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Fen Hallowscar CG
Character Name Alignment
Vigilante 3
Character Level
Changeling M
Race Size
Female 29
Gender Age
5 ft 10 in 123 lb
Height Weight
Blue-Black Orange/Blue
Hair Eyes
Norgorber Riddleport
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
14 +2 N/A +2
Dex
Dexterity
14 +2 N/A +2
Con
Constitution
12 +1 N/A +1
Int
Intelligence
10 +0 N/A +0
Wis
Wisdom
12 +1 N/A +1
Cha
Charisma
16 +3 N/A +3
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
10
0
0
Initiative
Dex
Modifier
+4
+2
+2
BAB
+1
ARMOUR CLASS
Total AC
Armour
Shield
Dex
18
+4
+0
+2
Size
Natural
Deflection
Misc
+0
+2
+0
+0
Touch
14
Flat Footed
16
Flat Footed + Touch
12
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +1 +0 CON +1 +0 +0 +0
Reflex +4 +2 DEX +2 +0 +0 +0
Will +3 +2 WIS +1 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+5 +1 +2 +0 +2
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
19 10 +1 +2 +2 +0 +4
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30 ft
20 ft
-
-
-
-
Languages

Common, Varisian

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +3 (DEX)  +2 +1 +0
  Bluff +4 (CHA)  +3 +1 +0
  Climb +2 (STR)  +2 +0 +0
  Diplomacy +3 (CHA)  +3 +0 +0
  Disguise +4 (CHA)  +3 +1 +0
  Escape Artist +2 (DEX)  +2 +0 +0
  Fly +2 (DEX)  +2 +0 +0
  Heal +1 (WIS)  +1 +0 +0
  Intimidate +3 (CHA)  +3 +0 +0
  Knowledge: Arcana +0 (INT)  +0 +0 +0
  Knowledge: Dungeoneering +0 (INT)  +0 +0 +0
  Knowledge: Local +0 (INT)  +0 +0 +0
  Knowledge: Nature +0 (INT)  +0 +0 +0
  Knowledge: Planes +0 (INT)  +0 +0 +0
  Knowledge: Religion +0 (INT)  +0 +0 +0
  Perception +2 (WIS)  +1 +1 +0
  Ride +2 (DEX)  +2 +0 +0
  Sense Motive +2 (WIS)  +1 +1 +0
  Stealth +3 (DEX)  +2 +1 +0
  Survival +1 (WIS)  +1 +0 +0
  Swim +2 (STR)  +2 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +0 (INT)  +0 +0 +0
  Knowledge: Engineering +0 (INT)  +0 +0 +0
  Knowledge: Geography +0 (INT)  +0 +0 +0
  Knowledge: History +0 (INT)  +0 +0 +0
  Knowledge: Nobility +0 (INT)  +0 +0 +0
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Feats

Mothers Gift: Surprisingly Tough;
Social Talent: Case the Joint;
Vigilante Talent: Returning Weapon

Special Abilities

Darkvision (60 ft

Traits

Hag Racial Trait;
Natural Armor;
Claws

WEAPONS
Name AB Critical Type Range Ammo Dmg
Gladius +3 {19-20}x2 P or S 1d6+3
Jutte +3 {20}x2 B 1d6+3
Kerambit +3 {20}x3 S 1d3+3
Chakram +2 x2 S 30 1d8+2
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Armored Coat +4 Medium -2 20% 20 lbs

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Armor Proficiency, Light (Combat)

You are skilled at wearing light armors.


Benefits

When you wear light armor, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Normal

A character who is wearing armor with which he is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving.

Special

All characters except monks, sorcerers, and wizards automatically have Light Armor Proficiency as a bonus feat. They need not select it.

Armor Proficiency, Medium (Combat)

You are skilled at wearing medium armor.


Prerequisite(s)

Light Armor Proficiency.

Special

Barbarians, clerics, druids, fighters, paladins, and rangers automatically have Medium Armor Proficiency as a bonus feat. They need not select it.

Vigilante Specialization: Avenger

Your anger guides your blade!


Prerequisite(s)

Vigilante class

Benefits

An avenger gains a base attack bonus equal to his vigilante level instead of using those listed on Table 1–1. He adds this value to any other base attack bonus gained from other classes or racial Hit Dice as normal

Dual 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.


Prerequisite(s)

Vigilante class

Benefits

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.


Prerequisite(s)

Vigilante class

Benefits

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

The talents that don't draw people's eyes towards you


Prerequisite(s)

Vigilante class

Benefits

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.

Vigilante Talent

Starting at 2nd level and every 2 levels thereafter, a vigilante gains a vigilante talent.


Prerequisite(s)

2nd level Vigilante class

Benefits

Starting at 2nd level and every 2 levels thereafter, a vigilante gains a vigilante talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet prerequisites before they can be chosen, such as possessing another vigilante talent, possessing a particular specialization, or attaining a minimum level. Once a talent has been selected, it can’t be changed.   If the vigilante uses any of these talents while in his social identity, he must succeed at a Disguise check against the Perception checks of all onlookers (without the +20 circumstance bonus from seamless guise) or the onlookers will realize that he is more than his social identity appears to be and perhaps discover the social and vigilante identities are one and the same. If a talent calls for a saving throw, the DC for that save is equal to 10 + 1/2 the vigilante’s level + the vigilante’s Charisma modifier, unless stated otherwise

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

SaintDoormatius.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed