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About XocualtuatlMale Reptoid Gunslinger (Techslinger and mechanist) 1, Vigilante 1
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Special Abilities:
Low-Light Vision: Reptoids can see twice as far as humans in dim light. Scales: When in its natural form, a Reptoid has a +1 natural armor bonus. Cold-Blooded (Ex): Reptoids receive a +2 racial saving throw bonus against mind-affecting effects and poison. Natural Weapons (Ex): When in its natural form, a Reptoid has a bite attack and two claw attacks that deal 1d3 points of damage each. Change Shape (Su): A Reptoid can assume the appearance of a specific single Medium humanoid. The Reptoid always takes this specific form when it uses this ability. The Reptoid gains a +10 racial bonus on Disguise checks to appear as that type of humanoid. This ability otherwise functions as alter self, except the Reptoid does not adjust its ability scores. A Reptoid can select a new humanoid form by spending 1 week preparing itself for the change, but can then no longer assume its previous humanoid form. Mental Potency (Ex): A Reptoid’s mental effects can affect more powerful creatures or a greater number of creatures than normal. Both the Hit Die limit and the total number of Hit Dice affected by each enchantment or illusion spell it casts increase by 1. For enchantment and illusion spells it casts that target a number of creatures greater than one, the number of creatures affected also increases by one (so a spell that targets one creature per level would be affected, but a spell that targets only one creature would not be). This ability stacks with the mesmerist’s ability of the same name. ual 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. 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
Grit (Ex):
Mechanical Aptitude (Ex):
Engineering Knowledge Is Power (Ex):
Deeds: Techslingers have access to all gunslinger deeds, except as noted below for new deeds that replace standard gunslinger deeds. Covet Charge (Ex) At 1st level, a techslinger can spend 1 grit point to use 1 charge fewer than normal when firing a technological weapon (minimum 0), as long as the weapon has enough charges remaining to be fired at least once. This deed replaces deadeye. Reliable (Ex) At 1st level, a techslinger can spend 1 grit point as a free action to prevent a timeworn firearm from glitching. This deed replaces quick clear. Gun Training (Ex): Starting at 1st level, a gunslinger can select one specific type of firearm: Double barrel shotgun. Background:
From a distant star system is where Xocualtuatl comes from, a covert soldier and spy from a distant world of reptilian hellbent on interstellar domination. Selected from birth, Xocualtuatl is part of a team of reptoids tasked with the infiltration of governments, weakening the sovereignty of the host nation in order to secretly prepare for an invasion from their homeworld. Xocualtuatl crash landed in the region known as Alkenstar, during the landed Xocualtuatl became exposed and was forced to initiate a self-destruct sequence on his ship. The blast was larger than even he could anticipate. With all unwanted eyes gone, Xocualtuatl examined what charred remains he could scavenge for. Finding a marshal's badge, he decided this was his chance to amass local power. Assuming the form of a human, Xocualtuatl took on an alias along with his new persona, becoming a frontier lawmen, cleaning up crime to untrained eye. In reality he was building his legend and gathering precious Intel. Eventual, the High Parliament took notice of his deeds and a formal invitation to their ministry was to be in order, that was until the Great Waste War had begun. Appearance and Personality:
In his current guise, Xocualtuatl takes on the form of a man named Herman Oswalden a marshal from Alkenstar. Herman has a light tanned skin, with deep blue eyes and bright blonde hair partially bleached from the harsh sun. Herman stands at 5ft'11" inches Herman dresses like a refined gentlemen, wearing a three piece suit. To protect his suit from the grime of frontier crime, he overs it with a weathered greatcoat. On the inside of his coat strapped to his leg is a double barrel shotgun that appears to have part of the barrel sawed off. Herman respected law man from Alkenstar, respected for his sense of justice and at times can be loose with the law. Sometimes fighting crime doesn't pay or bureaucracy can get in the way. Every now and again someone goes missing, chances are Herman knows of it. The towns he protected look the other way, should the blue eyed marshal come knocking on your door. You know trouble has found you. In actually, Herman was nearly disintegrated when Xocualtuatl's fusion generator on his spaceship reached critical mass. what remains are lost to the vultures and Mana Wastes. Xocualtuatl is a cold and calculated covert agent of an alien race bent on interstellar domination. He true form is a sage scaled Reptilian humanoid, standing 6ft'5"inches. His eyes are slit and golden coloured. His scales are marked with scarification, signs of virtue and honor among his people. |