleight of Hand (Dex)

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