Hugo Dargent

STRENGTH 10 (+0), DEXTERITY 18 (+4), CONSTITUTION 10 (+0), INTELLIGENCE 16 (+3), WISDOM 14 (+2), CHARISMA 18 (+4)

Hugo "Vulpix" Dargent is the second son of Richard and Guinevera Dargent, known in Noble circles as the "spare". He does not get on well with the family, and is secretly working to bring down the entire noble court from the inside, although his ties and friendships within the court make him unwilling to sanction the more extreme terrorist attacks from other rebel factions.

Katib Hugo Dargent (a.k.a. Vulpix)

Katib Hugo Dargent is the "spare" second son of House Dargent, a family of Kitsune living as Humans to enjoy the benefits afforded to the more privileged species.

Physical Description

Apparel & Accessories

See the Team Inventory for a full list of the group's items.

Mental characteristics

Personal history

Baby Hugo Dargent
When Hugo was little, he dreamed of being a Paladin for the Second Court. He admired the ideals of the holy warriors protecting all people of Palimpsest, regardless of their birth station. But, as he got older, Hugo became more disenfranchised and abandoned this dream. He hated having to hide his Kitsune form at all times, even in the privacy of his own bedquarters, and as he gained more responsibilities under the Rich Man sigil, he was sent out into the city more and more. He saw firsthand the discrepancy between how the people of the city lived, and how he lived in the noble court. He saw the animalfolk being especially mistreated, and he felt a traitor to his own kind by benefiting from a system that penalised others like him.
 
When Hugo was fourteen years old, he developed his first crush on a noble human boy around the same age from the Stargazer Family. Castor Stargazer was sweet and nice to Hugo, and they dated in secret for two years, each also taking girlfriends in the court to keep up family appearances. But everything fell apart when Hugo’s machiavellian little sister, Scarlett, who was only four at the time, caught them together in Hugo’s bedchamber. Naturally, the little brat immediately told Viziera Guinevera, Hugo's mother, who cast curses on both Hugo and Castor until they were pleading for mercy. The two broke up that evening, and after the harsh punishments dolled out by both families, the duo were too cautious to attempt any further secret meetings.
Hugo Dargent and Castor Stargazer (Teens)
 
Hugo and Lindie First Meeting
Exactly what part of being drugged, tied up & held at knife-point in a waterpipe made Hugo decide to befriend this girl?
This was the final straw for Hugo, who was already disillusioned with court life. He started rebelling. He would make his excuses early and leave family gatherings quickly. He would sneak out of the court and masquerade as a rich commoner in the town markets. And, worst of all in his family’s eyes, he ended his engagement to Satine, the noble Laureat girl he was dating, creating a scandal at court and forcing his brother, Victor, to marry her in his place.   One time, on one of his galavants outside the noble quarter, Hugo was attacked and drugged by Lindie Asklepa, a Vishkanyan spy for the rebel Undergazette newspaper. In his inebriated state, Hugo accidentally revealed his Kitsune identity to his captor, however, after a shaky start, the two became friends. Hugo returned frequently to their intial meeting spot, and the two would have fun in the city together.
 
Lindie kept Hugo's various identities secret and protected him from the dangers of the streets, and Hugo learned to speak and understand Lindie's Vishkanyan snake language and bought her sweet foods from the open market. When his parents began pressuring him to find a female consort, Hugo brought Lindie to court to pose as his concubine. Lindie didn't seem to mind her new role, which mostly involved being on Hugo's arm in court, and occasionally poisoning nobles with her sleep venom when no-one else was looking. Early on, Hugo made it clear to Lindie, in several different conversations, that Castor and his new wife, Cassiopeia, were not to be targeted under any circumstances.
 
Hugo buys Connie from the Menagerie
Around this time, Hugo was sent down to one of the lower levels to balance the accounts of Barker's Menagerie: a circus/zoo of Animalfolk run by Gnolls. As Hugo was carefully scratching out some of the numbers on the Menagerie ledger, making the sums add up to prevent some of the more nefarious dealings from showing up and even out the Gnolls' skimming taxes off the top (and the middle and the bottom) of the income, he could see out the window a couple of Gnolls dragging a tiny adolescent Bunbun by the ears and tossing her into a hutch. Hugo tried to ignore the Bunbun’s silent crying as he finished balancing the highly unbalanced books, but eventually he couldn't bear it any longer, and enquired about her situation.
 
After learning that the Bunbun had attempted to escape, and was going to be punished, Hugo made the snap decision to buy the poor creature before she could be hurt any further.   The Bunbun was shaking all over when she was brought out to him, but Hugo quickly put her at ease. He told her about the court where she would be living at, and he noticed she was particularly interested when he mentioned the famous Stargazer Observatory. Over time, he learned that the Bunbun's name was Connie Furr, and she was a devout follower of a forbidden Survivor God, Brambleson, Prince of Rabbits. Luckily for Hugo, no-one at court pays any attention to the illegal chatterings from his pet bunny rabbit.

Sexuality

After he and Castor Stargazer were severely punished for their illicit relationship when they were teenagers, Hugo has tried to steer clear of romantic interactions as far as possible. Recent events have led to him to fabricate romantic encounters where none were present. Tito's hiring of male prostitutes at Morpheus's Pleasuredome created a convenient cover for Hugo's destruction of Barker's Menagerie. And later Hugo got in over his head when fake-Yvette convinced him to pretend to be in a romantic relationship with her (although forced to keep the facade going over Eclipseday, he subsequently secretly backed out of once he realised she was some kind of succubus Div).

Education

One of his tutors weilded a Silver Birch to point out errors.
As a noble child, Hugo was mostly educated by private tutors, with a focus on court politics, diplomacy and accounting, the latter being his family's Area of Concern. In a futile effort to improve Hugo's stamina, he was taught to dance alongside learning to wield a rapier on the basis that both used a similar swift technique that Hugo was particularly suited to. However, despite Hugo's natural speed, his endurance failed to improve and he grew tired easily.   Although almost as quick with numbers as he is with a blade, Hugo chooses to keep this hidden from his parents. This allows him to keep on top of his familial obligations while prioritising his time for more important concerns, such as tackling the impending Apocalypse.

Employment

As the "Spare" son of the Dargent Family, Hugo has never needed or had any official employment. There are family duties that he is expected to engage in (and sometimes he even does so). These include going to court, making the family look good, and general politics. If he hears any potentially useful information about the other nobles, he is meant to tell one or both of his parents. At almost all times, his desk has a pile of uncompleted (if not unstarted) accounts on it, and, every so often, he is sent to do work further down in the city.

Mental Trauma

"The children, have remarkably similar nightmares in the case of the two boys. Both fear their parents. And fear the consequences of being held responsible for their parents’ secrets."The Man Who Is Not There tells Lindie Asklepa the nightmares of the Noble Court.

Personality Characteristics

Likes & Dislikes

Dislikes
Ale: Although he dislikes the taste, Ale is Hugo's go-to drink of choice to order when he's in his regular noble form. While this is partly because, as an Orcish drink, Ale is considered less elite than Human or Elven beverages, it also serves a more pragmatic function. By selecting a strong drink that he doesn't enjoy, Hugo is secretly limiting how likely he is to get intoxicated while not drawing attention to the fact that he is deliberately avoiding innebriation. As Vulpix, he doesn't need to play the game and will order something "sweet and non-alcoholic".

Vices & Personality flaws

Although he wants to be a good person, and is on board with the idea of realigning society to be more equal, Hugo is still deeply entrenched in the Noble Court where he grew up. While he opposes the despotic governance of the noble families, he is cautious of the rebels' methods of causing change through anarchy or terrorism. He sympathises with the lower district revolutionaries but is mistrustful of their militancy. While he assists them in stealing from the nobles (as long as doing so will not blow his cover) he still tries to disrupt their more violent assaults, which hampers his credibility as a trustworthy ally to the rebellion.

Social

Contacts & Relations

Lindie Asklepa: Hugo's relationship with his pseudo-concubine is something of a unique one. Lindie keeps his parents off his back, protects Hugo and Connie when they get attacked, and is working with them to complete the Star Charts sent to them by Whitecape. Hugo and Lindie clearly like each other, and place a great deal of trust in the keeping of each others' secrets. However, it is becoming increasingly difficult for Hugo to turn a blind eye and stay willfully ignorant as Lindie's kill count rises.
Connie Furr: Hugo is very protective of Connie, which has allowed her to maintain a level of innocence beyond that of even many other Bunbun. Connie introduced Hugo to the religion of Brambleson, the Prince of Rabbits, which he now secretly, tentatively follows, and Hugo works to help Connie in Brambleson's mission to unite the Gods and prevent the upcoming apocalypse.
Castor and Cassie Stargazer: After being caught secretly dating, Castor and Hugo were severely punished and separated by their families. For five years, they were wary of making any attempt to see each other, however more recently that has begun to change due to the developing friendship between Hugo's rabbit, Connie, and Castor's wife, Cassiopeia. Cassie and Castor helped Connie commune with the Survivor Star Brambleson, the Prince of Rabbits in the Stargazer Obeservatory. Later, during the second court's Whisper Vote on the charges of witchcraft against Cassie's mother, Hugo pulled some strings to ensure she received a verdict of "Forgiven," instead of the more severe consequences of "Exiled," "Banished," or "Killed."

Family Ties

Richard and Guinevera Dargent: Hugo walks a bladed tightrope with his parents, keeping barely helpful enough to avoid being kicked out entirely for his insolent disregard for them or their Plan. Although he has more frequent unpleasant (often painful) interactions with his father, Hugo is more frightened of his mother, who exhudes a detached false pleasantness. She once inflicted prolonged torture on Hugo, that he never forgets but is sensible enough never to mention.
Victor Dargent-Laureat: One of Hugo's favourite pastimes when he is forced to be around his family is to subtly (or not-so-subtly) get on his brother's nerves. Since Victor's ascension to Vizier, he no longer lives at the Dargent Estate, and Hugo has realised how much of a buffer Victor provided (probably inadvertently) that protect Hugo from his parents' attention and anger.
Satine Dargent-Laureat: Hugo's relationship with his sister-in-law, to whom he was formerly betrothed, is on surprisingly good terms.
Scarlett Dargent: Of all his family, Hugo's younger sister terrifies him the most. He never quite knows what she's plotting, but it would be foolhardy to believe she's up to nothing.

Religious Views

As a member of House Dargent, Hugo grew up worshipping the Rich Man constellation, and he is still officially listed as a Richian in all the paperwork. However, recently he has converted to the illicit religion of Brambleson, the Prince of Rabbits.

Relationships

Castor Stargazer

Ex-boyfriend

Towards Hugo Dargent

0

Hugo Dargent

Ex-boyfriend

Towards Castor Stargazer

0

History

For two years, the teen "spare" sons of the Dargent and Stargazer households were engaged in a secret relationship. When they were discovered, it caused a scandal in court, and severely damaged the diplomatic relations between their two houses.   Castor Stargazer was rushed into a marriage with the half-orc Subvizier of the Greentusk Family, while Hugo Dargent's older brother, Victor, was forced to marry the Subvizier of the Laureat Family in Hugo's stead.

Legal Status

Forbidden

Hugo Dargent

Ex-betrothed

Towards Satine Dargent-Laureat

0

Satine Dargent-Laureat

Ex-betrothed

Towards Hugo Dargent

0

Hugo Dargent

Master

Towards Lindie Asklepa

0

Lindie Asklepa

Concubine

Towards Hugo Dargent

0

Alignment
Chaotic Good
Current Status
"Spare" Katib of House Dargent
Species
Ethnicity
Professions
Currently Held Titles
Age
21 years old
Date of Birth
Takesday, Richmoon, 1291
(ought to have been Givesday, Poormoon, 1291)
Circumstances of Birth
Hugo's mother induced an early labour in order to ensure her son would be born under the star of the Rich Man.
Spouses
Castor Stargazer (Ex-boyfriend)
Satine Dargent-Laureat (Ex-betrothed)
Lindie Asklepa (Concubine)
Siblings
Children
Gender
Male
Sexuality
Homosexual
Presentation
Floral Rose scent.
Eyes
Gold
Height
5 ft. 6 inches.
Belief/Deity
Follower of Brambleson, the Prince of Rabbits (Secret)
Known Languages
Aquan
Celestial
Common (First Language)
Earspeak (Understand Only)
Elven
Ignan
Sylvan
Tengu
Vishkanyan

Has encountered Connie Furr in Bunbun and Wolf form.
Vulpix (Hugo Dargent)

Human Families
Mason: +4 (Wound, Sailor, 1313)
Dargent-Laureat: -9 (Needle, Sailor, 1313)
Ironside: +22 (Wound, Sailor, 1313)
Stargazer: -47 (Scrap, Tinker, 1313)
Dargent: -14 (Needle, Sailor, 1313)
Carterhold: -3 (Wound, Sailor, 1313)
Bakerstreet: +7 (Wound, Sailor, 1313)
Underhand: -49 (Scrap, Sailor, 1313)
Non-Human Families
Baharat: +30 (Wound, Sailor, 1313)
Brasseyes: +6 (Wound, Sailor, 1313)
Darktusk: +4 (Wound, Sailor, 1313)
Greenskin: +25 (Wound, Sailor, 1313)
Jackalslicer: +9 (Wound, Sailor, 1313)
Nightkeeper: +2 (Wound, Sailor, 1313)
Ratrider: +3 (Wound, Sailor, 1313)
Shajara: +6 (Wound, Sailor, 1313)   Lord Captain Emissary: +9 (Wound, Sailor, 1313)
+3 must not get -85 across board, or -90 with any family in particular.

CR Level 13

Hugo Dargent (Reduced)

Fighter (Quickblade) 6, Rose Warden 7 ; Chaotic Good (Medium) Humanoid, Kitsune
Initiative: +8 (1/day Everbloom rapier grants +4 bonus) Senses: Low-light vision; Perception +11

Defense

AC: 22, touch 17, flat 15 (5 armour, 4 Dex, 3 dodge)
AC Bonuses: +4 bonus AC against attacks of opportunity. No penalties to AC when running.
HP: 93
Fortitude: +8 Reflex: +11 Will: +11 ( Bonuses: +4 vs charm, compulsion and fear effects. 1/day can roll Will save twice & use the better result. Must choose to use this ability before attempting the saving throw.
Penalties: -4 to avoid nonlethal damage from hot or cold environments; -4 vs suffocation; Roll twice and take lower result to avoid falling. )
DR: physical 2, fire 2

Offense

Speed: 45ft. (50ft. Kitsune form)
Speed Bonuses: +5 (+10 Kitsune) bonus to speed with charge, run, or withdraw actions.
Can run 5x normal speed (i.e. 250 ft. human / 300 ft. kitsune), or 4x speed if wearing heavy armor or carrying a heavy load (140 ft. human / 180 ft. kitsune).
Can change direction once during a charge.
During a charge, can keep moving after attacking as long as he has any movement left.
Movement is not impeded by crowds.
Leaves no trail and cannot be tracked in urban areas.
Melee:
Attacks
SILVERTHORN RAPIER +16/+11/+6 (1d8+1) Critical: [18-20]x2. Bypasses damage reduction of creatures such as lycanthropes, for whom damage reduction is bypassed by silver. Damage type: piercing
When charging +18 (1d8+1).
Aid Another +3.

EVERBLOOM RAPIER +16/+11/+6 (1d8+1) Critical: [18-20]x2. Damage type: piercing
When charging +18 (1d8+1).
UNARMED STRIKE +15/+10/+5 (1d3) Critical: 20x2. Damage type: nonlethal
Special Attacks:
HOLY THORNS: 1/day as a swift action, can cause thorns to magically sprout from weapon. The weapon counts as good-aligned for purposes of overcoming DR. A lawful or evil target damaged by this weapon must succeed at a Fortitude save (DC19) or be wracked with pain and become staggered for 1 round. The thorns dissipate after 7 rounds.
QUICKBLADE'S CHARGE: As a full round action, can make a charge attack that does not provoke an attack of opportunity. Moving up to 90 ft. in human form (110 ft. kitsune), can make a single attack or Bullrush combat manoeuvre with a +2 bonus. Hugo can change direction once during the charge, and can continue his movement after attacking so long as he still has any movement left. After charging, Hugo receives a -2 penalty to AC until the start of his next turn.
SNEAK ATTACK: Attacks deal 3d6 points of extra damage anytime the target would be denied a Dexterity bonus to AC, or when you flank the target. All regular sneak attack restrictions apply.
Special Qualities
NOTE: Only lists abilities not included elsewhere on sheet.
INSURRECTIONIST: 7 rounds/day, Hugo can move and attack normally regardless of magical effects that impede movement (such as Paralysis, Solid Fog, Slow, and Web), as if affected by Freedom of Movement (All combat maneuver checks made to grapple him automatically fail, Hugo automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin, and he can move and attack normally while underwater, provided that the weapon is wielded in the hand rather than hurled). These rounds do not need to be consecutive. In addition, once per day Hugo can grant this ability to all allies within 30 feet. This effect occurs automatically as soon as it applies.
OBFUSCATE STORY: While another individual attempts to give an account of an event, can make an opposed Diplomacy check to deftly interject comments or statements over the course of the storytelling that cause the individual to muddle his ability to recall accurate or specific details. If successful, the target remains unaware that the interjections caused the confusion. However, on a failure, the target can make a Sense Motive check (DC equal to the failed Diplomacy check) to figure out that Hugo was deliberately attempting to confuse the story.
Spell-like Abilities:
Change Shape
As a swift action, can shift between true kitsune appearance and human appearance. Although one human form is uniquely Hugo’s, he can assume the shape of any specific individual. He can precisely mimic the physical features of any human he has encountered, gaining a bonus to Disguise to fool others with the impression.
Rose Warden Spelllike Abilities (CL 5)
Allyport: 1/day as a swift action, can teleport as per Dimension Door, but only when in an area no wider than his space, and can arrive only in an area of similar width.
Magical Tail (CL 13)
Note: The magical tail grants two casting of each spell as spell-like abilities.
Tail Spells (2x each/day): Charm Person, Disguise Self, Invisibility, Misdirection
Show spoiler
ROSE WARDEN SPELLS
Allyport
Conjuration (teleportation)
None
SR: No
V
1 swift action, instantaneous, long (920 ft.)
You instantly transfer yourself from an area no wider than your space, to any other area of similar width within range. You always arrive at exactly the spot desired – whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.
If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature traveling with you take an additional 4d6 points of damage and the spell simply fails.

Target area: You, touched objects and up to 2 other touched willing creatures
MAGICAL TAIL SPELLS
Charm Person (DC 15)
Enchantment (charm) [mind-affecting]
Will negates
SR: Yes
V, S
1 standard action, 13 hours, close (55 ft.)
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.

Target area: One humanoid creature

Disguise Self (DC 15)
Illusion (glamour)
Will disbelieve; see text
SR: No
V, S
1 standard action, 130 minutes, personal
You make yourself – including clothing, armor, weapons, and equipment – look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.
The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.

Target area: You

Invisibility (DC 16)
Illusion (glamour)
Will negates (harmless)
SR: Yes
V, S
1 standard action, 13 minutes, personal or touch
The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.
Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.
Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character’s perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as Bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Target area: You or a creature or object weighing no more than 1300 lbs.

Misdirection (DC 16)
Illusion (glamour)
None or Will negates; see text
SR: No
V, S
1 standard action, 13 hours, close (55 ft.)
By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. Neither the subject nor the other object gets a saving throw against this effect. Detection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on a Will save. For instance, you could make yourself detect as a tree if one were within range at casting: not evil, not lying, not magical, neutral in alignment, and so forth. This spell does not affect other types of divination magic (augury, detect thoughts, clairaudience/clairvoyance, and the like).
Target area: one creature or object, up to a 10ft. cube in size

Statistics

Str 10 (+0), Dex 18 (+4), Con 10 (+0), Int 16 (+3), Wis 14 (+2), Cha 18 (+4)
CARRYING CAPACITY: Light: 33lbs. or less ; Medium: 34-66 lbs. ; Heavy: 67-100 lbs.
Base Attack: +11 CMB: +11 (+15 disarm, does not provoke attack of opportunity) CMD: 27 (+4 bonus against combat manoeuvres made as part of attacks of opportunity)
Feats: Accomplished Haggler, Deceitful, Dodge, Favoured Prestige Class, Feign Innocence (talent), Iron Will, Magical Tail (x4), Masked Renown, Mobility, Noble Scion, Realistic Likeness, Run, Swift Kitsune Shapechanger, Weapon Finesse
Accomplished Haggler: Your intrinsic knowledge of objects’ value, combined with your shrewd people skills, allow you to get substantial discounts.
Whenever you purchase an item, you may make a special Diplomacy check, with the DC equal to 20 + the merchant’s Charisma modifier (between 20 and 22 for most merchants). For every 5 ranks in Appraise you possess, you gain a +1 bonus on this roll (+1). If the Diplomacy check is a success, you purchase the item at a 10% discount. For every 10 points by which you exceed the check’s DC, this discount increases by 5% (to a maximum of a 20% discount). If you fail the DC by 4 or less, the price of the item is unchanged. If you fail the DC by 5 or more, the merchant increases the price of the item by 10%.
Masked Renown: All nobles have an attitude 1 higher with Hugo when he is in his human identity, so long as their starting level was indifferent at worst.
Skills:
Skills
Acrobatics
+8
+4 to jump after a running start.
Appraise
+13
Bluff
+22
+7 to conceal true identity. +2 vs. other nobles or members of a noble court. +7 to influence crowds. +10 to convince others of innocence.
Climb
+3
Roll twice and take lower result.
Craft (Untrained)
+3
Diplomacy
+25
+2 vs. other nobles or members of a noble court. +7 to influence crowds. +2 when haggling using Accomplished Haggler feat.
Disable Device
+7
Disguise
+15
+7 to conceal true identity (increases to +17 to fool others when shape changing to impersonate a specific human). +2 vs. other nobles or members of a noble court.
Escape Artist
+7
Fly
+3
Handle Animal
+8
Heal
+2
Intimidate
+8
+2 vs. other nobles or members of a noble court. +7 to influence crowds. +6 when in Kitsune form.
KNOWLEDGE SKILLS
Geography
+4
History
+4
Local
+12
Nobility
+14
Religion
+4
Linguistics
+7
Perception
+11
PERFORM SKILLS
Dance
+8
+2 vs. other nobles or members of a noble court.
Untrained
+4
+2 vs. other nobles or members of a noble court.
Profession (Gambler)
+6
Ride
+3
Sense Motive
+10
Sleight of Hand
+14
Can be used in place of Disarm Combat Manoeuvre (does not provoke attack of opportunity).
Stealth
+19
Can stealth while observed in urban areas without needing anything to hide behind.
Survival
+10
Swim
-1
Use Magic Device
+5
+2 vs. other nobles or members of a noble court.
Note: These stats correspond to Hugo's default mode, being in an urban area, and studying Peerage of the Second Court each morning. The AC penalty to strength and dexterity skills from the Bramble Shirt is also included here. They will need adjusted if any of these conditions cease to be the case.
Drawbacks
FEAR OF FALLING: Hugo is Shaken when climbing, or when within 10 feet of a dropoff of 15 feet or more (i.e. directly down, no railing). He takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks.
PAMPERED: Suffers a -4 penalty on Constitution checks made to continue running, to avoid lethal damage from a forced march, to hold his breath, and to avoid nonlethal damage from starvation or thirst.