Grey Maiden

The Gray Maiden's page

34 posts. Organized Play character for The Voice of Mag.


Race

Female LN Varisian Human | Masked Maiden 1 | HP 13/13 | AC:22 T:11 FF:21 | CMD 17 | Fort+2 Ref+5 Will+4 | Init +2 | Perception +4, Sense Motive +4, Low-Light Vision

About The Gray Maiden

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MY STORY SO FAR
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Chapter 0:

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INFORMATION
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The Gray Maiden
Here is her Social Identity, Amelia Diranesti
Pathfinder Society# 291919-4
The Sovereign Court
Progression Slow

Medium Female Lawful Neutral Varisian Human (Humanoid)
Levels Masked Maiden Vigilante 1
Favored Class Masked Maiden Vigilante
-Level 1 FCB: +1 HP
Languages Common
Initiative +2
Senses Low-Light Vision

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STATS
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Strength 18
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 10
Charisma 12

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DEFENSE
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AC 22, Touch 11, Flat-footed 21
HP 13
Fort +2
Ref +5
Will +4 (-2 vs Charm and Compulsion effects cast by Lawful Evil Creatures, +2 vs Pain and Emotion effects)
CMD 17

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OFFENSE
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Speed 20 Feet / 4 Spaces
BAB +1
CMB +5
Melee Longsword (+6 Attack), (1d8+4 / 19-20x2)

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INVENTORY
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Carrying Capacity
Light 0-100bs.
Medium 101-200lbs.
Heavy 201-300lbs.
Current Load Carried Heavy, 78lbs.

Total Career Wealth Acquired 150gp
Remaining Wealth 68 GP 4 SP 2 CP

Equipped Gear
Gray Maiden Plate (--, 50lbs.)
Longsword (15gp, 4lbs.)
Heavy Steel Shield (20gp, 15lbs.)

Items
Bell (1gp, --)
Candle (1cp, --)
Candle (1cp, --)
Chalk (1cp, --)
Charcoal (5sp, --)
Earplugs (3cp, --)
Fishhook (1sp, --)
Flint and Steel (1gp, --)
Lamp (1sp, 1lb.)
Lamp Oil (1sp, 1lb.)
Parchment (2sp, --)
Parchment (2sp, --)
Parchment (2sp, --)
Parchment (2sp, --)
Parchment (2sp, --)
Sewing Needle (5sp, --)
Signal Whistle (8sp, --)
Silk Rope, 50ft. (10gp, 5lbs.)
String (1cp, --)
Thieves' Tools (30gp, 1lb.)
Tindertwig (1gp, --)
Trail Rations (5sp, 1lb.)

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SKILLS
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Armor Check Penalty -8
Skill Ranks Per Level 5

Legend:
-*Armor Check Penalty Applied.
-Class Skills.
-Skill can only be used Trained.

Acrobatics* -6
Appraise -1
Bluff +1
Climb* -4
Craft -1
Diplomacy +1
Disable Device* -2 (1 Rank)
Disguise +1
Escape Artist* -6
Fly* -6
Handle Animal +1
Heal +0
Intimidate +5 (1 Rank)
Knowledge (Arcana) -1
Knowledge (Dungeoneering) -1
Knowledge (Engineering) -1
Knowledge (Geography) -1
Knowledge (History) -1
Knowledge (Local) -1
Knowledge (Nature) -1
Knowledge (Nobility) -1
Knowledge (Planes) -1
Knowledge (Religion) -1
Linguistics -1
Perception +4 (1 Rank)
Perform +1
Profession +0
Ride* -6
Sense Motive +4 (1 Rank)
Sleight of Hand -6
Spellcraft -1
Stealth* -6
Survival +0
Swim* -4
Use Magic Device +5 (1 Rank)

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TRAITS AND FEATS
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Human Racial Traits
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Bonus Feat: Humans select one extra feat at 1st level.
Heart of the Fey: Fey-touched humans enjoy senses and reactions superior to those of their kin. These humans receive low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.

Background Traits
Shield-Trained: You were trained to use shields as weapons.
Heavy and light shields are considered simple weapons rather than martial weapons for you. Heavy shields are considered light weapons for you.
Permanent Scars: You carry the physical and emotional scars of your Gray Maiden initiation as mental armor.
You receive a +2 trait bonus on saving throws against emotion and pain spells and effects.

Feats
Gray Maiden Initiate: You were selected for indoctrination into the Gray Maidens and underwent some of the preliminary scarring and conditioning, but Queen Ileosa was defeated before you could fully serve her. You bear the mental and physical scars of your sisters in the Gray Maidens, and while you never had to carry out any of the queen’s commands, you feel a strong kinship with those of your sisters who have.
You are affiliated with the Gray Maidens. In addition, choose two of the following benefits to represent the focus of your initial training and indoctrination.
Gray Maiden Endurance: Surviving the brutal process of becoming a Gray Maiden taught you to endure more pain than others.
You gain 2 hit points and can sleep while wearing Gray Maiden armor without becoming fatigued.
Deeper Indoctrination: Mental conditioning has bolstered your mind against most magical control.
You gain a +1 bonus on Will saving throws, except when resisting charm or compulsion effects created by lawful evil creatures, in which case you instead take a –2 penalty on Will saving throws.
Weapon Focus (Longsword): Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
You gain a +1 bonus on all attack rolls you make using the selected weapon.

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SPECIAL ABILITIES
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Weapon and Armor Proficiency:
Vigilantes are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). All masked maiden vigilantes are proficient with Gray Maiden plate armor, but not with any other forms of heavy armor.

This alters the vigilante’s weapon and armor proficiencies.

Dual Identity:
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.

Imperfect Control:
A masked maiden compulsively resists entering her indoctrinated state, but certain triggers (such as violence) can cause her to lapse. The masked maiden always starts the day in her social identity. To begin willingly changing to her vigilante identity, the masked maiden must succeed at a Will save (DC = 10 + half her vigilante level); if she fails, she becomes shaken for 1 minute and cannot try again during that time. While in her social identity, when the masked maiden is exposed to mortal peril (such as when combat starts), she must succeed at a Will save at the same DC or be compelled to enter her vigilante identity as soon as she can get out of sight to do so. The masked maiden cannot choose to fail this Will save. In addition, if the masked maiden hasn’t entered her vigilante identity for a week or longer, she must attempt this Will save at the start of each day; on a failure, she is compelled to change into her vigilante identity immediately (or as soon as she can slip out of sight to do so).

A masked maiden can don Gray Maiden plate in 1 minute without aid, and can do so as part of switching to her vigilante identity. If the maiden reduces the time it takes to change identities (such as with the quick change social talent), she can still don her armor as part of changing to her vigilante identity. A masked maiden who changes to her vigilante identity unwillingly can’t choose to switch from her vigilante identity back to her social identity that day.

While in her vigilante identity, the masked maiden takes a -2 penalty on all Charisma-based ability and skill checks (except for Intimidate) and can’t benefit from morale bonuses or bardic performances.

This ability alters dual identity.

Scars of the Past:
A masked maiden must choose avenger as her vigilante specialization.

A 1st-level masked maiden gains a set of Gray Maiden plate at no cost. This armor is battered, and other creatures are never considered proficient with it. This armor can be sold only as scrap for 4d6 gp, but for the masked maiden the armor functions normally. The masked maiden can spend 150 gp and 1 day of work to improve her battered armor to masterwork quality (although it is still considered battered).

This ability replaces seamless guise.

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 Specialization (Avenger) (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.

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.

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SOCIAL / VIGILANTE TALENTS
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Entrepreneur (Intimidate):
Select any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. The vigilante can use the selected skill to earn money as if he were using a Profession skill. If he selects Perform or Profession, the vigilante instead gains the skill unlock powers for those skills as appropriate for his number of ranks in that skill. If he has the social grace social talent, he can apply this benefit to all skills selected with the social grace talent.