Rogue

The Madcap Maelstrom's page

70 posts. Organized Play character for FriendlyNeighborhoodMadScientis.


Full Name

The Madcap Maelstrom

Race

| HP 5/13 | AC 16 T 13 FF 13 | CMB +2, CMD 15 | F: +0, R: +5, W: +3 | Init: +3 | Perc: +5, SM: +3

Classes/Levels

| Speed 30ft | Protoplasm 6/6 | Active conditions: None. | Spells: 1st 0/4 feather fall, true strike 0th at will detect magic, detect poison, mage hand, ray of frost

Gender

Male CG Half-Elf Sorcerer 1/Vigilante 1

Size

Medium

Age

Who knows?

Special Abilities

Case the Joint (Ex), Current Identity (Vigilante Identity), Elf Blood, Hidden Strike +1d8/+1d4, Low-Light Vision, Protean Bloodline, Protoplasm (6/day) (Sp), Seamless Guise (Ex)

Alignment

CG

Deity

Atheist

Location

Who knows?

Languages

Common, Halfling, Elven

Occupation

Mysterious Masked Hero

Strength 14
Dexterity 16
Constitution 10
Intelligence 12
Wisdom 9
Charisma 16

About The Madcap Maelstrom

The Madcap Maelstrom is a mysterious masked superhero who roams the streets, fighting crime. He dresses in a dark green and interestingly patterned suit, mask, and cloak. He originally came from Kaer Maga, but joined the Pathfinder Society a couple years ago. Who is he underneath the mask? No one truly knows...

The Madcap Maelstrom is loosely based on MCU Spider-Man (Peter Parker), but instead of spider powers, he gets... forces-of-never-ending-chaos powers. Ehhh... close enough.

Madcap Maelstrom (Jonathan Parkway)
Half-elf sorcerer 1/vigilante 1 (Pathfinder RPG Ultimate Intrigue 9)
CG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +5
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 13 (2 HD; 1d6+1d8+2)
Fort +0, Ref +5, Will +3; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee dagger +2 (1d4+2/19-20) or
. . dagger +2 (1d4+2/19-20) or
. . dagger +2 (1d4+2/19-20) or
. . fire-forged steel longsword +3 (1d8+2/19-20) or
. . mwk spiked gauntlet +3 (1d4+2)
Ranged longbow +3 (1d8/×3)
Special Attacks hidden strike +1d8/+1d4, protoplasm
Sorcerer Spells Known (CL 2nd; concentration +5)
. . 1st (4/day)—feather fall, true strike
. . 0 (at will)—detect magic, detect poison, mage hand, ray of frost
. . Bloodline Protean
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Statistics
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Str 14, Dex 16, Con 10, Int 12, Wis 8, Cha 16
Base Atk +0; CMB +2; CMD 15
Feats Arcane Strike, Eschew Materials, Skill Focus (Acrobatics)
Traits magical knack, youthful infiltrator
Skills Acrobatics +10, Bluff +8, Disguise +8 (+28 to appear as part of polite society while in your social identity), Perception +5, Perform (comedy) +7, Sense Motive +3, Spellcraft +5, Stealth +7; Racial Modifiers +2 Perception
Languages Common, Elven, Halfling
SQ dual identity, elf blood, social talent (case the joint[UI]), vigilante specialization (stalker[UI])
Combat Gear potion of cure light wounds (3), wand of shield (50 charges), wand of vanish (50 charges); Other Gear darkleaf cloth lamellar (leather) armor[UC], arrows (20), dagger, dagger, dagger, fire-forged steel longsword, longbow, mwk spiked gauntlet, masterwork backpack, belt pouch, blanket[APG], torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, light steel quickdraw shield, 213 gp, 5 sp
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Special Abilities
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Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Case the Joint (Ex) Over 1 hr make Know (eng) roll to gain rerolls based on layout if return in next week.
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hidden Strike +1d8/+1d4 Extra damage vs. unaware/startled foes, less vs. flat-footed/flanked foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Protean +4 DC to dispel your [creation] spells
Protoplasm (6/day) (Sp) Throw a tanglefoot bag 30' that also deals 1 acid damage/round and lasts 1d3r.

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