Blue Dragon

Vraxiss Sharpfang's page

133 posts. Alias of baggageboy.


Race

Warlock 3|HP 24/24|AC19/T15/FF15|Saves 3:7:4|CMD 14|Init 4|Percept +8 (lowlight, darkvision 60ft)|ER 5/Electric|Conditions: None

Classes/Levels

Skills:
Acro98|Apr+7|Blf+4(8)|Clb-2|Crft(Alch) +9|Diplo+4(8)|Disg-1|EscA+7|Heal-1|Int+3|Kn(Arc) +7|Kn(eng) +7|Kn[fgeo)+7|Kn(loc) +7|Kn(nob) +4|Perc +8|Ride+3|SpllCrft+13|SM+6|Sth+15|Surv+1|Swim-2|UMD+7

About Vraxiss Sharpfang

Vraxiss Sharpfang
LN Male Kobold Vigilante (Warlock) 3

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Statistics
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STR: 8 = Base: 10; Racial: (-2) Kobold
DEX: 18 = Base: 16; Racial (+2) Kobold
CON: 14 = Base: 14;
INT: 16 = Base: 14; Racial (+2) Kobold
WIS: 12 = Base: 12;
CHA: 8 = Base: 8;

Fort: +2 = CON +2, +1 Vigilante (3)
Ref: +7 = DEX +4, Vigilante(3) +2
Will: +4 = WIS: +1, Vigilante(3) +2

AC: 19 = Base: +10, DEX +4, Darkleaf Lamellar Leather +4 Size +1
Touch: 15
FF: 15

BAB: +2
CMB: +0 = BAB +1, STR -1, Size -1
CMD: 14 = Base +10, BAB +1, STR -1, DEX +4, Size -1

Init: +4 = DEX +4
Speed: 30ft
HP: 24 = 8 + 2d8, +2 CON
Languages: Common, Draconic, Dwarven, Gnome, Undercommon
Favored Class Bonus: +3 Skill Points

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Attacks
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Melee
Mystic Bolt +7 (1d6 Electric, x2)
Dueling Dagger +7 (1d3-1, 19-20 x2)
Cold Iron Kunai +7 (1d3-1 x2)

Ranged
Mystic Bolt +7 (1d6 Electric, x2, Max Range 30ft)
Light Crossbow +7 (1d6, 19-20 x2, 80ft)
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Skills
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Trained:

Acrobatics: +9 = Ranks +3, DEX +4, ACP -1, Class Skill +3
Appraise: 7 = Ranks +1, INT +3, Class Skill +3
Bluff: +4, +8 Convince others a lie is true = Ranks +2, CHA -1, Class Skill +3
Craft(Alchemy) +9 = Ranks +3, INT +3 Class Skill +3
Diplomacy: +4, +8 to persuade others = Ranks +2, CHA -1, Class Skill +3
Escape Artist: +7 = Ranks +1, DEX +4, Class Skill +3, ACP -1
Intimidate: +3 = Ranks +1, CHA -1, Class Skill +3
Knowledge Arcana: +7 = Ranks +1, INT +3, Class Skill +3
Knowledge(Engineering): +7 = Ranks +1, INT +3, Class Skill +3
Knowledge(Geography): +7 = Ranks +1, INT +3, Class Skill +3
Knowledge Local: +7 = Ranks +1, INT +3, Class Skill +3
Knowledge Nobility: +4 = Ranks +1, INT +3
Perception: +8 = Ranks +3, WIS +1, Class Skill +3, +1 Trait(Observant)
Sense Motive: +6 = Ranks +2, WIS +1, Class Skill +3
Spellcraft +13 = Ranks +3, INT +3, Class Skill +3, Circumstance(Social Grace Talent) +4
Stealth: +15 = Ranks +3, DEX +4, Racial(Spellsneak) +2, Size +4, Call Skill +3, ACP -1
Use Magic Device: +7 = Ranks +1, INT +3, Class Skill +3

NOTE: Background skills are Craft(Alchemy), Knowledge(Engineering), Knowledge Nobility, and Knowledge(Geography)

Untrained:

Climb: -2 = STR -1, ACP -1
Disguise: -1 = CHA -1
Fly: +3 = DEX +4, ACP -1
Handle Animal: -1 = CHA -1
Heal: +1 = WIS +1
Ride: +3 = DEX +4, ACP -1
Survival: +1 = WIS +1
Swim: -2 = STR -1, ACP -1

Skills Reasoning:

Vraxiss is something like a noble kobold and had a noble's education. However sneaking is something that is important for every clan and is something that he's enjoyed so he's worked hard to be skilled at it.

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Race Features
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Reptilian: Humanoid with the reptilian subtype.
Darkision: see 60ft in the dark.
Gliding Wings: Some kobolds are born with wings that, while too weak for actual flying, do allow them to fall at a very slow and safe pace. A kobold with wings can use them to glide. It can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, it may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet it falls.
Dragon-Scaled(Blue):
Some kobolds are hatched with scales of such vivid color that their connection to a particular sort of chromatic dragon seems undeniable. Whether this coloration is just a quirk of a stray egg or a trait shared by all the members of a tribe, these kobolds gain a resistance that makes them especially suited to work alongside dragons matching the color of the kobold’s scales. Black-scaled and green-scaled kobolds with this racial trait gain acid resistance 5. Blue-scaled kobolds with this racial trait gain electricity resistance 5. Red-scaled kobolds with this racial trait gain fire resistance 5. White-scaled kobolds with this racial trait gain cold resistance 5. This racial trait replaces the armor racial trait.
Spellcaster Sneak: Traversing the tunnels near big, nasty, hungry creatures, you learned to keep quiet- and to keep your spells quiet too. You gain a +2 racial bonus on Stealth checks, and once per day you can gain the benefit of the Silent Spell feat on a spell you cast. This racial trait replaces crafty.

Reasoning behind alternate racial traits:

Vraxiss, like many kobolds, likes to think of himself as descended from dragons and he does show many aspects of his dragon blood. This is a point of particular pride to him and he rarely fails to mention it when he can.

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Class Features
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Armor and Shield Proficiency: You are proficient in Light Armor.
Weapon Proficiency: You are proficient with all Simple and martial weapons.
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.
NOTE: I don't plan on really using this feature, I plan on playing "Ironman style" where you don't try to hide that you are the vigilante and simply do everything in the social persona. If that's not ok I can create a full vigilante identity.
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.
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.
Spellcasting:A warlock casts arcane spells and cantrips as a magus. She prepares spells using a spellbook, choosing them from the 6th-level and lower spells from the sorcerer/wizard spell list; higher-level sorcerer/wizard spells are not on the warlock’s spell list.
Spellbook: A warlock has a spellbook that functions in the same way as a magus’s spellbook but uses the 6th-level and lower spells from the sorcerer/wizard spell list.
Mystic Bolts A warlock can sling projectiles of magical energy at will by shooting a bolt or touching her foe. A melee mystic bolt requires the target to be within reach, and a ranged mystic bolt is a ranged attack with a range of 30 feet. A mystic bolt deals 1d6 points of damage plus 1 for every 4 vigilante levels the warlock has.
The warlock must choose one type of damage for her mystic bolt: acid, cold, electricity, or fire. Attacking with a mystic bolt takes the place of one of the warlock’s normal attacks, and she can make a full attack using mystic bolts. The warlock vigilante attacks with mystic bolts as though they were light one-handed weapons, and the bolts can be used for two-weapon fighting (with each hand creating one mystic bolt) and feats and abilities that apply to weapon attacks (unless they’re excluded from that feat, such as with Power Attack). Weapon Focus (ray) doesn’t apply to mystic bolts, but a warlock can take Weapon Focus (mystic bolt) and apply it to both melee and ranged mystic bolts.
Creating a mystic bolt requires the hand to be free, but the bolt appears only briefly, so a warlock using mystic bolts has a free hand any time she isn’t attacking with a mystic bolt.
The warlock threatens with a mystic bolt, but only if she has a hand free. Because mystic bolts are impermanent, a spell that targets a single weapon (like magic weapon) can’t affect it, nor can a mystic bolt be made with magic weapon special abilities. Abilities that affect all weapon attacks the warlock makes, such as the arcane striker warlock talent, function with mystic bolts.
At 7th level and every 6 vigilante levels thereafter, the warlock chooses another damage type from the list above. Each time she creates a mystic bolt, she can have it use any one of the damage types she has selected.
Social Grace (Spellcraft): The vigilante selects any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. 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.

Vigilante Talent 1: Arcane Striker (Su): The warlock gains Arcane Strike as a bonus feat. At 12th level, when she activates Arcane Strike, she can choose to also give her weapons the flaming, frost, shock, or thundering weapon special ability. She makes this choice each time she activates Arcane Strike, and it lasts for the same duration. At 16th level, she adds anarchic, axiomatic, flaming burst, holy, icy burst, shocking burst, and unholy to the list of special abilities she can select. She can choose to apply an alignment-based weapon special ability only while in her vigilante identity, and only if it matches the alignment of her vigilante identity.

Piercing Bolts: At 3rd level, the warlock can choose one mystic bolt per round to be a touch attack. This turns a melee mystic bolt into a melee touch attack or a ranged mystic bolt into a ranged touch attack. At 5th level, the warlock can treat all of her mystic bolts as touch attacks.
Double Time (Ex): The vigilante’s social identity is that of a skilled and respected artisan or professional, rather than a merchant or noble. In order to complete his day’s work while still continuing his vigilante activities, he has learned to work faster than normal, hiding his progress so it seems like he is working full shifts at his day job rather than spending some of that time on other pursuits. The vigilante needs to spend only 6 hours each day for mundane uses of the Craft or Profession skill, rather than 8 hours. If he has the social grace social talent, he needs to spend only 4 hours for any skill he’s chosen with social grace. A vigilante must have a social identity appropriate to the chosen skill to select this talent.

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VMC Magus
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Arcane Pool: (VMC acts as magis of character level -2) At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

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Traits
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Blood of Dragons(Lowlight Vision): Choose one of the following: gain a +1 trait bonus on Perception checks, gain low-light vision, or gain a +2 trait bonus on saving throws against effects that cause sleep or paralysis.
Student of Philosophy: You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).
Observant (Perception): Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you.
Pragmatic Activator: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Reasoning behind traits:


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Feats
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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.
Additional Traits: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.
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Spells
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In Spellbook:

0-level:

Acid Splash
Arcane Mark
Chameleon Scales
Dancing Lights
Daze
Detect Fiendish Presence
Detect Magic
Detect Poison
Disrupt Undead
Flare
Ghost Sound
Grasp
Jolt
Light
Mage Hand
Mending
Message
Oath of Anonymity
Open/Close
Prestidigitation
Read Magic
Resistance
Sotto Voce
Spark
Touch of Fatigue
Vacuous Vessel

1-level:

Blend
Color Spray
Comprehend Languages
Crafter's Fortune
Disguise Self
Grease
Heightened Awareness
Identify
Illusion of Calm
Keep Watch
Magic Missle
Obscuring Mist
Shield
Shocking Grasp
Silent Image

Prepared:

0-level
Daze
Detect Magic
Ghost Sound
Acid Splash

1-Level
Blend
Shield
Silent Image
Silent Image

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Equipment
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Armor: Studded Leather
Belts:
Body:
Chest:
Eyes:
Feet:
Hands:
Head:
Headband:
Neck:
Ring 1:
Ring 2:
Shield:
Shoulders:
Wrists:
Slotless:

Combat Gear:
50x Crossbow Bolts
19x Dose, Powdered Silver
3x Acid (1 flask)
Pouch, spell components
3x Smokestick
3x Alchemist's fire

General:
Minor Bag of Holding
5x Rations, trail
Backpack, common
Bag, waterproof
Bedroll
Book, journal
Book, Spellbook
Flint and steel
Kit, mess
Kit, scrivener's
Pouch, belt
Soap
Waterskin
Portable Alchemist lab
Cash: 27gp 4sp 6cp

Background:

Vraxiss is the son of a clan leader and has bright blue scales that betoken his noble heritage. As the son of a leader he was given the very best of education his underland clan could provide. He was trained in weapons, alchemy, engineering and sneaking, all important skills for surviving in the harsh environment the underlands present. To all of this Vraxiss took well, and when he came of age the clan, after a great deal of convincing on his mother's part, agreed to send Vraxiss to the Spire to be trained as a mage. He was quite clever afterall. So it was that Vraxiss journeyed to the surface and was trained in the arcane arts. There he did well enough to learn the basics, but failed to excel. His clan which had monitored his progress was disappointed by his lack of progress and has quit paying his tuition and called him home.


Time Zone:
Arizona so MST/PDT