Bard

Toivo Talvislag's page

89 posts. Organized Play character for Sedoriku.


Full Name

Toivo Talvislag

Race

| HP: "Hit me and I'm leaving" | AC: "Don't bother, I'm going" | F: +2, R: +4, W: +5 (+2 vs. posion and spells/SLAs) | Init: "RUN" | Perc: +7, SM: +6

Classes/Levels

| Speed 20 ft | Active conditions: Dithering!|

Gender

N Dwarf Librarian

Size

Medium

Alignment

N

Deity

Trudd

Languages

Common, Dwarven

Strength 17
Dexterity 12
Constitution 15
Intelligence 10
Wisdom 14
Charisma 8

About Toivo Talvislag

Toivo Talvislag

Vigilante profile:
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PFS info:
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Experience: 3 normal progression,
Fame:6 / PP: 6
108507-5
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Character sheet:
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Male Dwarf Vigilante (Splinter Soul) 2
N Medium Humanoid (Dwarf)
Init: +1; Senses: Darkvision 60, Perception +7
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Defense
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AC 18, Touch: 11, Flat-footed: 17 (+6 Armor, +1 Shield, +1 Dex)
HP: 21 (2d8+4 Con +2 FCB)
Fort: +2, Ref: +4, Will: +5 (+2 vs. Spells, Spell-like abilities and Poisons)
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Offense
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Speed: 20 ft.
Melee: +7 (1d6+4, Mwk Dwarven War Shield)
[dice=Shield  FACE, Mwk DWS]1d20+7[/dice]
[dice=Damage, Slashing & Piercing]1d6+4[/dice]

Ranged: +1 (1d8, Light crossbow)
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Statistics
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Str 17, Dex 12, Con 15, Int 10, Wis 14, Cha 8
Base Attack Bonus: +2; CMB: +5; CMD: 16
Feats: Weapon Focus (Dwarven War-Shield), Improved Shield Bash
Traits: Adopted (Shield Trained), Steady Strength

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Skills:
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Skills with ranks (12, 6 base):
*Acrobatics (1 rank, -5 ACP): +0
*Climb (1 rank, -3 ACP): +4,
*Disguise (1 rank): +3,
*Knowledge (Engineering) (1 rank): +4
Knowledge (History) (1 rank): +1 (+3 for checks relating to Dwarves or their enemies)
*Knowledge (Local) (1 rank): +4
*Perception (2 ranks): +7,
*Profession (Librarian) (1 rank): +6
*Sense motive (1 rank): +6
*Survival (1 rank, Racial trait): +8
*Swim (1 rank, -3 ACP): +4

Languages: Common, Dwarven.

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Possessions:
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Weapons and Armor:
Breast plate (22), Mwk (weapon) Dwarven War-Shield (8), Mwk (armor) Dwarven War-Shield (8), Light Crossbow (4)

Consumables
Crossbow bolts x 10 (1)
Potion of Cure Light Wounds (-)
Potion of Touch of the Sea (-)
Alchemical Grease (1)
Bladeguard (-)
Air Crystals (-)
Vermin Repellant (-)
Antiplague (-)
Lamp oil (x2 2)

Other Gear
Pyrography kit (2), Cooking kit (16), Pathfinder’s Kit (22), Explorer's outfit (8), Silk rope 50 ft (5)

Encumbrance
Is currently carrying 99 lbs. and has a medium load.

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Class Abilities:
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DUAL IDENTITY (Ex):
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.
Splintered Identity (Ex):
A splintersoul’s two identities are even more distant from one another than those of a normal vigilante. He cannot use any of his vigilante talents while in his social identity.

However, for the purpose of qualifying for classes, feats, and other abilities, he is eligible if one of his alignments meets the requirements. While in an identity whose alignment is incompatible with an ability, class, or feat, he temporarily loses access to the feat or ability or is treated as an ex-member of the class, as appropriate.

For example, a splintersoul with barbarian levels, a lawful-good social identity, and a neutral vigilante identity can’t use his vigilante talents or his rage class feature while in his social identity, but he regains these abilities and can use them as normal as soon as he changes to his vigilante identity.

A splintersoul with paladin levels must follow the paladin’s normal code of conduct while in a lawful-good identity, but while in an identity with a different alignment, the following changes apply to his code: Willingly committing an evil act (for example, casting a spell with the evil descriptor) still causes the vigilante to become an ex-paladin, but otherwise, he can do whatever else he feels is necessary to uphold the causes of law and good. He should strive to act with honor and uphold the tenets of his faith, but failing to do so is not a violation of his code. At the GM’s discretion, other classes or archetypes with similarly strict codes of conduct can also follow a less strict version of a code of conduct while in an identity with an incompatible alignment.

SEAMLESS GUISE (Ex):
A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.

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 (Ex): At 1st level, a vigilante must choose to be either an avenger or a stalker. Avenger chosen

An avenger gains a base attack bonus equal to his vigilante level instead of using those listed. He adds this value to any other base attack bonus gained from other classes or racial Hit Dice as normal.

VIGILANTE TALENT:
Starting at 2nd level and every 2 levels thereafter, a vigilante gains a vigilante talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet prerequisites before they can be chosen, such as possessing another vigilante talent, possessing a particular specialization, or attaining a minimum level. Once a talent has been selected, it can’t be changed.

If the vigilante uses any of these talents while in his social identity, he must succeed at a Disguise check against the Perception checks of all onlookers (without the +20 circumstance bonus from seamless guise) or the onlookers will realize that he is more than his social identity appears to be and perhaps discover the social and vigilante identities are one and the same. 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.

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Racial Abilities:
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(Dwarf) SLOW AND STEADY
Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

(Dwarf) DARKVISION:
Dwarves can see in the dark up to 60 feet.

(Dwarf) HARDY
Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

(Dwarf) SLAG CHILD
Dwarves from dishonored families must append “-slag,” “-slagsun,” or “-slagdam” to their surnames to indicate their shameful status. These dwarves are commonly banished or ostracized; they are forced to eke out a living at the fringes of dwarven settlements or in bleak wilderness areas such as the Kodar Mountains. They gain a +2 racial bonus on Stealth and Survival checks. This racial trait replaces defensive training and hatred.
Source: Inner Sea Races pg. 210

(Dwarf) RELENTLESS
Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.
Source: Advanced Race Guide pg. 12

(Dwarf) STONECUTTING
Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

(Dwarf) WEAPON FAMILIARITY
Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

(Dwarf) LOREKEEPER
Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
Source: Advanced Race Guide pg. 12

(Dwarf) LANGUAGES
Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

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Feats and traits:
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(Trait) STEADY STRENGTH
Requirement: Trudd
Your strength training conditioned you to wearing heavy armor. When you wear medium or heavy armor, your armor check penalty on Strength-based skills is reduced by 2
Source: Inner Sea Gods pg. 222

(Trait) ADPOTED
You were adopted and raised by someone not of your race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race.
Source: Ultimate Campaign pg. 59

Used to take:
(Trait) SHIELD BEARER
Requirement(s) Ulfen
You have survived many battles thanks to your skill with your shield. When performing a shield bash, you deal 1 additional point of damage. Also, once per day on your turn as a free action, you may provide one adjacent ally a +2 trait bonus to his Armor Class. This bonus lasts for 1 round, so long as you and the target remain adjacent to one another. You can only use this ability if you are using a shield. You retain your shield bonus to your armor class when using this ability.
Source: Humans of Golarion pg. 31

(Feat, 1st level) WEAPON FOCUS (DWARVEN WAR SHIELD)
You gain a +1 bonus on all attack rolls you make using the selected weapon.

(Feat, Bonus) IMPROVED SHIELD BASH
When you perform a shield bash, you may still apply the shield's shield bonus to your AC.

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Social Talents:
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WELL-KNOWN EXPERT
The vigilante’s social identity is known as an expert in numerous fields, including areas and topics the vigilante hasn’t actually taken the time to study. As a result the vigilante is skilled at encouraging others to discover solutions to difficult problems themselves by asking probing questions, while appearing to give the information himself.

In his social identity, the vigilante can take 10 when attempting to aid another on Appraise, Craft, and Knowledge checks. He also gains a bonus equal to half his class level (minimum +1) on Bluff checks to appear knowledgeable in Appraise, Craft (all), and Knowledge (all). If he has the renown social talent, he grants a +3 bonus when he successfully aids another on these skill checks, rather than +2.

In his area of renown, the vigilante’s social identity is so trusted as an expert that scholars are inspired to make amazing deductions and intuitive leaps in discussions with him. A creature that has already failed a Knowledge check on a specific subject can attempt one additional check to gain information on the same topic if it receives an aid another bonus from the vigilante when doing so.

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Vigilante Talents:
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SHIELD OF FURY (EX)
The vigilante gains Improved Shield Bash as a bonus feat. If he already has the Improved Shield Bash feat, he can immediately swap it for another feat for which he qualified at the level he chose Improved Shield Bash. In addition, if he is at least 6th level, he is treated as if he has the Two-Weapon Fighting feat as long as one of the weapons used is a shield. This allows him to take feats that require Two-Weapon Fighting as a prerequisite without meeting the Two-Weapon Fighting or Dexterity prerequisites, but these feats only apply while he is wielding a shield as one of his weapons (unless he takes Two-Weapon Fighting as normal, in which case this restriction is lifted).
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Consumables & other tracking:
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Potion of Cure Light Wounds 1/1
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Chronicle 1: 5-08 The Confirmation:
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Chroinicle Sheet

Purchases, Sales and Earnings:
Leather Lamellar Armor (60 gp)
Warhammer (12 gp)
Pathfinder's kit (12 gp)
Pyrography kit (1 gp)
Cooking kit (3gp)
Potion of Cure Light Wounds (50 gp)
Explorer's Outfit
Total: 138 gp spent

Totals:
Starting gp: 150.0 gp
Total sales: None
Total spent: 138.0 gp
Total earned: 450.0 gp
Final gp: 462.0 gp

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Chronicle #2: Ungrounded but Unbroken:
==================
Chronicle

Purchases, Sales and Earnings:
Sales:
Leather lamellar armor (60 gp) 25
Warhammer (12 gp) 5
Subtotal= -72

Purchases:
Agile breastplate (400 gp) 25
Light crossbow (35 gp) 4
Bolts, 10 (1 gp) 1
Rope, silk 50 ft (10 gp)
Sub-total: 446

Total: 376

Totals:
Starting gp: 462.0 gp
Total sales: 072.0 gp
Total spent: 446.0 gp
Subtotal: 86.0 gp

Total earned: 526 gp
Final gp: 612 gp

Consumables used:

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Chronicle #3: Master of the Fallen Fortress:
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Chronicle

Purchases, Sales and Earnings:
Sales: None
Sub-total: 0

Purchases:
Riding Dog (150)
Exotic Military Saddle (60)
Sub-total: 210

Total: 210

Totals:
Starting gp: 612 gp
Total sales: 0 gp
Total spent: 210 gp
Subtotal: 402 gp

Total earned: 479 gp
Final gp: 881 gp

Consumables used:
None

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Chronicle #4: 10-0 Hao Jin Cataclysm:
==================
[url Chronicle N/A Yet [/url]

Purchases, Sales and Earnings:
Sales:
Riding Dog (150)
Exotic Military Saddle (60)
Sub-total: 210

Purchases:
MWK (weapon) Dwarven War-Shield (350)
MWK (armor) Dwarven War-Shiled (200)
Alchemical Grease (5)
Potion of Touch of the Sea (50)
Bladeguard (40)
Air Crystals (50)
Vermin Repellant (5)
Antiplague (50)
Lamp Oil x2 (1)
Sub-total: 701

Total: 491

Totals:
Starting gp: 881 gp
Total sales: 210 gp
Total spent: 701 gp
Subtotal: 390 gp

Total earned: N/A gp
Final gp: N/A gp

Consumables used:

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Boons!:
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CONFIRMED FIELD AGENT
Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1(minimum 1).

EXPLORE, REPORT, COOPERATE
You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it of your Chronicle sheet.

FRIEND OF JANIRA GAVIX
The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

EARTH AFFINITY
Your connection to elemental earth has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures – especially those set on the elemental planes.

[_][_][_] UNGROUNDED VETRAN
While your time in the Ungrounded was not easy, you rose to face the challenges that Captain Othis threw your way. You may check a box before this boon to call upon the skills you reinforced during your training, granting you a +2 circumstance bonus on on the following sill checks: an Acrobatics check to balance on a narrow or slippery surface, any Climb check, a Knowledge (planes) check to identify creatures or their weaknesses, or any Profession (soldier) check. If you are not trained in the skill, you may instead check a box to treat yourself as trained in the skill. You must choose to apply this bonus before rolling. When you check the last box, cross this boon off your Chronicle sheet.

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Nothing here!:
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Didn't believe me? Sad.
Possible spoiler for future information, quick links, yada-yada.
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Things I want to keep…:
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[Spoiler=Chronicle #3: Masters of the Fallen Fortress]==================
Chroinicle Sheet

Purchases, Sales and Earnings:

Total:

Totals:
Starting gp: gp
Total sales: gp
Total spent: gp
Total earned: gp
Final gp: gp

Consumables used:
[ /spoiler]===================

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