Rigg Gargadilly

Zone's page

107 posts. Alias of Yas392.


Race

HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision

Classes/Levels

| Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

Gender

Male N Xeph Marksman (Mobile Knife) 12

About Zone

Male Xeph Marksman (Mobile Knife) 12
N Medium Humanoid
Init +9; Senses Perception +20, Darkvision 60 ft
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Defense
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AC 27, Touch 19, Flat-footed 20 (+6 Armor +2 Shield +7 Dex, +2 Deflection)
HP 105 (12d10+24)
Fort +8, Ref +18, Will +15
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Offense
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Speed 30 ft
Melee +1 Ghost Touch Mithral Xephyr Knife +19/+14/+9 (1d6+9, 15-20/x2)
Ranged +1 Ghost Touch Mithral Xephyr Knife +22/+22/+17/+12 (1d6+14, 15-20/x2)
Special Attacks None
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Statistics
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Str 9, Dex 24, Con 14, Int 10, Wis 20, Cha 9
Base Atk +11; CMB +10; CMD 17
Feats Exotic Weapon Proficiency (Xephyr Knife), Point Blank Shot (Bonus Feat), Shot on the Run (Bonus Feat), Precise Shot, Weapon Finesse, Deadly Agility, Rapid Shot, Improved Critical (Bonus Feat)
Traits Strong Arm, Supple Wrist, Warrior of Old, River Rat
Skills Perception +20, Stealth +26, Climb +8, Acrobatics +14, Swim +8, Autohypnosis +13, Survival +13, Escape Artist +11
Languages Common
Gear (See Gear Section)

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Gear
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Starting Gold: 82000 gp

Blinkback Belt & Belt of Dexterity +2 - 11000 gp
Headband of Wisdom +4 - 16000 gp
+2 Mithral Chain Shirt - 6100 gp
+1 Buckler - 1015 gp
+1 Ghost Touch Mithral Xephyr Knife - 8515 gp
Masterwork Cold Iron Xephyr Knife - 330 gp
+1 Masterwork Mithral Xephyr Knife - 2515 gp
Hunter Sight - 100 gp
Ring of Protection +2 - 8000 gp
Cloak of Resistance +2 - 4000 gp
Ring of Sustenance - 2500 gp
Necklace of Adaptation + Swarmbane Clasp - 13500 gp
Spring Loaded Sheathe - 10 gp
Handy Haversack - 2000 gp
Potions of Cure Moderate Wounds x5 - 1500 gp
Potions of Fly x2 - 1500 gp
Potions of Protection from Evil x5 - 250 gp
Climbing Kit - 50 gp
Tattoo of Minor Metamorphosis x5 - 250 gp
Flint & Steel - 1 gp
Silk Rope - 10 gp
Wooden Stake x3

Remaining Gold: 2854 gp

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Skills
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48/48 Skillpoints

Perception +20 (12 rank + 3 bonus + 5 modifier bonus)
Stealth +27 (12 rank + 3 bonus + 7 modifier bonus + 4 class bonus)
Climb +8 (4 rank + 3 bonus - 1 modifier bonus + 2 circumstance bonus)
Acrobatics +14 (4 rank + 7 modifier bonus + 3 bonus)
Swim +8 (5 rank + 3 bonus - 1 modifier bonus + 1 trait bonus)
Autohypnosis +13 (5 ranks + 3 bonus + 5 modifier bonus)
Survival +13 (5 ranks + 3 bonus + 5 modifier bonus)
Escape Artist +11 (1 rank + 7 modifier bonus + 3 bonus)

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Traits
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Strong Arms, Supple Wrist: Whenever you move at least 10 feet before making an attack with a thrown weapon, you add 10 feet to the range increment of the weapon thrown. You can only gain this benefit once per round.
River Rat: You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.
Warrior of Old (Adopted): You gain a +2 trait bonus on initiative checks.

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Powers Known & Power Points
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Total Power Points: 71

Level 1 - Vigor, Fox Hole, Precognition, Defensive

Level 2 - Wind Strike, Concealing Amoeba

Level 3 - Touch Sight, Concealing Amorpha, Greater, Dimension Slide

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Special Qualities
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Innate Resistance: Xephs receive a +1 racial bonus on saving throws against powers, spells, and spell-like effects.
Naturally Psionic: Xephs gain the Wild Talent feat as a bonus feat at 1st level. If a xeph takes levels in a psionic class, he instead gains the Psionic Talent feat.
Burst (Su): Five times per day as a swift action, a xeph can put on a burst of speed to increase his speed by 10 feet, plus 10 feet per four character levels beyond 1st, to a maximum increase of 30 feet at 9th character level and higher. These bursts of speed are considered a competence bonus to the xeph’s base speed. A burst of speed lasts 3 rounds.
Psionic Aptitude: When a xeph takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Darkvision: Xephs can see in the dark up to 60 feet.
Mobile Combat (Ex): Starting at 2nd level, the marksman learns to rely on moving around the battlefield to find the perfect shot and to avoid attacks. He deals an extra 1d6 points of damage on any thrown attack with a dagger or xephyr knife he makes during any round in which he has moved at least 10 feet. This extra damage only applies on the marksman’s turn. Every four levels thereafter, this bonus damage increases by 1d6, to a maximum of 5d6 at 18th level. At 4th level, the marksman gains a +1 competence bonus to AC on his turn as long as he has moved at least 10 feet during his turn. This bonus only applies after the marksman has moved 10 feet and lasts until the beginning of his next turn. This bonus to AC increases by 1 every four levels thereafter. This ability does not function if the marksman is wearing medium or heavy armor or when carrying a medium or heavy load. This ability replaces evade arrows.
Additional Bursts: At 4th level and every four levels thereafter, the marksman gains an additional daily use of his burst racial ability. This ability replaces cover fire.
Shot on the Run: At 5th level, the marksman gains the Shot on the Run feat as a bonus feat, even if he does not meet the prerequisites. If the marksman already has the Shot on the Run feat, he instead can select a feat with Point-Blank Shot as a prerequisite, but he must meet all prerequisites of the feat to be selected. This ability replaces the bonus feat normally gained at 5th level.
Fury of a Single Blade (Su): At 8th level, when the marksman moves before making a single ranged attack with a thrown weapon, including using the Shot on the Run feat, he rolls as if he had made a full attack, although he only throws a single weapon. Roll each attack in the sequence and determine the number of attacks that successfully struck the target. If at least two of the attacks were successful, the attack deals double damage. Additional dice of damage from sources such as precision damage, weapon special abilities, or the like are not multiplied. At 12th level, if at least three of the attacks were successful, the attack damage is multiplied by 5. At 16th level, if at least four of the attacks were successful, the attack damage is multiplied by 7. This ability replaces the style ability normally gained at 8th level.
Returning Knives (Su): Once a marksman has reached 8th level, when maintaining psionic focus, his thrown daggers and xephyr knives are treated as having the returning special ability. In addition, the marksman can expend his psionic focus when making a ranged attack with a dagger to use that same weapon for all attacks on his turn, rather than having to wait until his next turn for the dagger to return. This ability replaces the bonus feat gained at 8th level.
Point-Blank Shot: At 1st level, a Marksman gains the Point-Blank Shot feat as a bonus feat.
Wind Reader (Su): A Marksman can use her heightened senses and awareness of her surroundings to read the wind and environment, allowing her to drastically improve her accuracy. While maintaining psionic focus, she can spend a swift action to gain a competence bonus equal to her Wisdom modifier on ranged attacks until the end of the round. She can do this a number of times per day equal to 3 + her class level.
Favored Weapon: Marksmen of 2nd level select a group of ranged weapons from the list below as their preferred weapons and gain a +1 competence bonus to ranged attack rolls made with any weapon of that group. Every four Marksman levels thereafter, this bonus increases by 1.

Bows: composite longbow, composite shortbow, longbow, and shortbow.
Crossbows: double crossbow, hand crossbow, heavy crossbow, light crossbow, repeating heavy crossbow, and repeating light crossbow.
Spears: javelin, lance, pilum, shortspear, spear, and trident.
Thrown: blowgun, bolas, boomerang, chakram, club, dagger, dart, halfling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, trident, wooden stake.

Note: Additional weapons can be added to these groups or additional weapon groups can be created at your GM's discretion. Some weapons may belong to multiple weapon groups at your GM's discretion.
Style Technique: Once a Marksman has reached 2nd level, she may expend her psionic focus while making a single ranged attack to add her Wisdom modifier to the damage the attack deals. This ability may not be used as part of a full attack.
Style Skill: At 3rd level, a sniper Marksman gains a +1 bonus to Stealth. This bonus increases by 1 every three Marksman levels thereafter.
Style Mantra: Beginning at 3rd level, as long as a sniper Marksman maintains psionic focus, she gains a +2 competence bonus on damage rolls for attacks made with a ranged or thrown weapon. At 7th level and every four Marksman levels thereafter, this bonus increases by 1.
Second Chance: A sniper Marksman of 4th level may expend her psionic focus when a ranged attack she has made misses to reroll the attack. This ability can be used a number of times per day equal to 3 + the Marksman’s Wisdom modifier.
Bonus Feat: A Marksman of 5th level gains a bonus feat chosen from his combat style feat list, Deadly Aim, Far Shot, Fell Shot, Greater Psionic Shot, Parting Shot, Precise Shot, Psionic Meditation, Psionic Shot, Quick Draw, Return Shot, Returning Throw, or a feat that requires a particular weapon when it is selected, such as Weapon Focus or Improved Critical. If the Marksman chooses a feat that requires a particular weapon, she must select a weapon from her selected ranged weapon group. The Marksman must still meet all prerequisites for the feat to select it. At 8th level and every three Marksman levels thereafter, the Marksman gains another bonus feat from the same list.
Disengage (Ex): Once a Marksman has reached 7th level, she learns how to effectively distance herself from enemies. When the Marksman would provoke an attack of opportunity for moving out of a threatened space, she may expend her psionic focus to add her Wisdom modifier to her Acrobatics rolls to avoid attacks of opportunity for the round and can move at full speed without increasing the Acrobatics DC.
Unstoppable Force (Ex): Upon achieving 12th level, if a sniper Marksman’s ranged attack would deal enough damage to a target to kill the target or knock it unconscious, the Marksman may choose to have the bolt continue on a straight line through the target’s location until it hits another target, at which point the Marksman makes a second attack roll at the same bonus as the previous attack -4. If this attack roll is successful, the target takes damage as if struck by the attack (although bonus damage that would not be multiplied on a critical hit only applies to the first target). This process repeats until a target is not killed or knocked unconscious, an attack roll misses, or the attack reaches its maximum range.

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Description, Personality & Background
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Zone has the same features of a normal xeph except his hair which is styled in a mohawk. Because of his proficiency with light weapons, his body is covered dark brown fabric that is light-weighted and fortified in some places with mithral. Personality-wise he is the enthusiastic type that live in the moment, is adventurous and a bit materialistic but at times he can be grim and detached.

When Zone could walk, he was abducted by river pirates after wandering far from his kind into the River Kingdom to be sold into slavery off-coast with other slaves that they kidnapped. Instead of being made into a slave, they found that he was better off as their own personal subordinate for their daily errands. Zone remain this way until Andoran Eagles arrived to free everyone in the foundation and deal with the pirates. Zone was then escorted to Andoran.

The insider that played a part in his, the elf, Syvariel, adopted the parentless young xeph out of interest for his natural talent and sympathy. As Zone grew, the elf taught him everything he knew. Due to the frequent nightmares brought by the past, the xeph had to separate from his foster father at a certain point in time and drowned himself in mercenary work to suppress the trauma.

At some point, Zone worked with the church of Pharasma and found solace when he formed a close bond with one of the members due to their similar background. The time of peace did not last long when his partner, his other half, was murdered by a vampire. Since then, he frequently partook in undead and vampire hunts to atone for his failure for not being able to prevent his death. His latest work landed him in Ustalav when word got out that the undying minions of the Whispering Tyrants are actively working to free their master from his prison and his job is to eliminated his servants.