Elf Archer

Vox, the Song of the People's page

513 posts. Alias of Nikolaus de'Shade.

Full Name

Vox, the Song of the People


RETIRED - off to kill one of the Eldest.


Social Persona


Medium (5'9")








Common, Elven, Varisian, Shoanti, Dwarven

Strength 20
Dexterity 28
Constitution 10
Intelligence 16
Wisdom 16
Charisma 10

About Vox, the Song of the People

The Voices:
Alice/Jasper - 16yr old, twins.
Isabelle - 13yr old.
Charles - 10.
Tobias - 9

Female Elf Vigilante 16
CG Medium Humanoid (Elf)

Init +11 (+9 Dex, +2 trait)

Senses: Perception +22, Low light vision, Darkvision (60ft).

AC 30, touch 22, flat-footed 22 (+8 armor, +8 dex, +4 deflec). Improved Uncanny Dodge, Improved Evasion.

HP 99/99 ([8+15*5]+0+16)

Fort +10 (5 base, +0 Con, +5 resistance)
Ref +24 (10 base, +9 Dex, +5 resistance)
Will +19 (10 base, +3 Wis, +1 trait, +5 resistance)

Elven Curve Blade +23/+18/+13, d10+8+8{+7d8/d4}, 15-20x2. S.
Serithial +25/+20+15, d10+10+8{+7d8/d4}{+Holy, Bane vs ZK/Ileosa}
Longbow +27/+22/+17, d8+10{+7d8/d4}, x3. S.

Spd 30 ft, Climb 15ft.
Space 5 ft.; Reach 5 ft.

Str 20 (+5) [13 base, +1 level 4, +6 enhancement]
Dex 28 (+9) [16 base, +2 racial, +1 level 8/12, +6 enhancement, +2 untyped]
Con 11 (0) [12 base, -2 racial, +1 level 16]
Int 16 (+3) [14 base, +2 racial]
Wis 16 (+3) [10 base, +6 enhancement]
Cha 10 (0)

Base Atk +12/+7/+2
CMB +17 (12 BAB, +5 Str)
CMD 36 (10, +12 BAB, +9 Dex, +5 Str)

Feat Taxes: Weapon Finesse, Power Attack, Deadly Aim, Combat Expertise.
Precise Shot [Level 1]: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Weapon Focus (Bows): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Rapid Shot [Level 3]: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
Skill Focus (Stealth) [Level 5]: You gain a +3 feat bonus to the chosen skill. If you have 10 ranks or more the bonus increases to +6.
Focused Shot [Level 7]: As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage roll. You must be within 30 feet of your target to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
Clustered Shots [Level 9]: When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.
Manyshot [Level 11]: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger’s favored enemy bonus. Damage reduction and resistances apply separately to each arrow.
Improved Precise Shot [Level 13]: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.
Quick Draw [Level 15]: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

Missing Child (Campaign): The missing child is your own son or daughter, a niece or nephew, or a child you were charged with protecting. The child was abducted during a trip to the market or other daily event. Your stubbornness and long hours spent searching for rumors grant you a +1 trait bonus on Will saves.
Trapfinder (Regional): You gain a +1 trait bonus on Disable Device checks, and Disable Device is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
Warrior of Old (Race): You gain a +2 trait bonus to initiative.
Loner (Drawback): You take a –1 penalty to AC and on attack rolls while adjacent to allies or when taking the aid another action.

Acrobatics +28 (16 ranks, +9 Dex, +3 class)
Appraise* +16 (10 ranks, +3 Int, +3 class)
Climb +24 (16 ranks, +5 Str, +3 class)
Craft (Armor)* +28 (16 ranks, +3 Int, +3 class, +4 talent, +2 tools)
Craft (Weapons)* +28 (16 ranks, +3 Int, +3 class, +4 talent, +2 tools)
Disable Device +31 (16 ranks, +9 Dex, +3 class, +1 trait, +2 tools)
Disguise +23 [43] (16 ranks, +0 Cha, +3 class, +4 talent [+20 seamless guise])
Intimidate +14 (7 ranks, +0 Cha, +3 class, +4 talent)
Knowledge (Local) +20 (14 ranks, +3 Int, +3 class)
Perception +22 (16 ranks, +3 Wis, +3 class)
Sense Motive +22 (16 ranks, +3 Wis, +3 class
Stealth +39 (16 ranks, +9 Dex, +3 class, +6 feat, +5 competence)

Total Points: 176 [15*(6 Vigilante + 3 Int + 2 background)]
AC penalty is 0

Common, Elven, Varisian, Shoanti, Dwarven.

+2 Keen Elven Curve Blade, 18340gp. ©
+5 Adaptive True-Striking Longbow (Comp +3), 52900gp.
+4 Mithril Glammered, Shadow Chain, Aroma Negating shirt 32400gp.
Masterwork Artisans Tools, 55gp.
Masterwork Thieves Tools, 100gp. ©
Belt of Strength/Dexterity +6, 90000gp.
Headband of Wisdom +6, 36,000gp.
Cloak of Resistance +5, 25000gp.
Ring of the Night Prowler (Protection +4 and Sustenance), 35300gp.
Ring of Invisibility, 20,000gp.
Mask of the Mantis 6000gp.

Fine Gloves & Embroidered Scarves, 250gp (Gift).
MW Longbow, 37.5gp. ©
MW Studded Leather, 12.5gp. ©
Thieves Tools, 15gp. ©

2,919 gold 27 silver 0 copper.

Blended View: Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Elves or gnome can take this trait in place of keen senses.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

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

Dual Identity:
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.

Seamless Guise: 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.

Vigilante Specialization: At 1st level, a vigilante must choose to be either an avenger or a stalker.
A stalker gains an ability called hidden strike, which allows him to deal an extra 1d8 points of precision damage on melee attacks (or ranged attacks from within 30 feet) against foes who are unaware of his presence, who consider him an ally, or who are made flat-footed by startling appearance. This extra damage increases by 1d8 at 3rd level and every 2 vigilante levels thereafter. A stalker vigilante can also deal hidden strike damage to a target that he is flanking or that is denied its Dexterity bonus to AC, but in these cases, the damage dice are reduced to d4s. A stalker can deal hidden strike damage against targets with concealment (but not total concealment).
Once this choice is made, it can’t be changed. While many vigilante talents are usable by both specializations, some are unique to each specialization. A stalker vigilante can apply only one talent marked with an asterisk (*) to a given hidden strike, and only when that hidden strike is dealt against a foe that is unaware of the stalker vigilante’s presence (or who considers him an ally), unless otherwise noted.

Social Talents:
Social Grace: The vigilante selects any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device (Craft Armor). 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.
Reknown - West Dock [Level 3]: The vigilante becomes known for deeds and abilities regardless of his current identity. This renown grants him favorable treatment in civilized company and lends him 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 population ranges). 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 doing this, whenever he is in his social identity, all NPCs in the community have a starting attitude toward him that is one category better, as long as each person’s initial attitude would have at least been indifferent (see the Diplomacy skill description). 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, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This bonus applies only while he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level. A vigilante can hold renown in a limited number of communities (normally one, with other social talents allowing two). If he gains renown in a new community, he must decide which one of his previous communities to lose. These effects are subject to GM approval. For example, the GM might rule that an NPC or monster has not heard any tales about the vigilante. Or, a foe may have a starting attitude toward him that’s one category worse, rather than one category better.
Loyal Aid [Level 5]: The vigilante gains the service of a number of loyal allies who can help him gather information, cover for his two identities, or perform minor tasks. Inside his area of renown, a vigilante with this talent gains a bonus on Diplomacy checks to gather information equal to half his vigilante level. In addition, if the vigilante wants, he can task his friends to help cover for him by spreading false tales of his location and activities to others. This has the effect of increasing the DC of Diplomacy checks to gather information about the vigilante and Survival checks to track him by an amount equal to his level. This lasts for 1 day, and can be used only once per week. Finally, once per day, the vigilante can ask his allies to perform a minor task for him. This usually involves delivering a message, purchasing a piece of mundane gear worth 100 gp or less (which the vigilante must pay for), or retrieving an object owned by the vigilante (that would be easily accessible by the ally). This task might take other forms as well, subject to GM discretion, but can never involve combat or danger. A vigilante must be at least 3rd level and have the renown social talent to select this talent.
Quick Change [Level 7]: The vigilante learns to shift between his identities with ease. Instead of needing 1 minute to change his identity, he can now do so as a full-round action. If, after a quick change, he encounters any creature familiar with both of his identities, he must attempt a Disguise check to avoid the creature seeing through his hastily donned disguise and realizing that the identities are, in fact, the same person. The vigilante can spend 1 additional round adjusting and perfecting his appearance and persona to negate the need for this check.
Great Renown - Old Korvosa, North Point, Midland [Level 9]: The vigilante is known on a broader scale. He can gain renown in a single community of up to 5,000 individuals (a large town) or up to two communities of no more than 2,000 individuals each (two small towns). The bonus while he is in his social identity remains unchanged, but the circumstance bonus on Intimidate checks from his renown social talent while he is in his vigilante identity increases to +6. A vigilante must be at least 7th level and have the renown social talent to select this talent.
Incredible Renown [Level 11]: (Korvosa) The vigilante is incredibly famous in both identities. He can gain renown in a single community of up to 25,000 individuals (a large city) or up to two smaller cities of no more than 10,000 individuals each (two small cities). The bonus while he is in his social identity remains unchanged, but the circumstance bonus to Intimidate from his great renown social talent while in he is in his vigilante identity increases to +8. A vigilante must be at least 11th level and have the great renown social talent to select this talent.
Immediate Change [Level 13]: The vigilante can change identities as a move action, and he no longer needs to spend extra time to adjust his appearance and persona. A vigilante must be at least 13th level and must have the quick change social talent to select this talent.
Safe House [Level 15]: The vigilante can establish a safe house in his area of renown, and he can change it every time he changes his area of renown. If he doesn’t have the renown talent, he can still select this talent and place the safe house in a single location to which he has access, but he can never move the safe house from its initial location until he gains the renown talent. This safe house must be an area no larger in volume than a cube that is a number of feet per side equal to 10 feet per vigilante level. The safe house can be arranged any way he likes and it can be part of a larger building, like a secret room or an underground cave. Objects within this safe house can’t be located by any effect that is less powerful than a discern location spell. At 7th level, this protection from being located also applies to creatures in the safe house. At 13th level, the entire area is protected from scrying effects (though not mundane snooping) like a mage’s private sanctum.

Unshakable: Starting at 3rd level, a vigilante adds his class level to the DC of any attempts to Intimidate him.
Startling Appearance: At 5th level, a vigilante learns to use the element of surprise to his advantage, startling foes that are unaware of his presence. Whenever a vigilante with this ability attempts an attack against a foe that is completely unaware of the vigilante’s presence (usually due to Stealth or invisibility), the foe is treated as flat-footed for the rest of the vigilante’s turn (uncanny dodge or a similar ability prevents this effect unless the vigilante is at least 4 levels higher than the foe with uncanny dodge).
The foe also takes a –4 penalty on attacks made against the vigilante until the start of the vigilante’s next turn.
Frightening Appearance: At 11th level, whenever a vigilante with this ability makes an attack against a foe that is unaware of the vigilante’s presence (see startling appearance above), the vigilante can, as a free action, attempt an Intimidate check to demoralize the target of his attack and any enemies within 10 feet who can see the attack. This check is attempted before the attack roll against the foe is made and resolved. The vigilante rolls only one Intimidate check and applies the result to all the targets. If the check succeeds against the target of the vigilante’s attack, that foe is also frightened for 1 round, in addition to being shaken as normal, unless the foe succeeds at a Will save (DC = 10 + 1/2 the vigilante’s class level + his Charisma modifier).

Once a creature has been the target of this ability (either as the target of the attack or as a nearby creature, regardless of whether or not it was successful), it is immune to that vigilante’s frightening appearance for 24 hours. This effect is in addition to the bonuses gained from the startling appearance ability. This is a mind-affecting fear effect.

Vigilante Talents:
Lethal Grace [Level 2]: The vigilante combines strength and speed into incredibly deadly attacks. He gains Weapon Finesse as a bonus feat, and if he already has the Weapon Finesse feat, he can immediately swap it for another feat for which he qualified at the level he chose Weapon Finesse. When using Weapon Finesse to make a melee attack using his Dexterity bonus on attack rolls and his Strength bonus on damage rolls, he also adds half his vigilante level on damage rolls. This bonus damage is not reduced or increased if the vigilante is wielding a weapon two-handed or in an off-hand.
Rooftop Infiltrator [Level 4]: The vigilante gains a climb speed equal to half his base speed, which increases to his full base speed when climbing a rope.
Sniper [Level 6]: The vigilante can deal hidden strike damage with ranged attacks at any distance, rather than within 30 feet. Only a stalker vigilante of at least 6th level can select this talent.
Hide in Plain Sight [Level 8]: The vigilante can use Stealth to hide even when being observed. As long as he is within 10 feet of dim light (his own shadow doesn’t count), he can hide without anything to actually hide behind. Only a stalker vigilante of at least 8th level can select this talent.
Stalker's Senses [Level 10]: The vigilante has a sense for danger. He always acts on the surprise round. At 6th level, he gains uncanny dodge, and at 12th level, he gains improved uncanny dodge. Only a stalker can select this talent.
Volatile Bombs [Level 12]: A vigilante with this talent gains the ability to attach an alchemist bomb to a ranged attack he makes with a bow or crossbow as part of firing the attack. If the attack hits, it deals an additional amount of damage equal to that of an alchemist bomb, using the vigilante’s level as his alchemist level to determine the bomb’s damage. He can use this ability a number of times per day equal to 3 + his Intelligence modifier. The vigilante can takes this talent multiple times. Each time he does, he can use the ability one additional time per day and he gains one alchemist discovery that can modify bombs, treating his vigilante level as his alchemist level for any prerequisites. He can apply these discoveries to his bombs as normal.
Blind Spot [Level 14]: The vigilante is so skilled at stealth, he can use the Stealth skill to hide from creatures with unusual senses that normally automatically detect creatures. This includes senses such as blindsense, blindsight, lifesense, scent, or tremorsense. For each such ability that the creature possesses, if the vigilante is not bypassing the sense in another way—such as the negate aroma spell for scent or flying for tremorsense—the creature gains a stacking +20 circumstance bonus on all Perception checks to notice the vigilante, rather than automatically noticing the vigilante. Only a stalker vigilante of at least 6th level can select this talent.
Evasive [Level 16]: The vigilante is hard to catch with area attacks. He gains the evasion ability, and at 12th level, he gains the improved evasion ability. Only a stalker vigilante can select this talent.