Xavra

Xin-Da-Rik's page

72 posts. Organized Play character for ‘Eκάτη.


Race

sp 0/185 | hp 43/103 | rp 13/14 | EAC 31 KAC 33 | F+15 R+12 W+12 [+2 vs fear] | Init +7 | Perc +3 |

Classes/Levels

Senses:
Darkvision 60’ | Blindsense (vibration) & Sense Through (blindsense-vibration) 30'

Gender

m CN kish Soldier Divine Champion [Gladiator] 14 |

About Xin-Da-Rik

Advancement:

# 342384-704

0 - 1000 credit
1 - 740 cr, 1 XP [#3–01: Crash Down]
2 - 2160 cr, 3 XP [Incident at Absalom Station] {GM}
3 - 720 cr, 1 XP, 1 Infamy [#3–05: The Hivemarket Haste]
4 - 696 cr, 1 XP [#2–01: Pact Worlds Warriors]
5 - 4380 cr, 3 XP [Temple of the Twelve] {GM}
6 - 1090 cr, 1 XP [#3–03: Frozen Ambitions: The Shimmerstone Gateway]
7 - 2773 cr, 1 XP [#3–07: Strike at Zone 78]
8 - 1387 cr, 1 XP [#3–09: Frozen Ambitions: Freeing the Herd]
9 - 12255 cr, 3 XP [Splintered Worlds] {GM}
10 - 4085 cr, 1 XP [#1–98: Into the Perplexity I]
11 - 4090 cr, 1 XP [#3–12: Vast Experiment: First Flight]
12 - 4085 cr, 1 XP [#3–04: Falling into Deliverance]
13 - 17505 cr, 3 XP [The Ruined Clouds] {GM}
14 - 5819 cr, 1 XP [#2–06: Sangoro's Lament]
15 - 5855 cr, 1 XP [#2-08: Sangoro's Gifts]
16 - 5948 cr, 1 XP [#3-06: Rise of the Vault Lord]
17 - 17505 cr, 3 XP [#4: The Ruined Clouds] {GM}
18 - 14500 cr, 1 XP [3-08: Fleeting Truth I]
19 - 14720 cr, 1 XP [3-14: Fleeting Truth II]
20 - 14700 cr, 1 XP [#2-12: Colossus Heist]
21 - 43780 cr, 3 XP [#5: The Thirteenth Gate] {GM}
22 - 30000 cr, 1 XP [#3-20: Fleeting Truth III]
23 - 104100 cr, 3 XP [#6: Empire of Bones] {GM}
24 - 240000 cr, 3 XP [#31: Waking the Worldseed]
25 - 80100 cr, 1 XP [#3-20: Fleeting Truth III]

Total: 633993 cp x 41 XP x 1 Infamy

Description:

Tall kish (race of humanoids with three eyes and sharp-toothed mandibles) with gray skin and several scars on his face all this time kept silent. His heavy armor looks epic and brutal and too grotesque: bright red colors, decorative and real spikes, some bones and skulls, real magic runes and (as if for contrast) some obscene words applied with an common aerosol can, and so on. He carries a long sword and starknife. Some recognize him as a fairly well-known gladiator who uses the image of a Devourer cultist in his fights. Someone even remembers that he gained some fame after participating in a Zo’s popular show Pact World Warriors.

Only when the team arrives at the place, he comes out of the 'trance' and remembers the local traditions.

- Name's Xin-Da-Rick. When the time of the massacre comes, you will need me.


Boons:

Enemy of the Devourer (Social): You gain a +2 bonus on any Culture, Diplomacy (gather information), or Mysticism check related to the Cult of the Devourer. Once per session, you can re-roll any one saving throw against an effect created by a follower of the Devourer.

Stain of the Perplexity (Personal): You gain +2 divine bonus to influencing or negotiating with evil-aligned creatures (or +4 if this is demons). When another living creature takes bleed damage while within 15 feet of you, that creature must roll the damage dice twice and takes the higher damage result.


Bot Me:

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M CN Kish Soldier Gladiator [Divine Champion] XIV
Init +7; Perc +3; Darkvision 60’, Blindsense (vibration) & Sense Through (blindsense-vibration) 30'
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Str 28 (+8) Deх 18 (+4) Con 22 (+6) Int 8 (-1) Wis 16 (+3) Cha 11
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DEFENSE
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EAC 31 KAC 33
HP 103 SP 185 RP 14
Fort +15 Ref +12 Will +12 [+2 vs fear]
Resistance Electricity 15
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OFFENSE
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Speed 35 ft. [Climb & Swim] Base Atk +14
Melee Weapon Spikes [DA] +20 (1d8+33 S)
Called Longsword [DA] +21 (2d10+33 S; bleed 2d6)
Flametongue [DA] +21 (4d8 F+33; integrated, reach)
Ranged Returning Starknife [DA] +21 (1d4+33 P; thrown 20 ft)
Grenade +20 (DC20 Ref)
Special Bone Spines (reaction; 4d4 P; bleed 13), Dimensional Braces (standard; 120 ft; 1/day), Electrostatic Field (3d6 Е), Early Stage Adaptation Graft (swift), Flametongue (as part of attack or swift; 4 rounds), Keep Fighting (move; 3d6+14)
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Skills [with ACP -3] Athletics +22, Intimidate +18, Survival +23
[+2 to influencing or negotiating with evil creatures or +4 with demons]
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Theme Gladiator | Race Kish |
Fighting Style Blitz | Secondary Fighting Style Rover
Feats Cleave & Great Cleave, Blind-Fight, Deadly Aim, Deflect Projectiles, Divine Blessing (The Devourer), Lunge, Nimble Moves (style feat), Penetrating Attack, Steel Nerves, Toughness, Weapon Focus (Adv.Melee)
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SP 3/day - Lesser Confusion (DC19) or Inflict Pain (DC20), 1/day - Synaptic Pulse (DC20) or Confusion (DC21)
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SPECIAL
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- All-Terrain Movement (Ex): You gain a climb speed and a swim speed equal to your land speed. Further, when you gain a fly speed from any source, your fly speed increases by 10 feet. This effect stacks with abilities such as the Sky Jockey feat. As a swift action, you can spend 1 Resolve Point to inspire allies within 30 feet who can see you to match your athletic prowess; affected allies gain a +2 insight bonus to Athletics checks for a number of rounds equal to your key ability modifier.

- Blind-Fight: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. You aren’t flat-footed against melee attacks from creatures you can’t see, and you can withdraw from creatures you can’t perceive. You don’t need to attempt Acrobatics checks to move at full speed while blinded.

- Charge Attack (Ex): As a standard action, you can make a charge without the charge penalties, and you can substitute a bull rush for the melee attack at the end of the charge. When you gain the soldier’s onslaught class feature, you can make two attacks instead of one at the end of your charge, both with a –4 penalty.

- Cleave (Great, Spinning, Defensive): As a standard action, you can make a single melee attack against a foe within reach. If you hit, you deal damage normally and can make an additional melee attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can make only one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. || If you strike a second target with the Cleave feat, you can spend 1 Resolve Point to make a melee attack against each subsequent foe that is both adjacent to the last target and within your reach, as long as you hit the previous foe. You can’t attack an individual foe more than once during this attack action. || Whenever you use the Cleave or Great Cleave feat, you can make subsequent attacks against foes that are not adjacent to one another, provided each foe is within your reach. || When you use the Cleave or Great Cleave feat, you don’t take that feat’s penalty to your Armor Class.

- Deflect Projectiles: When you would be hit by a ranged attack from a weapon or spell that deals energy or kinetic damage, you can spend 1 Resolve Point as a reaction to make an attack roll with a nonarchaic melee weapon that deals the same general category of damage (energy or kinetic) with a +5 bonus. If your attack roll is higher than the attack roll that hit you, you deflect the attack with your weapon, and it misses. This doesn’t work against area attacks, even against area attacks that have attack rolls like blast weapons, and you can’t use this reaction if you aren’t capable of making an attack with an appropriate weapon.

- Divine Awakening (Su): You are divinely protected, gaining a +1 enhancement bonus to saving throws with your lowest base saving throw bonus (Ref). At 6th level and every 4 levels thereafter, the bonus increases by 1.

- Divine Blessing (The Devourer): If you are knocked unconscious or killed by a creature that is a legal target for a weapon you are wielding, as a reaction you can make a single attack against the creature. You can make this single attack despite being unconscious or dead.

- Divine Judgement (Chaos): As a move action, you can spend 1 Resolve Point to pronounce a creature you can see an enemy of your faith. Until the target is dead or the next time you take a full 8-hour rest, all your weapon attacks bypass that target’s DR and ignore its energy resistances as though your weapons had the anarchic fusion (even if the target isn’t a dragon or outsider).

- Divine Power, Lesser (Sp): Once per day, you can cast the 1st- or 2nd-level spell of your chosen connection as a spell-like ability (10th level - 2/day; 14th level - 3/day).

- Divine Power (Sp): Once per day, you can cast the 3st- or 4nd-level spell of your chosen connection as a spell-like ability (16th level - 2/day; 20th level - 3/day).

- Famous Fighter: You have developed a considerable fandom that loves you for your arena prowess. You’re famous enough that others require only a DC 15 Culture check to recognize your name and a DC 25 Culture check to recognize you out of context from your appearance alone. Because you’re famous for your brutal stage presence, you can spend twice the normal amount of time when using Intimidate to bully a creature whose attitude is indifferent or better. If you do and succeed at the check, when the effect wears off, the creature’s attitude toward you is worsened only to indifferent, not unfriendly. At the GM’s discretion, a die-hard fan’s attitude might be worsened to friendly instead, or you might be able to use this ability against an unfriendly target.

- Keep Fighting (Ex): As a move action, you can spend 1 Resolve Point to regain Stamina Points equal to 2d6 + your soldier level. You can’t use this ability again until after you regain Stamina Points from a 10-minute rest. The number of Stamina Points you regain increases by 1d6 at 10th level, 15th level, and 20th level.

- Lunge: You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your Armor Class until the beginning of your next turn. You must decide to use this ability before making any attacks in the round.

- Melee Strike: Add an additional bonus equal to half your Strength bonus to damage rolls with melee weapons.

- Nimble Moves: You can move through up to 20 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a guarded step into difficult terrain.

- Perfect Opportunity (Ex): When you hit a creature with an attack of opportunity, that creature can’t move out of the squares you threaten until the start of its next turn. In addition, when an enemy takes a guarded step out of a square you threaten, you can make an attack of opportunity against it with a –2 penalty to the attack roll. If the target provoked an attack of opportunity by moving, hitting with your attack of opportunity ends the target’s movement immediately, preventing it from carrying out the rest of its movement.

- Penetrating Attack: Reduce your target’s energy resistances and damage reduction by 5 against your weapon attacks.

- Rapid Response: You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.

- Steel Nerves: You gain a +2 bonus to saving throws against fear effects. In addition, when you have the frightened condition, you can choose to fight rather than flee. When you have the panicked condition, you don’t drop what you’re holding.

- Survivalist: Kish can take 20 on Survival checks to endure severe weather and predict weather. || You can use Survival in place of Life Science to identify creatures of the plant, animal, and vermin types, and you gain a +1 insight bonus to Survival checks. This bonus increases by 1 at 13th and 17th level.

- Toughness: You gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.

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EQUIPMENT
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Adrenal Booster: When you are dying, the number of Resolve Points you need to stabilize is reduced by 1 (to a minimum of 1 Resolve Point needed to stabilize). This ability doesn’t stack with any other ability that allows you to spend fewer Resolve Points to stabilize. In addition, once per day, you can spend the required Resolve Points to stabilize and 1 additional Resolve Point to stay in the fight (regaining 1 Hit Point) in the same round.

Bone Spines: Your bones are laced with dangerous spines that can be extended to harm foes who get too close. You can retract or harmlessly extend your spines as a standard action. You can't extend bone spines while wearing armor not fitted to you. If your bone spines are extended and an opponent within 5 feet hits you with a melee attack, you can use your reaction to deal the listed piercing damage to that attacker. If your opponent's attack roll is a natural 20, the attacker also gains the bleeding condition equal to the item level of your spines. If you have natural weapons and those weapons are magical, the damage dealt by your bone spines is also magical.

Called: A weapon with the called fusion can be teleported to its owner’s hand as a swift action, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a called weapon. A weapon with the called fusion must be in your possession for at least 24 hours for this ability to function.

Dimensional Braces: Your legs are fitted with braces attuned to the resonance frequency of the Astral Plane. Once per day as a standard action, you can teleport yourself, per dimension door, with a maximum range of 120 feet. You can’t bring any other creatures with you.

+ Early Stage Adaptation Graft: A series of extendable plates, elastic filaments, and reflective layers are installed throughout your skin and arms to provide you similar benefits. Once every 1d4 rounds as a swift action, you can reshape part of your body and adjust your chemistry to gain one of the following qualities. The adaptation lasts until the beginning of your next turn.

- You can add an additional amount of damage to melee attacks equal to your Strength modifier.
- You gain a +1 enhancement bonus to AC.
- You gain resistance 2 against a single energy type (acid, cold, electricity, fire, or sonic).
- Your reach is extended by 5 feet.

Electrostatic Field: This field over your armor grants you electricity resistance, and any creature that touches you or deals damage to you with a melee weapon takes electricity damage.

Flametongue: Structurally similar to the dragon gland, which blankets a small area in destructive energy, a flametongue gland generates a continuous, controlled gout of fire from your mouth that you can wield like a whip using quick motions of your head or tongue. The flametongue functions as an advanced melee weapon with the integrated and reach weapon special properties. It deals damage based on its model. You can activate the flametongue on your turn as part of the action used to make an attack with it, or you can activate the augmentation as a swift action. The flametongue remains active for a number of rounds equal to 1 + 1/2 your Constitution modifier, or until you deactivate it; doing so takes no action on your turn or a reaction if it is not your turn. While the flametongue is active, the first time each round you speak any language other than Ignan, you take fire damage equal to twice the augmentation’s item level (DC 20 Reflex negates). After you activate the flametongue, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.

Grim Trophies: Devourer cultists often adorn their armor with magically enhanced trophies representing their most meaningful kills, such as skulls or other bits of bone or exoskeleton taken from slain foes, defiled holy symbols, broken bits of weapons, or bloodied and tattered badges or seals of authority. While wearing armor with grim trophies, if you successfully cause a foe to be shaken, the foe applies the –2 penalty from that condition to weapon damage rolls in addition to the other rolls it normally applies to.

Jump Jets: You can activate jump jets as part of a move action in order to fly during your movement. You can fly up to 30 feet (average maneuverability) with a maximum height of 10 feet, or you can fly up to 20 feet straight up.

Planar Runeplates (Devourer): [1 reroll per day] Each set of planar runeplates has the same alignment as the extraplanar entity to which the plates are dedicated. While you wear the plates, they have several effects. If a creature with an alignment component opposite any of the plates’ alignment components attacks you, the plates alert you to the creature’s opposing subtypes. If the attack hits, as a reaction you can force the creature to reroll the attack and use the worse result. If you fail a saving throw against an effect created by such a creature, as a reaction you can reroll the saving throw and take the better result.

Returning: You can add this fusion only to a weapon that has the thrown weapon special property. A returning weapon flies through the air back to you after you make a thrown ranged attack with it. It returns to you just before your next turn (and is therefore ready to use again in that turn). Catching the weapon when it comes back takes no action. If you can’t catch it, or if you have moved since throwing it, the weapon drops to the ground in the square from which you threw it.

Tremor Soles: The bases of your feet register even minute vibrations of nearby footfalls. You gain blindsense (vibration) and sense through (blindsense—vibration), both with ranges of 30 feet. However, you can only use these senses while in contact with a solid surface like the ground or a wall, and only then to sense creatures and objects that are in contact with other solid surfaces directly connected to your surface. For example, you could sense others walking on the ground nearby, even on the other side of a wall, but while floating in a raft, you would be unable to detect creatures walking on the nearby shore for lack of a solid connection between the two surfaces.

Weapon Spikes: A suit of armor covered in wicked spikes is an iconic piece of devourer cultist gear. You must have a hand free to attack with the weapon spikes (so you can maneuver a foe into a position where the spikes are effective), unless the foe is grappling you or you are grappling the foe (in which case you can attack with the weapon spikes even if you do not have a free hand). You can also make attacks with weapon spikes when pinned, though only against the creature pinning you.

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Adrenal Booster (Endocrine) - 8900
Early Stage Adaptation Graft - 13000 (All Arms and Skin)
Bone Spines, Punishing - 47900 (Spinal Column)
Flametongue, Firedrake - 51500 (Throat)
Dimensional Braces - 38000 (All legs)
Tremor Soles - 37000 (Feet)

Ability Crystal (Magic), MK 3 - 75000 [STR]
Ability Crystal (Magic), MK 2 - 6500 [CON]
Ability Crystal (Magic), MK 1 - 1400 [DEX]

Longsword, Microserrated - 12100 (1B) + Called 2600
Starknife - 110 [1L] + Returning - 120
Flash Grenade, Mk 3 [5/5] - 24000
[explode (blinded 1d6 rounds; 15 ft.)]
Screamer Grenade, Mk 3 [5/5] - 26000
[explode (4d10 So; deafened 1d4 minutes; 25 ft.)]

Lashunta Ringwear, IV [2B]
[EAC +16; KAC +18; MDB +4; ACP -3; Speed -5; U-Slots 4]
+ Grim Trophies - 125

+ Planar Runeplates [Mk 1] - 2000
+ Jump Jets - 1000 [capacity 20; usage 2]
+ Weapon Spikes [Dueling Sword (Corpse Fleet), Converted] - 2506

Tactical Shield, Field - 2500 [1B]
[+1/+1; MDB -; ACP -; U-Slots 1]
+Electrostatic Field, MK 3 - 35000

Serum of Healing, Mk 1 [3] - 150 [3L]

Bulk 4B 4L

Spend
Called Longsword, Standard - 495 [1B]

Sold
Golemforged Plating, II - 1449
Ceremonial Plate, Commander - 6615
Glass Skin - 1800 (Skin)
Voice Amplifier - 112
Electrostatic Field, MK 1 - 2700

Credits 205780

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