Rogue

Xavilon Starnon's page

234 posts. Organized Play character for Zinou.


Full Name

Xavilon Starnon

Race

HP: 38/38 | AC: 17 | T: 11 | FF: 16 | CMD: 18 | Fort: +5 | Ref: +7 | Will: +3 | +2 vs enchantements, charms and compulsions | Immune to sleep | Init: +7 | Perc: +10 | Sense Motive: +5 | Speed: 30 ft.

Classes/Levels

Tracked resources:
Ki: 1/3

Gender

Half-Elf Professional 4 |

Age

21

Alignment

NG

Deity

Vildeis

Location

Westcrown

Languages

Common, Elven

Strength 19
Dexterity 12
Constitution 14
Intelligence 7
Wisdom 12
Charisma 14

About Xavilon Starnon

Starnon Family Tree

Baron Rysalius Starnon's great grandson, R.I.P.
Segray Starnon's cousin.
Dioneo II Starnon-Oberigo's cousin.

Macros:

[dice=Perception]1d20+10[/dice]
[dice=Initiative]1d20+7[/dice]

[dice=+1 Katana]1d20+8[/dice] for [dice=Slashing]1d8+7[/dice]

[dice=Mstwk Wakizashi]1d20+8[/dice] for [dice=Slashing]1d6+4[/dice]

Don't forget STUDY TARGET + SNEAK ATTACK !

DOUBLE ATTACK!
[dice=+1 Katana]1d20+6[/dice] for [dice=Slashing]1d8+5[/dice]
[dice=Mstwk Wakizashi]1d20+6[/dice] for [dice=Slashing]1d6+2[/dice]

Xavilon Starnon
Male Half-elf Slayer 2 / Ninja 2 | 4.0
NG Medium Humanoid (Elf/Human)
Init +7 ; Senses Low-Light vision ; Perception +10

Appearance:
The man traveling with you is a half-elf whose face is covered with a white mask. He wears a black breastplate and has a scarification on his right hand displaying an eagle and a dagger. His long pale hair fall on both sides of his mask. He bows to each of you and presents himself with a young voice. "Fellow agents, even if my name matters not, the code dictates that I share it. I'm a professional sent by the silver crusade to ensure your security. I'm Xavilon Starnon. Pleasure."

On his side are two deadly eastern blades, a katana and a wakizashi.

Background:
Coming soon !

Defense
AC 17, touch 11, flat-footed 17 (+6 Armor,+1 Dex)
HP 38
Fort +5, Ref +7, Will +3

Offense
Speed 30 ft.
Melee +1 Katana +8 (1d8+7/18-20/x2)
Masterwork Wakisashi +8 (1d6+7/18-20/x2)
Ranged Sling +4 (1d6+4/x2), Ammo 20, 20ft.

Special Abilities
Active

Studied Target (Ex):

A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

Poison Use: At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Sneak Attack:

If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The ninja's attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.

The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.

Ki Pool (Su), 3/day:

At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja's ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).

By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

2nd level Ninja trick: Vanishing Trick (Su): As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

Passive
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Languages: Half-elves begin play speaking Common and Elven.
Child of Two Peoples (Half-elf and Vudrani): Your parents come from two visibly different cultures that maintain distinct identities regardless of their physical proximity (such as Tians and Ulfen). The tug of conflicting expectations has strengthened your sense of individuality and given you a gift for languages. You receive a +2 trait bonus on Will saves against charm and compulsion effects, and you automatically know the racial or ethnic languages of both your parents.
Track (Ex): A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.
2nd level slayer talent: Ranger combat style (Two-weapon fighting)

Statistics
Str 19, Dex 12, Con 14, Int 7, Wis 12, Cha 14
Base Atk +3; CMB +7; CMD 18

Feats Improved Initiative ; Two-weapon fighting (lvl 2 slayer talent) ; Quickdraw

Traits Warriors of Old ; Child of two people (chelaxian and vudrani)

Skills (No ACP thanks to the mithral armor)
Acrobatics +5 (1 rank)
Appraise -2
Bluff +6 (1 rank)
Climb +8 (1 rank)
Diplomacy +6 (1 rank)
Disable Device +7 (1 rank)
Disguise +2
Escape Artist +1
Heal +1
Intimidate +6 (1 rank)
Knowledge (Dungeoneering) +2 (1 rank)
Knowledge (Local) +2 (1 rank)
Linguistics +3 (2 ranks)
Perception +10 (4 ranks)
Ride +1
Sense Motive +5 (1 rank)
Stealth +8 (4 ranks)
Survival +6 (1 rank)
Swim +8 (1 rank)

Languages Common, Elven, Vudrani, Infernal, Celestial.

Consumables
Wand of CLW (45 charges left)

Other Gear
+1 Katana, Masterwork Wakizashi, Mithral Breastplate, Slayer's kit, rope, Masterwork backpack, Masterwork tools.

Boons:

A lot but I don't care anymore ^^

PFS information for the GM:

PFS #93583-13
XP: 9 (normal advancement)
Faction: Silver Crusade
Fame: 18 / Prestige: 16
Xavilon's additional resources can be scanned on demand for GMs, please ask via PM.

Chronicles applied:
#1 - 1-39 The Citadel of Flame (2 PP, 1 xp)
#2 - 6-10 The Wounded Wisp (2 PP, 1 xp)
#3 - 7-00 The Sky Key Solution (2 PP, 1 xp, GM credit)
#4 - 7-10 The Consortium Compact (2 PP, 1 xp)
#5 - 8-06 Reaping What We Sow (2 PP, 1 xp, GM credit)
#6 - 3-S Blood Under Absalom (2 PP, 1 xp, GM credit)
#7 - 7-06 To Judge a Soul, part I: The Lost Legacy (2 PP, 1 xp)
#8 - 7-08 To Judge a Soul, part II: Karma Reclaimed (2 PP, 1 xp)
#9 - 6-06 Hall of the Flesh Eaters (2 PP, 1 xp, GM credit)