The House on Hook Street
Wimby Doats / Blackjack
William ‘Wimby’ Way Doats, aka Blackjack
Male Human Vigilante 6
CN/CG Medium Humanoid
Init + 8; Senses Perception + 7
AC 21, flat-footed 16, touch 16 (+ 5 Armor, + 4 Dexterity, + 1 Dodge, + 1 Deflection)
Fort + 2 Ref + 9 Will + 6
Speed 30 ft
Str 12 Dex 18 Con 10 Int 13 Wis 12 Cha 14
Melee/Blackjack Twilight (Glamered Ghost-Touch Rapier + 1): + 12/ + 7 (1d6 + 5, 18-20×2)
Melee/Wimby Daggers: + 10 / + 5 (1d4 + 4, 19-20×2)
Base Atk + 6 / +1; CMB + 7 / + 2; CMD 21
Skills Acrobatics + 10, Appraise + 5, Bluff + 8, Climb + 7, Diplomacy + 8, Disable Device + 9, Disguise + 9, Escape Artist + 10, Intimidate + 8, Knowledge: Local + 7, Perception + 7, Sense Motive + 7, Sleight of Hand + 10, Stealth + 16, Survival + 7, Use Magic Device +8
Feats Vital Strike. Weapon Finesse, Weapon Focus (Rapier), Blind-Fight, Improved Initiative, Dodge, Mobility
Class Features Dual Identity, Seamless Guise, Renown, Social Grace (Diplomacy, K: Local), Mockingbird, Armor Skin, Lethal Grace, Signature Weapon, Unshakable, Startling Appearance
Traits Child of the Streets, Grief-Filled
Languages Common, Varisian
Combat Gear Dusk (Shadowed chain shirt + 1), ring of protection + 1, potion of cure light wounds x2, caltrops, daggers x6, wrist sheath x2
Other Gear backpack, belt pouch, potion of pass without trace x2, grappling hook, flint & steel, efreeti cord, efreeti switch, antitoxin x2, silk rope, waterskin, water purification sponge, chalk, earplugs, crowbar, glass cutter, glue paper x10, mirror, parchment x5, ink, inkpen, string
Currency 281 gp
Class Features, Traits, & Feats
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.
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: Renown
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 on page 203 of the Pathfinder RPG GameMastery Guide). 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.
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.
Social Talent: Social Grace (Diplomacy, Knowledge: Local)
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.
Social Talent: Mockingbird
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.
Vigilante Talent: Armor Skin
The vigilante’s armor is like a second skin. He doesn’t apply the armor check penalty for light and medium armor on Acrobatics, Escape Artist, or Stealth checks. This penalty applies on other skill checks as normal. At 8th level, he can move at full speed in medium armor.
Vigilante Talent: Lethal Grace
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.
Vigilante Talent: Signature Weapon (Rapier)
The vigilante must select one type of weapon (such as longsword or crossbow) when he gains this talent. He gains Weapon Focus as a bonus feat for his selected weapon type. If he already has the Weapon Focus feat with the selected weapon, he can immediately swap it for another feat for which he qualified at the level he chose Weapon Focus in the selected weapon. At 8th level, he also gains Weapon Specialization as a bonus feat for his selected weapon. He doesn’t have to meet any of the prerequisites for these feats. Only an avenger vigilante can select this talent.
Starting at 3rd level, a vigilante adds his class level to the DC of any attempts to Intimidate him.
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.
Child of the Streets
You grew up on the streets of a large city, and as a result you have developed a knack for picking pockets and hiding small objects on your person. You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.
You are no stranger to loss and intense emotions. You gain a +2 trait bonus on all saving throws against emotion spells and effects.
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
With a light weapon, 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.
Weapon Focus (Rapier)
You gain a +1 bonus on all attack rolls you make using the selected weapon.
In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.
You get a +4 bonus on initiative checks.
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
William Doats was born somewhere in the middle of probably thirteen children. His mother, Hubbard Doats, and his father, Barrett Way, were reasonably notorious in Old Korvosa, with Hubbard being a higher-up member of the Cerulean Society and Barrett being an ex-pirate, confined to land by reason of he lost both his legs in a battle.
William- ‘Wimby’ to his family, especially his youngest sisters Maisie and Daisy- was sixteen when the blood veil raged through the city, and he and the rest of his family were trapped by the quarantine of Old Korvosa. His entire family was lost to either the illness or the chaos, leaving him to make his way alone.
Although he gave up his family’s criminal legacy (mostly), he’s known as a bit of a jack-of-all-trades in Old Korvosa, willing to lend a hand for a few coins and often knowing who you need to talk to or where you can find something to help you along your way. He’s an amiable fellow, though not the most trustworthy and occasionally he can seem a little odd in the head.
At night, he takes up a different mantle: that of Blackjack, the legendary protector of the downtrodden of Korvosa. Spurred by the way Old Korvosa was left to die in the plague, he takes vengeance on those who oppress and abuse the poor- a vengeance that is often fatal.