About The Midnight BladePFS Character Information
Game Statistics
AC: 17 (10 + 3 armor + 4 Dex)
Combat:
Melee
Ranged
Armor
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
Skill Chosen: Diplomacy Vigilante Specialization:
Avenger Base Ability:
Equipment:
Weapons MW Rapier [2 lbs] Shortbow [2 lbs] 20 Arrows [3 lbs] Dagger [1 lb] Armor
Gear
Total Weight carried: 43 lbs (Medium)
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)
Hero of the Five Kings (From The Beggar's Pearl)
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:
Out of Anarchy Accounting:
The Beggar's Pearl Accounting:
Total Wealth Expenditures: 485 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,
[ ] Defy local law or tradition in a way that assists you and your allies without endangering the mission or threatening
[ ] Defeat a known slaver whose Challenge Rating is at least equal to your character level. For the purposes of this goal, use
[ ] 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 |
