About Wu XinCommon Die Rolls and Notices [dice=Inspiring Marshal Stance (usually DC 40)]1d20+34[/dice] [dice=Demoralize]1d20+34[/dice] +2 when physically menacing target; +2 when using You're Next STANDARD ORDER 1. Strike[/ooc ]
[dice=Greater Storm Flash (+3 greater striking greater shock rapier) and IMS]1d20++35+1;3d6+10+4d6+1d6[/dice] [ooc]plus TWO debilitations
Debilitations priorities: 1&2) Enfeebled 1 and -10 ft. movement. 3) increase bleed to 3d6 [b ]If critical hit:[/b ] +[dice]3d8[/dice] damage and the electricity also harms up to two other targets within 10 ft. [ooc]GM: When a creature within my melee reach is hit by a melee attack from one of my allies, I will use my reaction for Opportune Backstab.[/ooc ] [ooc][b ][bigger]TO BATTLE![/bigger ][/b ] Esh gets a Reaction he can use to make an immediate MAP-less strike.[/ooc ] [ooc][b ][bigger ]INSPIRING MARSHAL STANCE:[/bigger ][/b ] Allies within 10 feet of Xin gain a +1 status bonus to attack rolls and saves against mental effects. [/ooc ] Statblock:
Wu Xin
Combat Feats and Abilities:
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. 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. Battle Cry When you roll initiative, you can yell a mighty battle cry and Demoralize an observed foe as a free action. If you’re legendary in Intimidation, you can use a reaction to Demoralize your foe when you critically succeed at an attack roll. Bon Mot You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC.
Cadence Call (Flourish) (One Action)(See Tactical Cadence) - You call out a quick cadence, guiding your allies into a more efficient rhythm. Each willing ally within your marshal’s aura is quickened until the end of their next turn, and they can use the extra action only to Stride. At the end of each ally’s turn, if they used the extra action, they then become slowed 1 until the end of their following turn. Debilitating Strike (includes Bloody Debilitations (Free Action) -
...Debilitation The target takes a –10-foot status penalty to its Speeds.
Deny Advantage As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank. Double Debilitation Your opportunistic attacks are particularly detrimental. When you use Debilitating Strike, you can apply two debilitations simultaneously; removing one removes both. Evangelize Attempt a Diplomacy check and compare the result to the Will DC of a single target that can hear you and understands your language; that target is then temporarily immune to Evangelize with respect to your deity or philosophy for 1 day. A creature that already agrees with you is unaffected, and at the GM’s discretion, a target that genuinely changes its perspective to support your faith as a result of the argument is also otherwise unaffected.
Gang UpAny enemy is flat-footed against your melee attacks due to flanking as long as the enemy is within both your reach and your ally’s. Your allies must still flank an enemy for it to be flat-footed to them. Hidden Paragon (Reaction) - Trigger: You successfully use Stealth to Hide and become hidden from all of your current foes, or use Stealth to Sneak and become undetected to all your current foes. When you put your mind to slipping out of sight, you disappear completely. You become invisible for 1 minute, even if you use a hostile action. Not even glitterdust, see invisibility, or similar effects can reveal you, though creatures can still use the Seek action to locate you as normal. Inspiring Martial Stance When you spend this action, attempt a Diplomacy check. The DC is usually a standard-difficulty DC of your level (DC 30 at 12th level), but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.
Intimidating Glare You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. Intimidating Prowess In situations where you can physically menace the target when you Coerce or Demoralize, you gain a +1 circumstance bonus to your Intimidation check and you ignore the penalty for not sharing a language. If your Strength score is 20 or higher and you are a master in Intimidation, this bonus increases to +2. Master Strike (Incapacitation) (Free Action)-
Opportune Backstab (reaction)
Scare to Death You can frighten foes so much, they might die. Attempt an Intimidation check against the Will DC of a living creature within 30 feet of you that you sense or observe and who can sense or observe you. If the target can’t hear you or doesn’t understand the language you are speaking, you take a –4 circumstance penalty. The creature is temporarily immune for 1 minute. ...Critical Success The target must succeed at a Fortitude save against your Intimidation ...DC or die. If the target succeeds at its save, it becomes frightened 2 and is fleeing for 1 round; ...it suffers no effect on a critical success.
Slippery Mind You play mental games and employ cognitive tricks to throw off mind-altering effects. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead. Sneak Attack +4d6 damage vs. targets that are flat-footed 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. Tactical Cadence - Your remarkable breath control and concise instructions allow you to coordinate your allies more effectively. When you grant allies the quickened condition using Cadence Call, they can use the extra action to either Stride or Strike, and they aren’t slowed 1 on their following turn if they use the extra action. Terrifying Resistance - If you succeed in Demoralizing a creature, for the next 24 hours you gain a +1 circumstance bonus to saving throws against that creature’s spells. Terrified Retreat - When you critically succeed at the Demoralize action, if the target’s level is lower than yours, the target is fleeing for 1 round. To Battle! - (FLOURISH TRAIT) - With a resounding cry, you rally your ally to the offensive. Choose one ally within your marshal's aura who has a reaction available. If you spend 1 action, that ally can use their reaction to immediately Stride. If you spend 2 actions, that ally can use their reaction to immediately Strike. Trickster's Ace - When you make your daily preparations, you must specify a trigger for this reaction using the same restrictions as the triggers for the Ready action. You also choose a single spell from the arcane, divine, occult, or primal list of 4th level or lower. The spell can’t have a cost, nor can its casting time be more than 10 minutes. The spell must be able to target a single creature, and you must be a valid target for it. Currently Set: Trigger: When I am below 50 hp. Effect: Cast a 4th Level, 2-action Heal spell on me. True Perception - Your perceptive abilities and ability to process sensory information are so far beyond the pale that you notice minute discrepancies in all sorts of illusions and transmutations. You are constantly under the effects of a 6th-level true seeing spell, using your Perception modifier for the counteract check. Weapon Tricks When you critically succeed at an attack roll against a flat-footed creature while using an agile or finesse simple weapon or any of the listed weapons, you apply the critical specialization effect for the weapon you’re wielding. (Rapier - the target is flat-footed until the start of your next turn. Dagger - The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon’s item bonus to attack rolls.) You’re Next (Reaction)
Noncombat Feats:
Cat Fall 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. Cooperative Nature You gain a +4 circumstance bonus on checks to Aid. Cooperative Soul Any result on an Aid action other than Critical Success becomes a normal success. Discreet Inquiry When Gathering Information, you can hide the true subject of your inquiry among other topics of little interest to you without increasing the difficulty of the check or taking more time to Gather Information. Anyone trying to Gather Information to determine if someone else was asking around about the topic in question must exceed your Deception DC or the normal DC to Gather Information about your inquiries, whichever is higher, or else they don't learn of your efforts. Expeditious Search . When Searching, you take half as long as usual to Search a given area. Feather Step You can Step into difficult terrain. Foil Senses Whenever you use the Avoid Notice, Hide, or Sneak actions, you are always considered to be taking precautions against special senses Glad-hand 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. Group Aid After you Aid an ally at a skill check that doesn't have the attack trait, you can also Aid any other ally who attempts the same skill check for the same purpose that round. You do so as a free action rather than a reaction. Lead Climber When your allies attempt to Climb a route you set using the Follow the Expert exploration activity, if any of them critically fail their checks to Climb, you can attempt an Athletics check against the same DC. If you succeed, your ally fails instead of critically failing. If you also critically fail, you both experience the consequences of the critical failure. Legendary Negotiations - You can negotiate incredibly quickly in adverse situations. 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. Legendary Sneak - You’re always sneaking unless you choose to be seen, even when there’s nowhere to hide. You can Hide and Sneak even without cover or being concealed. When you employ an exploration tactic other than Avoiding Notice, you also gain the benefits of Avoiding Notice unless you choose not to. Quiet Allies When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn’t apply for initiative rolls. Shameless Request 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. Swift Sneak You can move your full Speed when you Sneak
Magical or Specialized Equipment:
Bag of Holding I Capacity 25 Bulk bandolier A bandolier holds up to eight items of light Bulk within easy reach and is usually used for alchemical items or potions. If you are carrying or stowing a bandolier rather than wearing it around your chest, it has light Bulk instead of negligible. A bandolier can be dedicated to a full set of tools, such as healer’s tools, allowing you to draw the tools as part of the action that requires them. Infiltrator Thieves' Tools Infiltrator thieves' tools add a +1 item bonus to checks to Pick Locks and Disable Devices.
bag of holding type III
Background:
Wu Xin was born into a rice-farming peasant family in Lingshen. Through skill and guile, he managed to scam his way into a minor magistracy and work his way upwards, forging supposed ancestral documents that purported to show he was of ancient and noble Lung Wa blood. Eventually, Wu Xin was able to become a general in the Lingshen army, known both for his inspiring leadership and the speed of his blade, if not his actual grasp of military tactics, which he never bothered to study.
In 4710, he led a Lingshen army to a rather ignominious defeat against the army of Shokuro, led by the samurai Shokuro Toriaka. Rather than suffer the humiliation of returning to court, Wu Xin hatched a plan to recover his lord's favor - he would win the Ruby Phoenix Tournament and bring Lingshen a mighty prize. He assembled a team and entered the tournament. They won the first few rounds but were soon outclassed by serious contenders such as the general had not imagined. He only learned of his team's final defeat after waking up from the devastating blow of a nagaji warclub. For ten years Wu Xin has dedicated himself to perfecting his combat skills. He has led several teams of adventurers and become a minor hero to the people of Xa Hoi and Minata. But always his goal has been to return to the Ruby Phoenix tournament a far better warrior and leader. This time will be different and at long last, General Wu Xin can return to Lingshen in honor. Botting Instructions:
Whenever he rolls initiative, Wu Xin will use Battle Cry. In combat, Wu Xin will first consider how to maximize his team's effectiveness over his own. He will enter Inspiring Marshal Stance as soon as possible, but if he fails his initial roll he won’t try again in that combat. If the enemy seems right for it, he may forgo combat and instead set up a powerful but weak-willed opponent with Bon Mot first and then Evangelize. Once he enters melee, Wu Xin will typically use one action for a strike and two to permit the most powerful combatant to attack another time with To Battle! He’ll rely on that ally to hit, granting Xin a free (MAP-less) strike with Opportune Backstab. When he does strike, Xin will use whichever debilitation seems best (usually the -10 movement to keep the enemy from getting away). It’s worth remembering that Xin is an expert at Aid, and if the party is fighting a foe they can’t easily hit, Xin can Aid another combatant with a +4 to the roll. With Cooperative Soul, the worst he can do is a Success! Remember, he is not a show boat. His primary goal is always to maximize team efficiency. |