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San Pen's page

132 posts. Alias of niel.

About San Pen

HP (79) -7

San Pen
7 HD

N Medium native outsider (earth)

Init +1
Senses: all-around vision, darkvision 60', tremorsense 60'
Perception +17

AC 22, touch 11, flat-footed 21 (+11 natural, +1 Dex)
HP 79
Fort +12, Ref +6, Will +10
DR 5/bludgeoning
Immune cold, fire, flanking
Resist electricity 10

Speed 20', burrow 20'; earth glide
Melee bite +11 (4d6+4), 3 claws +11 (1d4+4), all +1d6 and nonlethal at will

Str 18, Dex 12, Con 21, Int 18 (20), Wis 17, Cha 16
Base Att +7; CMB +11; CMD 21 (23 vs trip)
Feats Lightning Reflexes, Iron Will, Eldrich Claws, Skill Focus (Sense Motive)
Traits Deft Dodger (+1 on reflex saves), Scholar of Ruins (+1 on K(geography) and K(dungeoneering))
Skills Appraise +10, Perception +17, Sense Motive +16, K(geography) +16, K(Relgion) +15, K(Arcana) +15, K(local) +15, K(nobility) +15, K(planes) +15, K(dungeonering) +16, K(nature) +15, Diplomacy +10
Racial Modifiers +4 Perception
Languages Terran, Common, Celestial, Ignum, , Sylvan.

Special Abilities
All-Around Vision (Ex) sees in all directions, giving a +4 racial bonus on Perception; cannot be flanked
Earth Glide (Ex) glide through any sort of natural earth or stone as a fish swims through water (note: as a native outsider, San Pen needs to breathe); burrowing leaves no sign except to tremorsense; Move Earth cast on him while he burrows causes him to move back 30', stunning him for 1 round if he fails a DC15 Fort

Ring of Sustenence (2500gp)
Amulet of Mighty Fists (Merciful) (5000gp)
Bag of Holding (type I) (2500gp)
Headband of Vast Intellect +2 (Diplomacy) (4000gp)


They say that you only live twice- they're wrong. When Karma bites you in the ass, a second life is inevitable. Years of banditry never prepared San Pen for that one rainy day. Lurking below ground, waiting for a victim was his habit. Today, the wisdom of that life choice became apparent.
He could tell food was nearby, so he reached for it. He wasn't expecting the old man to put up much of a fight and he was right. His demand for his due was met with a cackling laugh and a toss of the delicacy from the old beggar.
Unfortunately, when you're a Xorn you need to be careful what you eat. The Pearl of Enlightenment he devoured granted him an understanding he never wanted. The elderly monk explained what he had done and now he knows he must make amends.
He followed the old man for weeks, learning what he would need to know about the world, then used the last of his larder to purchase the items he would need to travel among the citizens of the civilized lands.
Now he wanders, seeking a new Pearl so he can balance his Karma by returning the prize to the old monk.

Years of wandering taught him only of his ignorance, a concept he tried to explain to another elderly gentleman he met fishing by a pond (with no bait on his hook). That chance meeting with a high advisor to the Emperor led him to a lengthy stay at the palace, where his knowledge and appearence made him useful.

San Pen appears as a typical mature Xorn (5' tall and wide, with three arms, legs, and eyes spaced evenly around the torso and a single three-lipped mouth, opening up where the head on a humanoid would be) wearing a plain orange robe and several pieces of jewelry. The robe is a garment common to a sect of traveling holy men, though the lack of a sash denoting rank implies a lack of formal membership. The jewelry detects as magical.

Random Thoughts:
Biological Notes
A Xorn has two stomachs- one which digests and the other acts as storage for future meals.
Xorn biology- Xorns are asexual, each being capable of creating an 'egg' from which a future Xorn will hatch- placing the eggs in an area well stocked with rich minerals or gems to nurture the young; eggs are typically abandoned and left to grow to maturity own their own in clusters of 3 to 6, though single eggs are not unusual.

Private Notes:
1)You see a couple small items bearing the now-familiar Plum Blossom crest; one is a doily under a tea service, the other is a silk banner, hung high with the other banners of the noble Houses in the reception room. You also notice, in a far corner of the room, a tall, slim half-elf clad in a hooded robe made entirely from a devastatingly beautiful midnight-blue fabric. He is tall and gaunt, and if not for his height and elven features would easily be able to pass for a citizen of the Empire. He stands quietly by himself, watching everyone while sipping tea. His manners are rough -- barbaric, even -- but there is something noble in his bearing.

On the forearm of his left sleeve is a symbol exactly like what Tokine described in her note to you; a slumbering crescent moon surrounded by seven stars. She does not appear to see him.

2)You dream of the earth. Of the lines of energy and rock that connect all things. Even flyers must land. Water needs a bed. Fire must burn on something. You see Shoto Imuri, and he has eight white birds on his shoulders, but does not seem to notice them though their guano is everywhere on his clothes. There is a dragon asleep on Tokine's temple. Inspector Cho is seated in a large room. He is very pale, and his eyes are orbs of blue light. There are a tengu and redheaded gaijin walking towards a giant pit, though they do not seem to see it. A winged man contemplates an apple while a beautiful, winged woman disrobes behind him. She is about to tap him on the shoulder.

You are on a mountain. Far away you see two figures on a different mountain peak but cannot make out who they are. They are facing east, you are facing west. A giant voice, immeasurably old and unbearably sad, rumbles at your back; "Time is, time was, time's past, Sifu. These are not our times, but there are no others who know the time. This is the time of fire. Of change and cleansing." There is the sound of beating wings, each as large as a town.

You awake, and there is an emerald at your feet, identical to the one that accompanied the scroll you received yesterday.

Under the effects of True Seeing, Haste, and Greater Heroism for the next 30 minutes. Have +4 to Intimidate and +2 to AC from natural draconic armor for that timespan, but the same armor gives -4 on Diplomacy and -10 on Disguise.
True Seeing: 120'
Haste: +1 Attack on full attack action; +1 dodge bonus to AC and Reflex saves; base move = 40' (limited by own base move to +20')
Greater Heroism: +4 morale bonus on attacks, saves, skill checks; immunity to fear; temp hit points = caster level (?, max 20)
Natural Draconic Armor: +2 AC; Intimidatem = +4
Diplomacy = -0; Disguise = -6

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