Ratfolk Troubleshooter

The Midnight Blade's page

No posts. Organized Play character for Justin L. Warren.


Race

Kitsune

Classes/Levels

Vigilante (Avenger) 1 - HP 10/10 - AC 17/T: 14/FF: 13 - Perception +4 - Fort: +3, Ref: +6, Will: +2 - CMB: +1, CMD: 15 - Speed 30 - Init. +4

Alignment

Social: NG, Midnight: CG

Languages

Common, Sylvan

Strength 11
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 10
Charisma 14

About The Midnight Blade

PFS Character Information
PFS#: 60133-20
XP: 2
Fame: 4
Prestige: 2 (2 Spent)

Game Statistics
Initiative: +4
Senses: Perception +4; Low-light vision
Speed: 30'

AC: 17 (10 + 3 armor + 4 Dex)
Touch: 14 (10 + 4 Dex )
Flat-footed: 13 (10 + 3 armor)
Hit Points: 10 [1x(d8+Con)]
Current hp: 10
Fort: +3 Ref: +6 Will: +2

Combat:
Base Atk: +1; CMB: +1; CMD: 15

Melee
MW Rapier: +6 to Hit; Dmg 1d6 (P); crit 18-20/x2;
or
Dagger: +5 to Hit; Dmg 1d4 (P or S); crit 19-20/x2;

Ranged
Shortbow: +5 to Hit; Dmg 1d6 (P); crit 20/x3; range 60 ft
or
Dagger: +5 to Hit; Dmg 1d4 (P); crit 19-20/x2; range 10 ft

Armor
Studded Leather: +3 AC, -1 ACP

Skills:
Vigilante Skill Ranks Per Class Level: 6 + 0 Int + 1 Favored Class
Acrobatics +10 (1 rank + 3 class + 4 Dex + 1 trait + 2 Racial trait- 1 ACP)
Appraise +0 (0 ranks + 0 Int)
Bluff +6 (1 rank + 3 class + 2 Cha)
Climb -1 (0 ranks + 0 Str – 1 ACP)
Craft +0 (0 ranks + 0 Int)
Diplomacy +6 (1 rank + 3 class + 2 Cha) [+4 in Social Identity]
Disguise +2 (0 ranks + 2 Cha) [+20 to hide identity]
Escape Artist +3 (0 ranks + 4 Dex - 1 ACP)
Fly +3 (0 ranks + 4 Dex - 1 ACP)
Heal +0 (0 rank + 0 Wis)
Intimidate +2 (0 ranks + 2 Cha)
Knowledge (Local) +4 (1 rank + 3 class + 0 Int)
Perception +4 (1 rank + 3 class + 0 Wis)
Perform (dance) +6 (1 rank + 3 Class + 2 Cha)
Ride +3 (0 ranks + 4 Dex - 1 ACP)
Sense Motive +0 (0 ranks + 0 Wis)
Stealth +7 (1 rank + 3 class + 4 Dex - 1 ACP)
Survival +0 (0 ranks + 0 Wis)
Swim -1 (0 ranks + 0 Str - 1 ACP)
Languages: Common, Sylvan

Feats:

Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. (1st level Feat)

Traits:
Reckless: You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you. [Combat Trait]

Life of Toil: You have lived a physically taxing life, working long hours for a master or to support a trade. Hard physical labor has toughened your body and mind. You gain a +1 trait bonus on Fortitude saves .[Social Trait]

Kitsune Racial Traits:

+2 Dexterity, +2 Charisma, –2 Strength: Kitsune are agile and companionable, but tend to be physically weak.

Medium: Kitsune are Medium creatures and have no bonuses or penalties due to their size.

Kitsune: Kitsune are humanoids with the kitsune and shapechanger subtypes.

Normal Speed: Kitsune have a base speed of 30 feet.

Low-Light Vision (Ex): Kitsune can see twice as far as humans in conditions of dim light.

Change Shape (Su): A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.

Agile (Ex): Kitsune receive a +2 racial bonus on Acrobatics checks.

Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights.

Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.

Languages: Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Gnome, and Tengu.

Vigilante Abilities:

Weapon and Armor Proficiency: Vigilantes are proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Dual Identity:

Starting at 1st level, a vigilante learns to hide his true identity, allowing him to move about social circles and nobility without carrying the stigma of being a ruthless vigilante. 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 those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante has been captured and his 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 secrets. Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); it often also involves make-up, hair, and other personal effects. Furthermore, the change is as much a state of mind as of body, so items like hat of disguise do not reduce the time required to change identities. Many of the class features of the vigilante are usable only when the vigilante is in one of his two identities, as noted in the ability.

A vigilante can possess 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 target alignment. For the purposes of meeting a qualification for a feat, class, or other ability, he is only eligible if both of his alignments meet the requirements. A vigilante’s two alignments must be within one step of each other on each 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 alignments to the new alignment. Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in an identity known to the creature attempting to locate him. If he is in an identity unknown to the creature, the spell or effect has no effect, revealing nothing but darkness as if the target was invalid or did not exist.

Seemless Guise:

Starting at 1st level, a vigilante learns to behave in a way that appears perfectly proper and normal for his chosen social identity. Should anyone suspect him of being anything other than what he appears to be while in his social identity, he can make a Disguise skill check with a +20 circumstance bonus to appear as a member of polite society.

Social Talent:

Social Grace
The vigilante can select any one Intelligence-, Wisdom-, or Charisma- based skill. Whenever the vigilante is in his social identity, he receives a +4 circumstance bonus on checks with the selected skill. At 5th level, and every 4 levels thereafter, he can select another skill (with the same restrictions) to gain this bonus.

Skill Chosen: Diplomacy

Vigilante Specialization:

Avenger

Base Ability:
Assault Training (Ex): Starting at 1st level, the avenger vigilante treats his vigilante level as his base attack bonus instead of the normal bonuses for a Vigilante. He adds this value to any other base attack bonus gained from other classes or racial Hit Dice as normal.

Equipment:

Weapons
MW Rapier [2 lbs]
Shortbow [2 lbs]
20 Arrows [3 lbs]
Dagger [1 lb]

Armor
Studded Leather [20 lbs]

Gear
Wand of Cure Light Wounds [50 Charges]
Silk Rope (50 ft.) [5 lbs]
MW Backpack [4 lbs]
--: in Backpack
--Alchemist Fire [1 lb]
--Sunrod 2 gp [1 lb]
--Entertainer's Outfit [4 lbs]

Total Weight carried: 43 lbs (Medium)
Carrying Capacities: 43 lbs/44-86 lbs /87-130 lbs
(Masterwork Backpack gives effective +1 on Carrying Capacity Strength)

Scenarios Played:

06-22 Out of Anarchy (1xp/2pp/520gp)
01-37 The Beggar's Pearl (1xp/2pp/509gp) [GM Credit]

Boons:

Pezzacki Thistle (Liberty's Edge) (From Out of Anarchy)
Your actions in Pezzack shifted the balance of power in favor of the White Thistles. As promised, the Liberty's Edge faction provides you with training in the White Thistle's methods. You may use this boon to reroll a Craft, Diplomacy, or Perform check, but you must make the choice to reroll before the GM reveals whether or not the check succeeds. Once you use this boon, cross if off your Chronicle sheet.

Skillful Barterer (From Out of Anarchy)
Your experience bartering in Pezzack prepares you to negotiate without coin. Once during a scenario, while in a settlement of at least 100 people, you may trade up to 300 gp worth of non-magical equipment for non-magical equipment of equal value. You may not receive coins, gems, or other money as part of this trade. After you use this boon, cross if off your Chronicle sheet.

Hero of the Five Kings (From The Beggar's Pearl)
For helping Torvic (and thus dwarves everywhere) find the Gallery of Wonders, you have gained a small amount of fame with the dwarves of the Five Kings Mountains. When dealing with any dwarf from that region from now on, you gain a +2 circumstance bonus on all Charisma-based checks.

Resources Tracking:

Starting Gold: 150 gp
Gold from Out of Anarchy: 520gp
Gold from The Beggar's Pearl: 509gp
Total Wealth: 1179 gp

Starting Purchases:
Rapier 20 gp
Shortbow 30 gp
20 Arrows 1gp
Dagger 2 gp
Studded Leather 25 gp
Backpack 2 gp
2 Alchemist Fire 40 gp
Sunrod 2 gp
Entertainer's outfit 3 gp

Out of Anarchy Accounting:
SELL Rapier 20 gp
Masterwork Backpack 50 gp
Masterwork Rapier 320 gp
Wand of Cure Light Wounds 2pp
Silk Rope (50 ft.) 10 gp

The Beggar's Pearl Accounting:
No Changes

Total Wealth Expenditures: 485 gp
Total Prestige Expenditures: 2 pp
Current Wealth: 694 gp

Liberty's Edge Season 7 Faction Card:

[ ] [ ] [ ] Liberate one or more slaves, captives, or hostages during an adventure.

[ ] [ ] Adventure in two of the following locations: Andoran, Cheliax, Okeno, Magnimar, or Nirmathas.

[ ] Forgo your Downtime to nonviolently fight for the cause of liberty by spending time organizing protests, freeing slaves,
or distributing revolutionary material. To do so, you must succeed at a Disable Device, Knowledge (local), or Stealth check
with a DC equal to 15 plus your character level.

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

[ ] Defeat a known slaver whose Challenge Rating is at least equal to your character level. For the purposes of this goal, use
the definition of slaver from the Freedom Fighter reward.

[ ] After being grappled or physically bound by an opponent, escape with an Escape Artist, Strength, or combat maneuever check. Alternatively, after failing a save against a spell or effect with the compulsion descriptor, end the effect with a subsequent save.

[X] In a region where slavery is legal, deliver a speech against tyranny, slavery, or corruption to a crowd of at least 20 participants. Succeed at a Diplomacy or Perform (acting, comedy, or oratory) check with a DC equal to 15 plus your character level.

[X] [ ] [ ] [ ] [ ] Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.

Faction: Liberty's Edge

PFS# 60133-20