The Fifth Archdaemon

Villar Shadowsun's page

210 posts. Alias of Drogeney.


Classes/Levels

Exploration mode standard action: Search -or- Persue a lead as appropriate. | Lead: silver armored corpse | Wounded 1, Unconscious

Gender

male Tiefling Investigator 2 | HP 19/20, THP, N/L | AC 18 | F +3, R +9, W +8 | rapier +7 (1d6) | Darkvision; Per +8

About Villar Shadowsun

Build:

Villar Shadowsun
elf (tiefling), truth seeker, investigator 2
CG, medium, elf (tiefling)
Senses darkvision
Perception +8 = +2 wis + 6 E
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Defense
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HP 20/20, Temp
AC 18 = 10 +3 dex + 4T + 1 armor + 0 shield
F +3 = -1 con +4T
R +9 = 3 dex+6 E
W +9 = 2 wis+6 E
Armor Proficiencies
Unarmored T
Light T
Medium U
Heavy U
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Offense
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Melee rapier +7 (1d6p) deadly d8, disarm, finesse
Range crossbow +7 (1d8p)
Weapon Proficiencies
Simple T
Martial T
Advanced U
Unarmed T
Other U
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Offense Spells
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Type magic type
Atk Rolls +n =+n+cast stat UTEML
Spell Dcs 17=10++n+cast stat UTEML
1st – (n/n) spell,
0-lvl (infi) spell, spell,
other 1/1
1pt-spell
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Statistics
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Ability Scores Str 10, Dex 16, Con 8, Int 16, Wis 14, Cha 14
Speed 30ft; Class DC +17 T; Hero Points 1
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Skills
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Acrobatics +6 =+3+4 T
Arcana +6 =+3+4 T
Athletics +3 =+0+4 T
Crafting +7 =+3+4 T
Deception +6 = 2+4 T
Diplomacy +6 =+2+4 T
Intimidation +6 =+2+4 T
Lore (politics) +7=+3+4 T
Medicine +2=+2+0 U
Nature +2 =+2+0 U
Occultism +3 =+3+0 U
Performance +6 =+2+4 T
Religion +2 =+2+0 U
Society +7 =+3+4 T
Stealth +9 =+3+6 E
Survival +2 =+2+0 U
Thievery +7 =+3+4 T
Languages common, elven, abyssal, gnomish, sylvan
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Feats
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Ancestry
Elf
Low-light Vision You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.
Heritage (Tiefling)
You descend from fiends or bear the mark of the fiendish realms, manifesting as some unusual feature that belies your heritage, such as horns or a tail. You gain the tiefling trait, in addition to the traits from your ancestry. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from tiefling feats and feats from your ancestry whenever you gain an ancestry feat.
Pitborn Your blood bears the mark of a demon, a living embodiment of sin from the fetid depths of the Abyss. Demonic power pulses through your veins and manifests in a different way for each pitborn, whether you have webbed fingers and thrive in the water, large hands capable of wrestling larger foes, or some other manifestation. You are trained in Athletics. If you were already trained in Athletics (from your background or class, for example), you instead become trained in a skill of your choice.

You also gain any one common 1st-level skill feat with a prerequisite of trained in Athletics, as reflects the manifestation of your Abyssal blood.
Quick Jump You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).
Background Truth Seeker
Lie to me You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.
General
feat name description
Skill
Read Lips You can read lips of others nearby who you can clearly see. When you’re at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you’re fascinated and flat-footed during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone’s lips. In either case, the language read must be one that you know.

If you are deaf or hard of hearing and have Read Lips, you recognize the lip movements for the spoken form of your languages. You can also speak the spoken form of your languages clearly enough for others to understand you.
Class
Trap Finder You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.

You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.
No Cause for Alarm 3act:
Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill
Prerequisites trained in Diplomacy
You attempt to reduce panic. Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are frightened. Each of them is temporarily immune for 1 hour.

Critical Success Reduce the creature's frightened value by 2.
Success Reduce the creature's frightened value by 1.
That’s Odd When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary. The GM determines what it is, or whether there's nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it's suspicious. For example, if you entered a study with a large bloodstain on the ground, the bloodstain is so obviously suspicious it's evident to you already, so the GM might note that there's something suspicious about the desk drawer instead. You would then need to investigate the drawer further to find out what specifically is out of the ordinary. That's Odd doesn't reveal whether creatures are suspicious.

Bulk
Max: 5B
Carried: 4B 5L
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Equipment
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Weapons rapier, sap, crossbow (20)
Armor leather armor
Magic Items
Gear backpack, bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, waterskin, 2 sets of caltrops, bandolier, sheath, crowbar, thieves tools
6gp, 7sp
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Special Abilities
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On the Case As an investigator, you think of your adventures as cases waiting to be solved. You gain one activity and one reaction you can use to investigate cases: Pursue a Lead and Clue In.
Purse a Lead 1/10min: You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don't need to know the identity, purpose, or nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject.

Whenever you attempt a Perception or skill check to investigate a designated subject, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma.

You can maintain two active investigations at a time. If you Pursue another Lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you've given up pursuit of a subject, you can't Pursue that Lead again until after the next time you make your daily preparations.
Clue In 1/10min: You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally.
Devise a Stratagem 1/rnd: You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.

When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap.

If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action.
Strategic Strike When you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier on your attack roll due to Devising a Stratagem, you deal an additional 1d6 precision damage.

As your investigator level increases, so too does the deadliness of your strategic strike. Increase the number of dice by one at 5th, 9th, 13th, and 17th levels.
Methodology: Interrogation
Pointed Question Auditory, Concentrate. Investigator, Linguistic, Mental
You ask a question that charms or needles someone in just the right way. Ask a question of a non-allied creature that you can see and have been conversing with. Attempt a Diplomacy check against the creature's Will DC. The creature is then temporarily immune for 1 hour.

Critical Success The target must directly answer your question. It doesn't have to answer truthfully, but you gain a +4 circumstance bonus to your Perception DC if the creature attempts to Lie to you.
Success As critical success, but the circumstance bonus is +2.
Failure The target can refuse to answer you as normal.
Critical Failure The target can refuse to answer you as normal, and its attitude toward you decreases by one step due to your aggravating attention.

Description:
Villar Shadowsun is a most demonic looking tiefling. Tall and thin he covers himself thoroughly as often as possible with nothing but darkness inside of his hood. He wears leather armor under his deeply hooded cloak and carries no obvious weapons on his person. With his current financial state Villar relies on his claws if it comes to a fight. When Vill does not have his cloak on he looks very much like the shadow demon he is descended from, wings and horns of billowing shadows that have no real substance to them and a pair of glowing red eyes. His skin is ash colored and he is quite sensitive to sunlight wearing shaded lenses during the brightest parts of the day and to hide his otherwise disturbing eyes.

Personality:
Despite his fiendish appearance Villar is actually a kind hearted soul who has been known to do work for next to nothing if it was for the right cause. He seems withdrawn most of the time, staying separate from others who aren’t willing to brave his disturbing presence and uses this as a means to test people. If someone is brave, or stupid, enough to approach him he is willing to talk to them, and his response depends greatly on theirs.

He hides his appearance most of the time not from shame but out of necessity. Many wouldn’t approach him at all or would possibly attack if they saw his actual appearance so he hides beneath a cloak and hood the majority of the time. This has a practical side as well as he is very sensitive to sunlight and the heavy garments provide protection from the harmful rays of light.

Vill prefers to take clients who are genuinely in need and are being wronged in some real way, particularly those on the poorer end of the spectrum. He finds people, things, information, whatever is needed for his client and, though dedicated to a job once taken, if he finds that his employer lied about something he will consider dropping a case, particularly if the lie puts his employer in the wrong.

Vill has a talent for ferreting out the truth through conversation, often tricking someone into revealing information, and has an uncanny knack for determining if he is being lied to. He also, though he rarely lets anyone know it, has a talent for dancing, something that some pick up on by the way he moves at times and his natural agility.

Background:
Villar Shadowsong was born to an elven prostitute named Firiona and a passing elf whom he never knew. He grew up in the Redroof District as slowly as an elf would and his mother did what she could to provide for him. Within his first few decades of life Villar began to show signs of being much...different...than what his mother expected. He began to become wan and pale, seemed to start wasting away, and hid from the sun. His mother, after help from a secret Calistrian Priestess who provided magical assistance to the brothel, managed to divine that Villar’s father was tainted with a curse from a shadow demon and that curse had passed on to Villar. In most places he would likely have become a half-fiend but the ever increasing devil presence in Chelliax suppressed his demonic blood and prevented that fate from ever befalling him.

By the time Villar had reached adulthood he had to hide his presence from the law in Kintargo as his demon blood would have brought him a death sentence were he ever caught. He continued to live in Redroof, even after his mother died of an illness caught from a customer after the priestess had been found and killed by the state, and eventually opened up his own detective service. He kept it very quiet, low key, and never let the agents of Thrune find him. It wasn’t until the reborn Silver Ravens began to try and kick Brassy Thrune out that he came out of hiding. He worked a few jobs for them, finding people they needed found, or safe havens for their agents, but eventually came under suspicion by agents of Barzillai and was forced to flee the city.

While he could have returned after the fighting ended Villar found he had no real reason to. Instead he decided to travel a while, maybe go on an adventure, and happened to be in eastern Isger when the Call for Heroes went out. Originally he hadn’t intended to stop in Breechill for long once he arrived there. His plans had been to head to Kyonin via Druma. He hoped to find his Mother’s family and let them know what had happened to her but something about the town niggled at the back of his mind, something...not quite right, and he always did have trouble letting go of things like that. He decided to stay around, answer the call, he might agree to whatever task they needed or he might not, but it would be something to do and, who knows, maybe he’d solve whatever it was about the town that bothered him.