Flight of the Red Raven - we have a new anti-hero!


Adventures


Since the Red Raven's now morphed from a rogue to the iconic vigilante and because I'm now running the module with the changed character and needed a statblock ;), here's what I've come up with for a new and (maybe?) improved version of Aric of Halvon/the Red Raven.

A few notes:

  • I used the heroic stat array.
  • I stayed as faithful as possible to the original version of the character in terms of statistics, feats, skills, etc., only changing what needed to be changed.
  • Since he no longer has hand crossbow proficiency I switched that for a shortbow.
  • The change from rapier to paired daggers was in keeping with his new-and-improved iconic look.
  • With the introduction of equipment kits in Ultimate Equipment, I gave him a couple of those instead of "miscellaneous camping gear", because I like specificity. :P
  • He is not compliant with the wealth-by-level guidelines for a level 5 heroic NPC, but with the Red Raven's cape, it's actually not possible for him to be (it's worth 5000 on its own). If you disregard the cape, his wealth-by-level is correct.

Please feel free to point out any inaccuracies - I'm not good at statblocks and I was fairly distracted, so I'm sure it's rife with mistakes. ;)

Aric of Halvon/the Red Raven, stalker vigilante 5:

Aric (The Red Raven)
Human stalker vigilante 5
CG (CN) Medium humanoid (human)
Init +3; Senses Perception +5

----- Defense -----
AC 17, touch 13, flat-footed 14
hp 33 (5d8+5)
Fort +2, Ref +7, Will +3

----- Offense -----
Speed 30 ft.
Melee 2 mwk daggers +5 (1d4+2 plus hidden strike/19-20 x2) or mwk dagger +7 (1d4+2 plus hidden strike/19-20 x2) or sap +6 (1d6+2 nonlethal)
Ranged mwk shortbow +7 (1d6/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks hidden strike 3d8 (3d4 for flanking/denied Dex)

----- Tactics -----

Before Combat The Red Raven prefers to avoid combat through stealth and acrobatics.

During Combat As soon as Kidu is distracted by combat, the Red Raven attempts to escape from his bonds (DC 20 Escape Artist check). As this takes at least a minute, he keeps an eye out for incoming attacks, dodging as best he can. If freed, and the PCs don’t appear to also want to capture him, the Red Raven aids them as best he can.

Morale The Red Raven withdraws to hide if reduced to 5 hit points. (From his encounter with Kidu, he learned the hard way that the cape doesn’t work inside the prison.) If he doesn’t have the Vernal Key, though, the Red Raven stays near whomever does, waiting for his opportunity to reclaim it.

----- Statistics -----

Str 10, Dex 17, Con 12, Int 14, Wis 8, Cha 14

Base Atk +3; CMB +3; CMD 16

Feats Two-Weapon Fighting, Deceitful, Weapon Finesse (bonus), Stealthy, Run

Skills Acrobatics +12, Bluff +12 (+16 in social guise), Climb +6, Diplomacy +8 (+12 in social guise), Disable Device +9, Disguise +13 (+33 to maintain current identity), Escape Artist +14, Intimidate +7, Knowledge (local) +7, Perception +5, Sleight of Hand +9, Stealth +13, Use Magic Device +7

Languages Common, Elven, Varisian

Gear mwk dagger x2, mwk shortbow, 20 arrows, sap, mwk chain shirt, minor bag of holding, chime of opening (3 charges), cold weather clothing, mwk thieves’ tools, survival kit, rogue’s kit, Red Raven’s cape, 94 gp

----- Special Abilities -----

Vigilante Specialization 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 (see page 17). 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).

Case the Joint (Ex) The vigilante can use his social identity to learn important facts about a location before returning later in his vigilante identity. If he spends at least 1 hour in a location while in his social identity, he can attempt a DC 20 Knowledge (engineering) check. If he succeeds, he gains the ability to later reroll any one failed skill check involving the location’s layout (such as a Stealth check to sneak into the location, a Disable Device check to disable an alarm, or a Sleight of Hand check to snatch an object from a pedestal). For every 10 by which the check exceeds 20, the vigilante gains an additional reroll. If the vigilante fails to return to the location within 1 week, the situation changes too much and he cannot use the rerolls. A vigilante can’t case the same joint more than once a week.

Lethal Grace (Ex) 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.

Unshakable (Ex) Starting at 3rd level, a vigilante adds his class level to the DC of any attempts to Intimidate him.

Social Grace 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. (Bluff and Diplomacy)

Up Close and Personal (Ex) When the vigilante attempts an Acrobatics check to move through an opponent’s space during a move action, he can attempt a single melee attack against that opponent as a swift action. If the Acrobatics check succeeds, this attack applies the vigilante’s hidden strike damage as if the foe were unaware of the vigilante. Otherwise, the vigilante applies the hidden strike damage he would deal if the target were denied its Dexterity bonus to AC. Only a stalker vigilante of at least 4th level can select this talent.

Startling Appearance (Ex) 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.

Mockingbird (Ex) The vigilante can mimic almost any sort of voice, or even animal calls and sound effects, and he can throw his voice at a distance. This functions similarly to a combination of the ghost sound, ventriloquism, and vocal alteration spells. A vigilante must be at least 5th level to choose this talent.

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