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About XipeStory:
The tribal people of the forested Nunsk region are varied and scattered, the small nomadic clans living in the wilds, hunting, and foraging and sometimes herding. The tribes interact frequently with each other, trading or fighting amongst themselves. When their travels bring them close to the fringe of society, they may raid or turn to banditry as often as they will trade with the civilized nations. Xipe ( pronounced Shee-pay ) is the daughter of a bowyer and archer, and has just come of age, and is a skilled archer herself. Though her exposure to much of the world is limited, she has a curiosity and wanderlust. She will often disappear into the wilds for hours or days hunting or exploring. The wilds are populated with the ruins of many lost civilizations and lost cities. Xipe will often explore the fringes of these ruins. Appearance:
Xipe is short and wiry, athletic. Her small Hotec clan, like many, has intermingled with other peoples of the vast region they inhabit. Xipe has very dark skin, wide almond shaped eyes, and long black hair kept in a braid that hangs past her waist. Simple jewelry of bone pierce her ears and other locations. Her tribe like many, tattoo large portions of their body and Xipe is no different. A mask is tattooed across her eyes, and three marks like claw swipes cover each cheek. Her body from neck to ankle is covered in natural looking foliage or leaf tatoos. She carries a composite longbow, and uses a simple club or knife. For protection, she wears a rough hide shirt. Like most of her people she wears little if any other clothing, which just gets in the way, and softens a person. Without armor she would be functionally nude, save perhaps a loincloth. Her Common speech is thick and heavily accented, and much of the time her speech is reserved. Personality:
Xipe is very cautious around other people, and doesn't trust anyone not from her tribe, suspecting them to capture, kidnap, or kill her. She can be brusque or abrasive, and to the point. As a hunter and sometimes bandit, she doesn't ponder moral implications of her actions. Life is about survival. She will do what she can to get ahead. Class: Warrior 2/Slayer 3
Stats:
Str 12 (+1), Dex 18(+4), Con 14(+2), Int 12(+1), Wis 10(0), Cha 7(-2) Defense:
AC 17, touch 14, flat-footed 13 (+4 dex, +3 armor) CMD 20 (+5 BAB, +1 str, +4 dex) hp 58 (1d10 (10,10,10,7,6) +10 CON +5 FCB*) * FCB applies to both NPC and PC classes per DM Fort +8 ( base 6, stat 2) Ref +6 (base 3, stat 4) Will +1 (base 1, stat 0) Offense:
BAB +5, CMB +6 (BAB +5, +1 str) Move Speed 30' Attacks:
Feats:
Armor Proficiency-light (free) Armor Proficiency-medium (free) Armor Proficiency-heavy (free) Shield Proficiency (free) Tower Shield Proficiency (free) Simple Weapons (free) Martial Weapons (free) feat 1st: point blank shot feat human: precise shot feat: 3rd: rapid shot feat: bonus slayer talent: deadly aim feat: 5th: ranged trip Skills:
(7 ranks/level) Trained: Acrobatics +10 (dex 4, rank 5, class skill 3, armor -1) 5 Ranks: You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren't denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower. Survival: +7/+8*/+10**/+8(10)*** (rank 5, wis 0, trait 1*, kit +2*, racial 2, class 1***) * trait to get along in wilderness only ** using animal call kit, to track specific animal or get along in wilderness *** tracking only, certain animals can use kit bonus too Craft bows: +8 (class 3, rank 4, int 1) Stealth: +8/+10* (rank 5, dex 4, trait 2*, armor -1) * in forest or overgrown areas Disable Device +11 ( rank 4, class skill 3, dex 4, armor -1, trait 1) Knowledge Nature +8 ( rank 4, class skill 3, int 1, trait 1 ) Untrained:
Special Abilities:
Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack and damage rolls, as well as the bonus to slayer ability DCs against a studied, target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. At 7th level, a slayer can study an opponent as a move or swift action. Sneak Attack: +1d6 Track (Ex): A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.
Racial:
Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled. Bonus Feat: Humans select one extra feat at 1st level. Traits:
Savage (social) Benefits: You gain a +1 trait bonus on Knowledge (nature) checks and a +1 trait bonus on Survival checks to get along in the wild. Knowledge (nature) is always a class skill for you. Trap Finder
Paranoid (Drawback)
Briar Bandit (forest)
Languages:
Common, Draconic Equipment:
hide shirt 18 composite longbow (+1str) 3 92 arrows 12 22 arrow supplies/broken 20 cold iron arrows 10 blunt head arrows 30 arrowheads thieves tools club 3 masterwork dagger 1 silver dagger 1 belt pouch .5 chalk (10) - (pouch) flint and steel - (pouch) fishhook - (pouch) blanket 3 bedroll handaxe water skin 4 candles (10) - (pouch) kits, animal call (deer, birds) - (pouch) pilo eggs weight total= 42.5 lbs
Bookkeeping:
hide shirt 20gp composite longbow +1 str 200gp dagger 2gp club 0gp 60 arrows 3 blanket .5 belt pouch 1 waterskin 1 fish hook .1 candles .1 chalk .1 kits, animal call (deer, bird) .2 flint and steel 1 trail rations .5 dragon hide/skull mantle/helm. claws/teeth. wolf pelt. 3 doses of huge centipede poison starting budget=240 gp
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