Aravashnial

Xiiono Flaxyr's page

1 post. Alias of Zyfarion.


Full Name

Xiiono Flaxyr

Race

Init +1; Senses darkvision 30 ft., low-light vision; Perception +3

Classes/Levels

Oracle 3

Gender

Male

Size

Medium

Age

75

Special Abilities

Channel Positive energy/Healing Hands

Alignment

NG

Deity

Nethys

Languages

Common, Elven, Gnome, Thassilonian

Strength 11
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 12
Charisma 18

About Xiiono Flaxyr

Xiiono Flaxyr

Apperance/Demeanor:
At 6'3" Xiiono is a tall elf. Thin as most of his race, he has silver hair and wears a transparent bandage over his eyes. This is more to announce to others of his difficulty in vision rather than explain it to every person he meets. Though not quick to anger, Xiiono is skeptical of non-elves and does not instantly trust them. This is with the possible exception of gnomes which he grew fond of during his time in Grungir Forest.
In Kyonin he was chosen to be a Seer of his people because of his connection to Nethys that provides him with his special gifts, but his talents were that of healing rather than visions.
Background:
Xiiono hails from Kyonin originally, but since joining the pathfinders has resided in the Grungir Forest studying the first world rifts. In Kyonin he was chosen to be a Seer of his people because of his connection to Nethys that provides him with his special gifts, but his talents were that of healing rather than visions. It is in Grungir Forest that he first stumbled upon ancient Thassilonian runes. He became fascinated by the runes and when he reported his discovery the society promptly dispatched him to Heidmarch Manor to share his knowledge.

Male elf oracle 3 (Pathfinder RPG Advanced Player's Guide 42)
NG Medium humanoid (elf)
Init +1; Senses darkvision 30 ft., low-light vision; Perception +3
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Defense:

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AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 shield)
hp 22 (3d8+6)
Fort +2, Ref +2, Will +4; +2 vs. enchantments
Immune sleep

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Offense:

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Speed 30 ft. (20 ft. in armor)
Melee cold iron dagger +2 (1d4/19-20)
Special Attacks channel positive energy 5/day (DC 15, 2d6)
Oracle Spells Known (CL 3rd; concentration +7)
1st (6/day)—cure light wounds, cure light wounds, detect undead, protection from evil, summon monster I
0 (at will)—create water, detect magic, guidance, mending, stabilize
Mystery Life

Statistics:

Str 11, Dex 12, Con 12, Int 12, Wis 12, Cha 18
Base Atk +2; CMB +2; CMD 13

Feats/Traits:
Selective Channeling, Self-sufficient
Traits exchange agent, planar savant

Skills/Languages:
Acrobatics -4 (-8 to jump), Diplomacy +10, Heal +15, Knowledge (history) +7, Knowledge (planes) +10, Perception +3, Survival +10; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Gnome, Thassilonian

Special Abilities/Class:
SQ elven magic, oracle's curse (clouded vision), revelations (healing hands, channel)

Gear:
potion of cure light wounds, potion of cure moderate wounds (2), potion of hide from animals, potion of hide from undead, potion of pass without trace, potion of protection from evil (2), wand of cure light wounds, healer's kit; Other Gear breastplate, buckler, cold iron dagger, candle (10), flint and steel, masterwork backpack[APG], trail rations (5), 38 gp, 2 sp, 1 cp

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Special Abilities
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Clouded Vision You cannot see beyond 30'
Darkvision (30 feet) You can see in the dark (black and white only).
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Healing Hands (Ex) +4 Heal, improve effectiveness of Heal skill
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Oracle Channel Positive Energy 2d6 (5/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Selective Channeling Exclude targets from the area of your Channel Energy.