Valeros

Zokon Santyev's page

1,877 posts. Alias of Tharasiph.


Full Name

Zokon Santyev

Race

HP:50/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 |

Classes/Levels

Slayer 3 Fighter WM 2

Gender

Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4

Size

Medium

Age

22

Alignment

Chaotic Good

Deity

Sarenrae

Location

Brevoy

Languages

Common, Elven, Draconic

Strength 16
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 14
Charisma 10

About Zokon Santyev

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Awesome Zokon art

Details
Male Human Slayer 3 (Sniper) Fighter WeaponMaster(Bow) 2
CG Medium humanoid
Init +4; Senses Normal Vision,

Stat Block
Str 16, Dex 18 Con 14, Int 12, Wis 14, Cha 10
Base Atk +5; CMB +8; CMD 22
HP 51 (5d10+10)
Favoured Class Slayer +3 skill

Offence/Defence:

Defense
AC 19, touch 14, flat-footed 15 (+4 armour, +4 Dex, +1 Buckler)

Fort +8, Ref +7, Will +3;

Offense
Speed 30 ft
Melee

Sap +8 (1d6+3)
Cold Iron Dagger +8 (1d4+3)
+1 Rapier +9 (1d8+4/18-20)

Ranged
Dagger +9 (1d4+3) 10ft (*4)
(Deadly Aim) Dagger +7 (1d4+7) 10ft (*6)

+1 Darkwood Composite Longbow(+3 Str) +11 (1d8+4) 100ft
(Deadly Aim) +1 Darkwood Composite Longbow(+3 Str) +9 (1d8+8) 100ft

(Rapid Shot) +1 Darkwood Composite Longbow(+3 Str) +9 (1d8+4) 100ft
(Rapid Shot+Deadly Aim) +1 Darkwood Composite Longbow(+3 Str) +7 (1d8+8) 100ft

[dice=Longbow-rs-DA+st]1d20+8; 1d8+9[/dice]

Feats and Traits:

Feats
Point Blank Shot (within 30ft +1th &Dmg)
Rapid Shot (2 shots -2TH)
Slayer Talent - Ranger Combat Style Archery - Precise Shot
Weapon Focus-Longbow
Deadly Aim
Extra Traits (2)
Combat Reflexes

Traits
Armour expert -1 to Armour Penalties
Trait Traditionalist - Sarenrae - Kn Nobility class skill +1
Trait Keen Ear - can always take 10 for Perception even if distractions

Bastard(limited to human characters): One of your
parents was a member of one of the great families of
Brevoy, perhaps even of the line of Rogarvia itself. Yet
you have no substantive proof of your nobility, and you’ve
learned that claiming nobility without evidence makes
you as good as a liar. While you might own a piece of
jewelry, a scrap of once-rich fabric, or an aged confession
of love, none of this directly supports your claim. Thus,
you’ve lived your life in the shadow of nobility, knowing
that you deserve the comforts and esteem of the elite,
even though the contempt of fate brings you nothing
but their scorn. Whether a recent attempt to prove your
heritage has brought down the wrath of a noble family’s
henchmen or you merely seek to prove the worth of the
blood in your veins, you’ve joined an expedition into
the Stolen Lands, hoping to make a name all your own.
You take a –1 penalty on all Charisma-based skill checks
made when dealing with members of Brevic nobility but
gain a +1 trait bonus on Will saves as a result of your
stubbornness and individuality. (The penalty aspect
of this trait is removed if you ever manage to establish
yourself as a true noble.)

Skills:

Skills: 32+10+3

Climb(Str) +7 (1R)
Swim(Str) +7 (1R)

Stealth(Dex) +12 (5R)
Acrobatics(Dex) +10 (3R)
Ride (Dex) +8 (1R)

Heal (Wis) +6 (1R)
Perception(wis) +10 (5R)
Sense Motive (Wis) +9 (4R)
Survival(Wis) +9 (4R)

Knowledge Dungeoneering (Int) +5 (1R)
Knowledge Local(Int) +5 (1R)
*Kn Nobility (Int) +10 (3R BG skills, 2R standard +1 trait)

Bluff(Cha) +4 (1R)
Diplomacy(Cha) +4 (1R)
Disguise(Cha) +4 (1R)
Intimidate(Cha) +4 (1R)
UMD(Cha) +2 (2R)

Background Skills: 8

Craft: Bow (Int) +5 (1R)
Knowledge Geography(Int) +5 (1R)

Appraise(Int) +2 (1R)

Knowledge History(Int) +2 (1R)
Knowledge Nobility(Int) +10 ((3R BG skills, 2R standard +1 trait))
Lore:Kobold (Int) +5 (1R)
Linguistics: Draconic (Int) +5 (1R)

Handle Animal(Cha) +4 (1R)

Feint:

Feint: You can use Bluff to feint in combat, causing your opponent to be denied his Dexterity bonus to his AC against your next attack. The DC of this check is equal to 10 + your opponent's base attack bonus + your opponent's Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your
opponent's Sense Motive bonus, if higher. For more information on feinting in combat, see Combat.

Special Abilities
Class 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.

Sniper Archetype Abilities:

Accuracy (Ex)

At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow, crossbow, or firearm.

This ability replaces track.

Deadly Range (Ex)

At 2nd level, when the sniper makes an attack against a target who is within his weapon's first range increment and completely unaware of his presence, that attack ignores the 30 foot range limit on ranged sneak attacks, and if it is a sneak attack, he adds his sniper level as a bonus on his sneak attack damage roll. After this first attack, the target is aware of the sniper's presence.

Fighter Ability - Weapon Master

Weapon Guard (Ex)
At 2nd level, a weapon master gains a +1 bonus to CMD against disarm and sunder attempts while wielding his chosen weapon. This bonus also applies on saves against any effect that targets his chosen weapon (for example, grease, heat metal, shatter, warp wood). The bonus increases by +1 for every four levels beyond 2nd.

Sneak Attack (Ex):This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter.

Stalker (Ex): At 7th level, a slayer gains his studied target bonus on Disguise, Intimidate, and Stealth checks against his studied opponent.

Languages Common, Elven, Draconic

Gear:

Magical Gear

Combat Gear
Sap (1/2)

Masterwork Heavy Mace (306/2)

Thrown Darts:

Masterwork Chainshirt (250/25)
Cold Iron Dagger (Spring Loaded Wrist Sheath) (4/1)
Darkwood Composite Longbow +1 (+3 Str) (2730/1.5)
40 Arrows (1/3)
40 Cold Iron Arrows (2/3) (Silver Weapon Blanch)
20 Blunt Arrows (1/3)
MW Buckler Shield (155/5)
+1 Rapier (2300/4)

Other Gear
Handy Haversack (20/20/80) 2000gp
[contents]
Continual flame stone *3 (300gp)
Strap for head and metal concave stone holder -

Waterskin * 1 (1/4)
Flint and Steel (1/)
Wandermeal *10 (.1/5)
Trail rations * 4 (2/4)

Sun Rod *5 (4/2)
Flask Acid *2 (20/2)
Alchemists Fire *2 (50/2)
100' Silk Rope (20/10)
Grappling Hook (1/4)

Spring loaded wrist sheath(dagger) (5/1)

Mount
Light Riding Horse
Riding Saddle
Bit and Bridle
Horse Feed 2 days
SaddleBags
[Saddlebag contents]
100' String (.1/1)
100' Silk Rope (10/5)
Grappling Hook (1/4)
Bedroll (.1/5)
Mess Kit (.2/1)
Grooming Kit (1/2)
Compass (10/1)
Wandermeal *10 (.1/5)
Trail rations * 4 (2/4)
Waterskin ×2 (2/8)
60 Arrows (1/3)
40 Cold Iron Arrows (2/3) (Silver Blanch)
Small Tent (10/10)

Gold Left: 15

Horse:

Lok, Light Riding Horse
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 19 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee 2 hooves -2 (1d4+1) and
. . unarmed strike +3 (1d4+3 nonlethal)
Space 10 ft.; Reach 5 ft.
Weight: 76 lbs carried horse has the rest

Contacts

Background:

Zokon is the bastard son of a Noble of House Medvyed Lord Tengar Santyev.

My birth created quite a scandal for Lord Tengar Santyev as he was already married and had three sons. Having a bastard around to remind his wife and enemies of his weaknesses was inconvenient and he soon shipped me off away from the politics of Stoneclimb with my mother Talasia to a small holding of his in southern Gronzi forest. Here I grew up in the fortified village of Forests Edge.

My father ensured that I received a good education, which involved tutors and my religious education being handled by a priest of Abadar. My martial training was taken care of by local armsman in service to my father.

I never saw my father after this, he obviously got caught up in politics at Stoneclimb and didn't have the time for a bastard, especially seeing as he already had three sons to look after his affairs and carry his name.

Erlund Remuros was my fathers armsman and my new trainer in the art of combat and he did not take to it with zeal at first, his old injures pained him and instructing me required that he also run through the maneuvers. Over time we became fast friends, Erland respecting my hard work and respect for his teachings and I for my part appreciated the ever increasing set of tools I was developing in the art of defeating an opponent. I had realised by this point that Erlund was no mere arms-man when I asked where he had been trained, he told me he had been trained by an order of assassins. His story involved how he had been consumed by that life, the stalking, the killing and the power it gave him, until he was unknowingly given the job of targeting a member of his own family. He almost did it, until something in him woke him up to what he was about to do and he stayed his hand, he saved the family member and then left the life himself, moving far away and killing any who followed.

That day Erlund decided to stop running from his past and he started teaching me the way of the subtle step, to study anatomy and how to use a persons own mannerisms against them. We would train or study when we could and he became the father I always wanted.

The day he was killed defending the village was a day of sadness and happiness for me, as I knew he had finally allowed himself to care enough that he was willing to give his life to preserve it. He had saved the mayors son who in gratitude arranged for me to be part of a lucrative expedition that was going into the new settlements in the stolen lands, hopefully there to make my fortune.

Friends:
Alexis Thuvant: The two knew each other fairly well during their youth, and spent much of their spare time together. Their parting was one that left them both a little lost, but it was on the proviso that they "will" meet again and share their stories.

Kasten Raethos: A "Fixer" that saw some potential (To make him coin) in Zokon and has been looking out for ways and means for Zokon to be able to make his fortune.

Rivals:
His 3 half-brothers true sons of Lord Tengar Santyev. They dislike that Zokon blights their name and they want to make sure he can causes no trouble for them in the future. Ariston, Kollus and Bythe Santyev.

Ambitions & Goals:
To establish a name for himself to see that he is no longer under the oversight of someone like his "father" and be able to use his experiences to build something somewhere for himself. To get this done Zokon will goto great lengths and make many sacrifices, even playing on his "Nobility" to gain advantage.

Personality:

Prone to being laconic, Zokon prefers to give short answers, but he will goto great length to explain when he is instructing or when there is a potentially dangerous situation. He has started to find his voice and tells some terminally bad jokes, but at least he laughs at them.

Zokon enjoys teaching his skills to those that will listen and in this he has found his voice teaching the lessons he was taught him to those who wish to defend their families and homes.

Appearance:

Standing 6 ft tall with a Well muscled frame, but lithe and fit like a gymnast. All sharp contours and lines he can have a stern look about him, until he smiles at laughing children or relaxes near a spring. His Long dark hair is is generally tied back or bound with beads, so it does not get in his sight lines. He keeps his face clean shaven.

Zokon uses earthy colours in his clothing and wears his armour under concealing clothing. When about town Zokon forces himself to wear more festive colours, to not always be on duty.