Navasi

Chou Xin's page

180 posts. Alias of ClearSpring.


Full Name

Chou Xin

Race

Human Swashbuckler 16 | HP 232/232 | AC 35 | F +25 R +30 W +25 | Perc +26 (+2 Initiative)| Speed 40 ft (65ft w/panache) | Hero Points 4 | Active Conditions: None

Size

Medium

Age

29

Alignment

CG

Location

Goka

Languages

Draconic, Senzar, Taldane, Tien, Read Lips, Sign Language

Occupation

Gladiator

Strength 10
Dexterity 21
Constitution 18
Intelligence 10
Wisdom 18
Charisma 20

About Chou Xin

GENDER: Female
ANCESTRY: Human
CLASS: Swashbuckler
LEVEL: 16
ALIGNMENT: CG
SENSES: Perception +26
Initiative: +2 (Perception 28, Deception 25, Stealth 25)

DEFENSE

AC 34
HP 232
Fort +25
Ref +30
Will +25

OFFENSE

Base:
Melee (+3 Greater Striking Flaming Silver Fighting Fan): +30 (3d4 + 6 + 1d6 fire) (Agile, Backstabber, Deadly d6, Deadly d10 Persistent Fire, Finesse)
Ranged (+2 Striking Returning Ghost Touch Starknife): +29 (2d4 + 6 P/S) Agile, Deadly D6, Finess, Thrown 20ft)

Panache
Melee (+3 Greater Striking Flaming Silver Fighting Fan): +30 (3d4 + 11 + 1d6 fire) (Agile, Backstabber, Deadly d6, Deadly d10 Persistent Fire, Finesse)
Ranged (+2 Striking Returning Ghost Touch Starknife): +29 (2d4 + 11 P/S) (Agile, Deadly D6, Finess, Thrown 20ft)

Bleeding Finisher
Melee (+3 Greater Striking Flaming Silver Fighting Fan): +30 (3d4 + 6 + 5d6 + 1d6 fire + 5d6 persistent bleed) (Agile, Backstabber, Deadly d6, Deadly d10 Persistent Fire, Finesse)
Ranged (+2 Striking Returning Ghost Touch Starknife): +29 (2d4 + 6 + 5d6 + 5d6 persistent bleed) (Agile, Deadly D6, Finess, Thrown 20ft)

Spd 40 ft. (65 ft with panache)

STATISTICS

Str 10 (+0)
Dex 21 (+5)
Con 18 (+4)
Int 10 (+0)
Wis 18 (+4)
Cha 20 (+5)

ANCESTRY FEATURES

Human
Hit Points: 8
Size: Medium
Speed: 25 feet
Ability Boosts: Two free ability boosts
Languages: Humans can speak Common, as well as any other modern human language associated with their ethnicity. Humans gain one additional common language or regional language of their choice. Additional languages equal to your Intelligence modifier (if it’s positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).

HERITAGE
Skilled Heritage: You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill. (Survival)

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

Swashbuckler

Initial Proficiencies

Expert in Perception

Trained in Fortitude
Expert in Reflex
Expert in Will

Trained in Acrobatics
Trained in one skill determined by your swashbuckler's style
Trained in a number of additional skills equal to 4 plus your Intelligence modifier

Trained in simple weapons
Trained in martial weapons
Trained in unarmed attacks

Trained in light armor
Trained in unarmored defense

Trained in swashbuckler class DC

Confident Finisher:
You gain an elegant finishing attack you can make when you have panache. You gain the Confident Finisher action.

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.
Failure You deal half your precise strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.

Panache:
You care as much about the way you accomplish something as whether you actually accomplish it in the first place. When you perform an action with particular bravado, you can leverage this moment of verve to perform spectacular, deadly maneuvers. This state of flair is called panache, and you are either in a state of panache or you are not.
You gain panache by successfully performing the skill check associated with specific actions that have a bit of flair, including Tumble Through and additional actions determined by your swashbuckler's style. At the GM's discretion, after succeeding at a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, you also gain panache if your result is high enough (typically the very hard DC for your level, but the GM can choose a different threshold).
While you have panache, you gain a +5-foot status bonus to your Speeds and gain a +1 circumstance bonus to checks to Tumble Through or to take any actions that give you panache due to your style. The precise strike class feature also causes you to deal extra precision damage while you have panache. Powerful finisher actions, including Confident Finisher can be used only while you have panache and cause you to lose your panache.
Normally, you gain and use panache only in combat encounters; when an encounter ends, you lose panache.

Precise Strike:
You strike with flair. When you have panache and you Strike with an agile or finesse melee weapon or agile or finesse unarmed attack, you deal 2 additional precision damage. If the strike is part of a finisher, the additional damage is 2d6 precision damage instead.
As your swashbuckler level increases, so does your additional damage for precise strike. Increase the amount of additional damage on a Strike and the number of additional dice on a finisher by one at 5th, 9th, 13th, and 17th levels.

Surprise Attack:
You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

Great Fortitude:
Your physique is incredibly hardy, granting you increased endurance. Your proficiency rank for Fortitude saves increases to expert.

Opportune Riposte:
You turn the tables on foes who fumble, capitalizing immediately on their mistake. You gain the Opportune Riposte reaction.

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:
When you've made an impression, you move even faster than normal, darting about the battlefield with incredible speed. Increase the status bonus to your Speeds when you have panache to a +10-foot status bonus; this bonus increases by 5 feet at 7th, 11th, 15th, and 19th levels. When you don't have panache, you still get half this status bonus to your Speed, rounded down to the nearest 5-foot increment.

Weapon Expertise:
You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. You gain access to the critical specialization effects of all weapons for which you have expert proficiency.

Evasion:
You've learned to move quickly to avoid explosions, a dragon's breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.

Weapon Specialization:
You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master and 4 if you're legendary.

Exemplary Finisher:
You execute your finishing moves with spectacular flair, adding special effects to your finishers. If a Strike you make as part of a finisher hits a foe, you add one of the following effects to the Strike, depending on your swashbuckler's style.

Swashbuckler Expertise:
You perform swashbuckling techniques with exceptional flair, making them harder to resist. Your proficiency rank for your swashbuckler class DC increases to expert.

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:
While not equal to the heights of your panache in combat, you have a dramatic flair about you in any situation. Whenever you succeed at a check during exploration that would have granted you panache in combat, you gain a +1 circumstance bonus to further checks for actions that would grant you panache in combat. This benefit ends when the exploration changes to a different scene (as determined by the GM) or shifts to an encounter or downtime.

Vigilant Senses:
Through your adventures, you've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.

Improved Evasion:
Your ability to elude danger is matchless. Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you roll a failure on a Reflex save against a damaging effect, you take half damage.

Light Armor Expertise:
You've learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.

Weapon Mastery:
You fully understand your weapons. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to master.

Greater Weapon Specialization:
Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.

Keen Flair:
You inflict particularly devastating attacks on even well-defended foes. When you Strike with a weapon or unarmed attack with which you have master proficiency, if you roll a 19 on the die and the roll is a success, you critically succeed instead.

Swashbuckler Style - Wit

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:
The foe takes a –2 circumstance penalty to attack rolls against you until the start of your next turn.

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..

Advanced Hunter's Trick - Far Shot (Level 12): Your experience in the field has taught you how to focus your aim at a distance, increasing your accuracy. Double your weapons’ range increments. No longer qualify: Needs to be retrained.

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.
Critical Success The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.
Success As critical success, but the penalty is –2.
Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.

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
+16 Crafting
+20 Medicine
+16 Occultism
+20 Religion

Trained

+23 Deception
+23 Intimidation
+18 Lore - Gladiatorial
+22 Nature
+23 Performance
+18 Society
+25 Stealth (Includes +2 Item Bonus)
+23 Thievery

Expert

+20 Athletics

Master

+29 Acrobatics (Includes +2 Item Bonus)
+26 Survival

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
of common items + 500GP

7th: Bag of Holding (Type II)
7th: Rope of Climbing (Greater)
8th: +1 Resilient Armor (Slick Explorer’s Clothing)
9th: Horn of Blasting
9th: Messenger’s Ring
10th: +2 Striking Weapon (Returning Fearsome Starknife)

Boots of Elvenkind (Greater): 1,250 gp
Cloak of Elvenkind (Greater): 1,750 gp
Goggles of Night: 150gp
Ring of Climbing: 1,750 gp
Ring of Swimming: 1,750 gp
Travelers Any-Tool: 200gp
Healing Potion (Lesser) (4): 48gp
Ghost Touch Rune: 75gp
Returning Rune: 55gp
Fearsome Rune: 160gp (Not affixed)
Slick Rune: 45gp
Phoenix Fighting Fan

Adventurer’s Pack: 1.5gp (1B)
Backpack
Bedroll
Chalk (10)
Flint/Steel
Rope (50 ft)
Rations (14)
Soap
Torches (5)
Waterskin

Climbing Kit: 5sp (1B)
Healer's Tools: 5gp (1B)
Repair Kit: 2gp (1B)
Ten-Foot Pole: 1cp (1B)
Tent (Four-Person): 5gp (1B)

Thieves Tools: 3gp (1L)
Writing Set: 1gp (1L)

Candle (5): 5cp (-)
Compass: 1gp (-)
Earplugs: 1cp (-)
Mirror: 1gp (-)
Signal Whistle: 8cp (-)

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.)