Weslen Gavirk

The Crow, Seth Posfurore's page

140 posts. Alias of John Gs.


Full Name

The Crow, Seth Posfurore

Race

HP 144/144 | AC 35 T 21 F 28 | CMB +22, CMD 36 | F: +10, R: +21, W: +13 (+2 vs disease/fear) | Init: +8 | Perc: +17, SM: +17 | Speed 60ft

Classes/Levels

| Active Conditions: None

Gender

male vigilante(social form) 13 |

About The Crow, Seth Posfurore

Posfurore twins: Lyra/Pigeon and Seth/Crow #2
Both human vigilante 13/Champion 2 (Pathfinder RPG Ultimate Intrigue 9)
CG Medium humanoid (human)
Init +11; Senses darkvision 90 ft., low-light vision; Perception +17
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Defense
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AC 35, touch 21, flat-footed 28 (+8 armor, +2 deflection, +7 Dex, +4 natural, +2 shield, +2 untyped bonus)
hp 144 (13d8+49)
Fort +10 (+2 trait bonus vs. disease), Ref +21, Will +13 (+4 racial bonus to saves against sleep or paralysis); +2 trait bonus vs. fear
Defensive Abilities hard to kill, unshakable (+13); Resist acid 10, cold 10
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Offense
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Speed 60 ft.
Melee +2 adamantine rapier +25/+20/+15 (1d6+25/15-20/×3) or
. . silver rapier +23/+18/+13 (1d6+13/15-20/×3)
Ranged longbow +22/+17/+12 (1d8/×3)
Special Attacks champion's strike (sudden attack), frightening appearance, mythic power (7/day, surge +1d6), startling appearance
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Statistics
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Str 10, Dex 29, Con 14, Int 18, Wis 12, Cha 14
Base Atk +13; CMB +22 (+24 trip); CMD 36 (38 vs. trip)
Feats Agile Maneuvers, Armor Adept, Combat Expertise, Critical Focus, Fencing Grace[UI], Improved Critical[M], Improved Trip, Piranha Strike, Spring Attack, Tripping Strike[APG], Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier)
Traits courageous, plague survivor
Skills Acrobatics +25 (+37 to jump), Bluff +25, Climb +5, Craft (shoes) +15, Diplomacy +25, Disable Device +32, Disguise +15 (+35 to appear as part of polite society while in your social identity), Escape Artist +24, Intimidate +11 (+15 in your last village while in your vigilante identity), Knowledge (geography) +5, Knowledge (local) +24, Perception +17, Perform (string instruments) +27, Ride +13, Sense Motive +17, Sleight of Hand +22, Stealth +25, Survival +5, Swim +10
Languages Common, Elven, Svenik(Northern), Tel’Aeth(Eastern), Vitolian(Southwestern)
SQ amazing initiative, armor master[MA], dual identity, impossible speed[MA], social grace, social talents (celebrity discount[UI], entrepreneur, gossip collector[UI], morphic mask, quick change[UI], renown[UI], social grace[UI]), vigilante specialization (avenger[UI]), vigilante talents (cunning feint[UI], fantastic stride, favored maneuver[UI], mad rush[UI], shadow's sight[UI], signature weapon[UI])
Combat Gear potion of lesser restoration, potion of protection from evil, potion of touch of the sea; Other Gear mwk glamered nimble mithral agile breastplate[APG], darkwood heavy wooden shield, mwk adamantine rapier, arrows (20), longbow, silver rapier, boots of the cat[UE], circlet of persuasion, goggles of minute seeing, greater talisman of beneficial winds[OA], handy haversack, muleback cords[APG], ring of sustenance, bedroll, belt pouch, canteen[UE], chalk (10), cobbling tools, colored ink, doctor's mask, entertainer's outfit, grappling hook, ink, inkpen (2), journal[UE], masterwork fiddle, masterwork thieves' tools, mess kit[UE], powder[APG] (2), silk rope (50 ft.), sunrod (5), tindertwig (5), trail rations (14), winter blanket, 17 gp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Celebrity Discount (up to 500 gp item) (Ex) In area of renown, 10% discount when buy items up to listed value.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Critical Focus +4 to confirm critical hits.
Cunning Feint (Disguise Req'd) (Ex) Feint as move action, or as 1st att in a full att. Success denies target Dex to AC vs. all attacks for 1 rd.
Darkvision (90 feet) (Disguise Req'd) You can see in the dark (black and white only).
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid under specific conditions.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold under specific conditions.
Entrepreneur (Ex) Can use chosen skill to earn money as profession
Fantastic Stride (+1 extra foes without AoO) (Disguise Req'd) (Ex) When using Spring Attack, can designate extra foes to not get AoO.
Favored Maneuver (Trip) (Disguise Req'd) (Ex) +2 to chosen maneuver vs. foes unaware of you at start of combat.
Fencing Grace Use Dexterity on rapier damage rolls
Frightening Appearance (DC 18) (Ex) Free action when att unaware, demoralize check vs. foe and allies in 10 ft. Target is also frightened 1 rd (Will neg).
Gossip Collector (Ex) Gather info in 1d2 hours (faster in area of renown). Beat DC by 20 means instantly known.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Impossible Speed (+20 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Improved Trip (Disguise Req'd) You don't provoke attacks of opportunity when tripping.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mad Rush (Disguise Req'd) (Ex) Full attack on charge, but take an extra -4 to AC (beyond normal -2).
Morphic Mask (Su) Vigilante physical form differ, gaining +2 bonus to seamless guise per significant change.
Piranha Strike -4/+8 You can subtract from your attack roll to add to your damage with light weapons.
Quick Change (Ex) Change ID as a full-round action, but easier to detect unless take 1 rd more.
Renown +4 (last village) (Ex) 1 week action, in chosen community +1 default attitude in social ID, bonus to Intim in vigilante ID.
Signature Weapon (Rapier) (Disguise Req'd) (Ex) The vigilante must select one type of weapon (such as longsword or crossbow) when he gains this talent. He gains Weapon Focus as a bonus feat for his selected weapon type. If he already has the Weapon Focus feat with the selected weapon, he can immed
Social Grace (Bluff) +4 circumstance bonus to selected skill while in your social identity.
Social Grace (Diplomacy) +4 circumstance bonus to selected skill while in your social identity.
Social Grace (Knowledge [local]) +4 circumstance bonus to selected skill while in your social identity.
Social Grace (Perform [string instruments]) +4 circumstance bonus to selected skill while in your social identity.
Spring Attack (Disguise Req'd) You can move - attack - move when attacking with a melee weapon.
Startling Appearance (Ex) Attacking unaware foe makes them flat-footed and they -4 to attack you for 1 rd.
Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +2 bonus and bypass all DR.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Tripping Strike Critical hit's confirmation roll is a Trip maneuver check.
Unshakable +13 (Ex) Add the listed bonus to the DC of foes attempting Intimidate checks against you.
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We are the Posfurore twins. Quiet Seth and Angry Lyra. We were smothered and sheltered by a loving mother paralyzed in fear we’d croak if we set foot out of the manor. See, we died, moments after our first screams at the world. Not for long, and we have no memory of gods or goddesses welcoming us into the afterlife, we were seconds old and all. But it was enough to terrify Mother.
Two kids locked away. We were a bit of a mess so Mother had reasons other than that first blip. We bruised at the drop of a hat, gushes at the slightest cut, and caught every sniffle, fever, vomit storm that came through Dad’s doors.

Dad was a doctor by the way. One of those that wore the plague masks(we stole it and pranced around as much as possible yelling I am a Bird). The brilliant alchemist did his best to heal us of our condition. And failed. Divine magic might have helped but something happened in dear old dad’s past to make him hate the gods. All of them.

We had books, instructors, and each other so life wasn’t crap. Arcane magic and swordplay (oddly allowed even though we bleed and bruised so easily) were both of our favorites. Plus a little skullduggery to swipe sweets from the kitchen.

In our later teens, Mother’s fear finally got the better of her and she finally broke the divine line. An amulet blessed by a goddess of healing to prevent illness. Expensive so she only bought one, but it was to prove it would work to Dad. Properly convinced they would buy another and We Would Be Free!!!

But fate sucks… that plague hit. The bad one. Sores, bleeding, coughing until you died. Mother, Father, the servants, most of the town. We shared the one amulet, tried to wait it out… but…

Everyone else around them dead or dying, a true horror show, we shared the necklace as much as we could, but in the end, it failed. We both got horribly sick with no one left to care for us. Massive fevers, hallucinations about gods or spirits or demons or all of them at once, nightmares...

One day I woke... and things... I shifted into my brother or into my sister and back again and like one of those flip books mom loved, back and forth.

Who... was I... him, her, me, them... my mind was bone tired, my self lost in the shifts, I needed to find my twin to KNOW...

But smoke was filling the building, fire eating under the door. I had to run, to get out... I would never know.

That was many years ago. I am We, the only way to describe it, the only way to deal with it. I am both the Posfurore twins. Were we merged into one by the supernatural forces I thought we dreamed out of pity, one with the strength of both of us would we live, OR was I crazy, deep in a psychotic break warped by the magic of the plague into thinking my twin was me as well, a magical multiple personalites? I don't want to know.

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This simple, ironwood ring is bound to one of the tarnished descendants of the dragongod, Alvorex. It grants the wearer a +2 natural armor bonus, resistance 10 against acid and cold, a +4 bonus to saves against sleep or paralysis, a +2 competence bonus to Charisma based skill or ability checks when dealing with creatures of the dragon type, and a (non-magical) +2 circumstance bonus to diplomacy or intimidate checks when interacting with any descendant of Alvorex who has recognized the ring. Once per day, as a standard action, the wearer can spend 1 mythic point to transform into a medium sized green or silver dragon (as the form of the dragon I spell) for a number of minutes equal to their tier. These rings must be activated by the blood of a tarnished creature and their magic fades over time if they are not periodically refreshed.

A Mythic Ring of Tarnished Friendship does not teleport away upon the wearer’s death. It remains on the body until someone removes it, the body is destroyed, or the body is raised to unlife; when any of these occur it instantly teleports itself back to the Ironwood storage box from which it was removed.

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