Holy Guide

The Union's Blade's page

50 posts. Organized Play character for Steven_Evil.


Full Name

Geral Miller

Race

Human Vigilante 1

Classes/Levels

HP: 11 AC:16 T:11 FF:15 Init:+1 Fort:+3 Ref:+3 Will:+3 M. Large Bastard Sword +3, 2d8+4, 19-20x2, Chakram +4, 1d8+3, 20x2,

Skills:
Bluff:6 Climb: 7 Diplomacy:6 Intimidate:6 Profession-Miller:5 Perception:5 Stealth:5

Gender

Male

Size

Medium

Age

28

Special Abilities

Dual Identity, Seamless Guise, Vigilante Specialization

Alignment

Lawful Neutral, Lawful Good

Location

Absalom

Languages

Common

Occupation

Miller

Strength 17
Dexterity 12
Constitution 14
Intelligence 8
Wisdom 13
Charisma 14

About The Union's Blade

XP: 1 Fame: 2
PP Earned: 2
PP Spent:2

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). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Traits:
Axe to Grind: You gain a +1 trait bonus on damage against foes who are threatened by only you.
Life of Toil: You gain a +1 trait bonus on Fortitude saves.

Class Abilities:

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.
Seamless 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. Starting at 2nd level, 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 6th level, and every 4 levels thereafter, he can select another skill (with the same restrictions) to gain this bonus.
Social Talent-Renown: The vigilante becomes known for deeds and abilities, regardless of his current identity. This renown grants him favorable treatment in civilized company and lends an air of menace while facing down his enemies. While he is in his social identity, a vigilante can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals (a village if using settlement statistics). This could be the entire community or a smaller neighborhood in a larger settlement. He must spend at least 4 hours each day socializing and making contacts. After spending 1 week, whenever he is in his social identity, all NPCs treat their starting attitude toward him as one category better, as long as their initial attitude would have at least been indifferent (see the Diplomacy skills on pages 93–94 of the Pathfinder RPG Core Rulebook). While he gains renown in an area using his social identity, he also spreads rumors and tales about his vigilante identity. Once he has gained renown in a community, whenever he is in his vigilante identity, he gains a +4 circumstance bonus on Intimidate skill checks. This bonus applies only while he is within a number of miles equal to his vigilante level from the community in which he has gained renown. A vigilante can hold renown in only a limited number of communities (one or possibly two with other social talents). If he gains renown in a new community, he must decide which one of his previous communities to lose. These bonuses and abilities are subject to GM approval. The GM might rule that an NPC or monster has not heard the tales or, in rare cases, might respond negatively if the NPC targeted by the check is a foe of the vigilante.
Vigilante Specialization: At 1st level, a vigilante must select a specialization that determines many of the
abilities granted to him when he assumes his vigilante identity. Once this choice is made, it cannot be changed. Each specialization grants a base ability at 1st level and a number of class skills. In addition, each specialization has a number of unique talents that can be selected with the talent class feature. The base ability and bonus class skills apply when the vigilante is in either of his identities, but all of the other abilities are available only when he is in his vigilante identity, unless stated otherwise. If a talent calls for a saving throw, the DC for that save is equal to 10 + 1/2 the vigilante’s level + the vigilante’s Charisma modifier, unless stated otherwise.

Avenger: Rushing from the shadows with a blade held high, the avenger vigilante uses skill at arms to strike down his foes. With an impressive array of combat-focused abilities, he can bring vengeance to those who have wronged him or his ideals.

--Class Skill: In addition to the standard class skills of the vigilante, the avenger vigilante also gains the following class skills: Climb (Str), Intimidate (Cha), Knowledge (dungeoneering), Ride (Dex), Survival (Wis), and Swim (Str).

--Base Ability: The avenger vigilante gains the following ability, regardless of his current identity.
Assault Training: Starting at 1st level, the avenger vigilante treats his vigilante level as his base attack bonus instead of the bonuses listed on Table 1–1. He adds this value to any other base attack bonus gained from other classes or racial Hit Dice as normal.

Stats
HP:11
AC:16
Touch:11
Flat Footed:15
Speed:20ft
Initiative:+1

Saves
Fort:+3
Ref:+3
Will:+3

Attacks
Masterwork Large Bastard Sword +3, 2d8+4, 19-20x2
Chakram +4, 1d8+3, 20x2

Feats:
Power Attack
Exotic Weapon Proficiency-Bastard Sword

Skills
Bluff:6
Diplomacy:6
Intimidate:6
Profession-Miller:5
Perception:5
Stealth:5
Climb:7

Gear:
Masterwork Large Bastard Sword
Chakram-5
Acid Flask-1
Scale Mail
Bandolier-2
Wand of Cure Light Wounds-50 Charges
Fighter's Kit
-Backpack
-Bedroll
-Belt Pouch-5
-Flint and Steel
-Grappling Hook
-Iron Pot
-Mess Kit
-Rope-50ft
-Soap
-Torches-10
-Trail Rations-5 Days
-Waterskin
115gp

Proposed Level Up Scheme:

1:Power Attack, Exotic Weapon Proficiency-Bastard Sword
2:Talent-Heavy Training
3:Cleave
4:Talent-Armor Skin
5:Great Fortitude
6:Talent-Vital Punishment
7:Iron Will
8:Talent (Combat Skill)-Improved Critical
9:Devastating Strike
10:Talent-Signature Weapon: Bastard Sword
11:Improved Vital Strike
12:Talent-Mad Rush