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About Chou XinGENDER: Female
DEFENSE AC 34
OFFENSE Base:
Panache
Bleeding Finisher
Spd 40 ft. (65 ft with panache) STATISTICS Str 10 (+0)
ANCESTRY FEATURES Human
HERITAGE
BACKGROUND Attention Addict: Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. You're trained in the Performance skill, and the Gladiatorial Lore skill. You gain the Impressive Performance skill feat. CLASS FEATURES Initial Proficiencies Expert in Perception Trained in Fortitude
Trained in Acrobatics
Trained in simple weapons
Trained in light armor
Trained in swashbuckler class DC Confident Finisher:
Confident Finisher (Single Action): You make an incredibly graceful attack, piercing your foe's defenses. Make a Strike with a weapon or unarmed attack that would apply your precise strike damage, with the following failure effect.
Panache:
Precise Strike:
Surprise Attack:
Great Fortitude:
Opportune Riposte:
Opportune Riposte (Reaction): You take advantage of an opening from your enemy's fumbled attack. You either make a melee Strike against the triggering foe or attempt to Disarm it of the weapon it used for the Strike. Vivacious Speed:
Weapon Expertise:
Evasion:
Weapon Specialization:
Exemplary Finisher:
Swashbuckler Expertise:
Hunt Prey (Single Action): You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting. You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations. Continuous Flair:
Vigilant Senses:
Improved Evasion:
Light Armor Expertise:
Weapon Mastery:
Greater Weapon Specialization:
Keen Flair:
You are friendly, clever, and full of humor, always knowing just what to say in any situation. Your witticisms leave foes unprepared for the skill and speed of your attacks. You are trained in Diplomacy and gain the Bon Mot skill feat. You gain panache during an encounter whenever you succeed at a Bon Mot against a foe. Exemplary Finisher:
FEATS Ancestry: Natural Ambition (Level 1): You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet. Cooperative Nature (Ancestral Paragon): You gain a +4 circumstance bonus on checks to Aid. Clever Improvisor (Level 5): You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained. Multitalented (Level 9): You gain a 2nd-level multiclass dedication feat, even if you normally couldn't take another dedication feat until you take more feats from your current archetype. Incredible Improvisor (Level 13) (Reaction): A stroke of brilliance gives you a major advantage with a skill despite your inexperience. Gain a +4 circumstance bonus to the triggering skill check. Class: Flying Blade (Level 1): When you have panache, you apply your precise strike damage on ranged Strikes you make with a thrown weapon within that weapon's first range increment. The thrown weapon must be an agile or finesse weapon. This also allows you to make a thrown weapon ranged Strike for Confident Finisher and any other finisher that includes a Strike that can benefit from your precise strike. One For All (Natural Ambition): Designate an ally within 30 feet; this action counts as sufficient preparation to Aid that ally. When you use the Aid reaction to help that ally, you can roll Diplomacy in place of the usual check. If your swashbuckler's style is wit and your Diplomacy check to Aid meets or exceeds the very hard DC for your level, you gain panache. Rogue Dedication (Level 2): You gain a skill feat and the rogue’s surprise attack class feature. You become trained in light armor. In addition, you become trained in Stealth or Thievery plus one skill of your choice; if you are already trained in both Stealth and Thievery, you become trained in an additional skill of your choice. You become trained in rogue class DC. Basic Trickery - Strong Arm (Level 4): When you Strike with a thrown weapon, the weapon's range increment increases 10 feet. Dueling Parry (Single Action): You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements. (Wielding only a single one-handed melee weapon and have your other hand or hands free.) Bleeding Finisher (Level 8) (Single Action): Make a slashing or piercing Strike with a weapon or unarmed attack that allows you to add your precise strike damage. If you hit, the target also takes persistent bleed damage equal to your precise strike finisher damage. Ranger Dedication (Multitalented): You become trained in Survival; if you were already trained in Survival, you instead become trained in another skill of your choice. You become trained in ranger class DC. You can use the Hunt Prey action. Reflexive Riposte (Level 10): At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to perform an Opportune Riposte..
Perfect Finisher (Level 14): You focus your panache into an impeccable assault. Make a Strike, rolling the attack roll twice and using the better result. Felicitous Riposte (Level 16): When you make an Opportune Riposte, roll twice on the attack roll and take the better result. General: Ancestral Paragon (Level 3): Gain a 1st-level ancestry feat. Untrained Improvision (Clever Improvisor): Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions. Incredible Initiative (Level 7): +2 to initiative rolls. Kip Up (Level 11): Stand up for free without triggering reactions. Fleet (Level 15): Increase your Speed by 5 feet. Skill: Impressive Performance (Background): Make an Impression with Performance. Bon Mot (Style) (Single Action): Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC.
Forager (Level 2): While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success. Multilingual (Rogue Dedication): You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary. Cat Fall (Stylish Trick): Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall. Read Lips (Level 4): When you're at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you're fascinated and flat-footed during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone's lips. In either case, the language read must be one that you know. Glad-Hand (Level 6): When you meet someone in a casual or social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail or critically fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result. Shameless Request (Stylish Trick): When you Request something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your Request, you get a failure instead. While this means you can never cause your target to reduce their attitude toward you by making a Request, they eventually tire of requests, even though they still have a positive attitude toward you. No Cause for Alarm (Level 8) (Three Actions): Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are frightened. Each of them is temporarily immune for 1 hour. Doublespeak (Level 10): You disguise your true meaning behind other words and phrases, relying on subtle emphasis and shared experience to convey meaning that only your allies understand. Any allies who have traveled alongside you for at least 1 full week automatically discern your meaning. Other observers must succeed at a Perception check against your Deception DC to realize you are passing a secret message, and they must critically succeed to understand the message itself. Sign Language (Level 12): Learn sign languages. Planar Survival (Level 14): You can Subsist using Survival on different planes, even those without resources or natural phenomena you normally need. For instance, you can forage for food even if the plane lacks food that could normally sustain you. A success on your check to Subsist can also reduce the damage dealt by the plane, at the GM’s discretion. Legendary Negotiation (Stylish Trick): You attempt to Make an Impression and then Request your opponent cease their current activity and engage in negotiations. You take a –5 penalty to your Diplomacy check. The GM sets the DC of the Request based on the circumstances—it’s generally at least a very hard DC of the creature’s level. Some creatures might simply refuse, and even those who agree to parley might ultimately find your arguments lacking and return to violence. Nimble Crawl (Level 16): You can Crawl incredibly swiftly—up to half your Speed, rather than 5 feet. If you’re a master in Acrobatics, you can Crawl at full Speed, and if you’re legendary, you aren’t flat-footed while prone. SKILLS Untrained +16 Arcana
Trained +23 Deception
Expert +20 Athletics Master +29 Acrobatics (Includes +2 Item Bonus)
Legendary +31 Diplomacy (Includes +2 Item Bonus) LANGUAGES Draconic, Senzar, Taldane, Tien, Read Lips, Sign Language EQUIPMENT two 7th-level items, one 8th-level item, two 9th-level items, and one 10th-level item from any
7th: Bag of Holding (Type II)
Boots of Elvenkind (Greater): 1,250 gp
Adventurer’s Pack: 1.5gp (1B)
Climbing Kit: 5sp (1B)
Thieves Tools: 3gp (1L)
Candle (5): 5cp (-)
330gp, 6sp, 0cp General Background:
Chou Xin, (or Xin Chou, as the barbarians from the West would say), has lived her entire life in the shadow of Goka and the Ruby Phoenix Tournament. Thirty years ago her mother, Phan Tai, had been a contestant. As had her father, Chou Wen. They met, they fought, they bantered...is it any surprise that they also fell in love?
When Phan Tai found herself pregnant, she had a choice to make. Continue competing in the Ruby Phoenix Tournament and risk an injury that could cost her the child, or withdraw and lose that chance at greatness. She chose the latter. Chou Wen continued fighting, hoping to win for his new family...only to be eliminated long before the final challenge had even begun. Hoping for another chance, they settled down in Goka and prepared for the next Tournament. Unfortunately for them, ten years later they were unable to even make it past the preliminary rounds. Reluctantly accepting that their time had passed, they opened a dojo and made a living training the next generation of contestants. Xin was raised on her parents’ tales of almost-glory. Her parents may have failed to become champions, but that just meant she would win in their name. Delighted to see their daughter following in their footsteps, both Phan Tai and Chou Wen taught her everything they knew. (”Range is everything in a fight. Most fighters like to get right up in your face. You need range even more for the ones that don’t” Chou Wen smirked. ”Don’t be like your mother, standing there slack-jawed because some mage started hovering thirty feet in the air.” Phan Tai, casually sharpening a knife over in the corner, didn’t even look up. ”Range is good dear, but do you know what’s even better? Being able to actually damage the things you fight. Be precise. The quality of the strike matters far more than the quantity. Don’t be like your father, firing arrow after arrow with nothing to show for it.” A smirk appeared on her own face. ”I seem to recall range didn’t help much when that mastodon had you backed into a corner, a dozen arrows in its side that didn’t hurt it at all.”) While Xin’s parents had very different styles, they both agreed on one thing. To be a champion, it wasn’t enough to be good or even great. You needed showmanship. Flair. Something to get the crowd chanting your name. That, above all else, was what they wanted Xin to learn. Taking the best from both her parents’ teachings, Xin created a new style entirely her own. Flying enemies quickly found that she had both a strong arm and a good eye. Anyone who thought getting close would slow her down found that starknives were equally effective at close range. Most importantly, her style was flashy. Nothing got a crowd excited like a tiny girl dancing around her opponents. (Sometimes literally.) Of course, one can’t simply walk into the Ruby Phoenix Tournament and expect a spot. You have to make a name for yourself first. Xin started small, practicing her craft in underground fighting rings and small-time arenas. Eventually she got good enough to look for better options. The Renowned Rumble. Cataclysm Coliseum. Battleblock Amphitheater. With every victory under her belt she became more and more confident. When she was informed she’d been selected for the prequalifying rounds of the Ruby Phoenix Tournament, it only confirmed what she’d known since she was a child. She would be the next champion. Now she just needs to find a team that can keep up with her… Character Description:
Standing at less than 5’2” and barely more than one hundred pounds sopping wet, Chou Xin does not look like a typical fighter. More than one opponent has tried to corner her, smirking at the thought of an easy victory, only to find that she’s gone under their legs and is slicing at them from behind and did she just backflip away?!
When not fighting she’s sociable and gregarious, although her confidence can easily come across as arrogance. (Which, to be fair, it often is.) She’s clever despite not being particularly smart, and spends far too much time thinking up decent quips to throw her enemies off balance. She loves her parents very much, and deep down wonders if Phan Tai would have been able to win the Tournament thirty years ago if it wasn’t for her. This secret guilt drives her near-obsessive desire to become a champion herself. Character Role:
Xin is built primarily as a ranged fighter, preferring to throw her starknife from a safe distance, but she’s certainly competent in melee when necessary. Most often she’ll use one action to attack hard with a finisher, then use her other actions to reposition, up her AC, and/or use One For All to Aid an ally’s attack. (Likely gaining panache in the process.) Out of combat she has unparalleled Diplomacy skills and has invested enough in Medicine to be a decent healer. (If healing is taken care of by other party members, she can easily focus on a different skill instead.) |