Known As the Infamous Black Ace, Xante is the greatest flyer of the entire clan. Trained as an elite storm talon he, instead of learning the normal ground tactics, learned instead to perfect his flight and the agility of his wings.


level 15 Raptoran Mobile Weapon Adept (Monk fighter)
Strength 13, Dexterity 18, Constitution 14, Intelligence 20, Wisdom 14, Charisma 12
Speeds: 40ft land speed, 40ft glide speed (see Racial), 90ft fly speed (good)
Hp: 131 Bab: 15/10/5 Cmb: 19 (Cmd: 27) Saves: +11 Fortitude, +13 Reflex, +11 Will
Feats: Kunfu Genius, Improved Unarmed Strike, Beast Strike, Perfect Strike, Stunning fist, Multi-weapon fighting, improved Multi-weapon fighting, Greater Multi-weapon fighting, Agile maneuvers, dodge, mobility, spring attack (flying), endurance, diehard, elemental fist, punishing kick, ki blast, weapon Finesse, combat reflexes, combat patrol, improved flight, Winged warrior, Raptor school, Sun school

Skills: 135

Abilities: Combat Patrol 20ft, Stunning Fist (Dc 22) 16/day, Elemental Fist 15/day,
Punishing Kick 25ft (Dc22) 15/day, Dust up (Dc 17)
Multi-weapon Bab: 13/13/13/13/8/8/8/8/3/3/3/3

 Low-light vision, 2 to perception and climb, +10 to acrobatics
 Xante can use the run action while flying, provided he flies in a straight line.
 Talons: Xante has two 1d4 talon attacks. He adds 1½ his Strength modifier to damage. Xante can add both his talon attacks to a full attack with a -5 on the talon attacks. Xante cannot make a talon attack with a foot that is holding something. Xante gets +1 to attack and damage to all talon attacks made air borne.
 Unerring Direction: Raptorans have an instinctive sense of which direction is north, even when they are underground or otherwise unable to see the sky or other visual cues. Beyond the Material Plane, this ability doesn’t function.
 Gliding (Ex): A Raptoran can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Raptorans glide at a speed of 40 feet (average maneuverability). Even if a Raptoran’s maneuverability improves, she can’t hover while gliding. A Raptoran can’t glide while carrying a medium or heavy load. If a Raptoran becomes unconscious or helpless while in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The Raptoran descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
 Dive Attack: Xante can make a dive attack. A dive attack works like a charge, but Xante must move a Minimum of 30 feet and descend at least 10 feet. Xante can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage.
 Opposable Talons: Xante can do any action with its feet it could do make with its actual hands, taking it just as long as it would making the action with its hands. Uramed strikes made with his feet do bludgeoning and slashing damage. Xante can wield weapons and attack with them. If Xante attacks with a weapon held by one or both feet while at least 5ft off the ground it only takes a -1 to the attack(s). If Xante is in flight or gliding while making these attacks he must make a fly check DC 5
(5 times the number of attacks made) or fall and descend 5ft +5 more feet per every 2 points it failed the check (the attacks are still made). If Xante hits the ground during this descend it takes 1d6 non-lethal falling damage and is treated as flatfooted till the beginning of its next turn. If Xante hits the ground during this descend he must also make an acrobatic check of the same DC of the fly check and if he fails this check he ends up prone and is treated flatfooted till the beginning of its next turn. When Xante Makes weapon attacks with its feet while on the ground he takes penalties to the weapon attacks as such:
-2 for Thrown Weapon Attacks
-2 for One-Handed Melee Weapon Attacks
-4 for One-Handed Ranged Weapon Attacks
-4 for Two-Handed Melee Weapon Attacks
-8 for Two-Handed Ranged Weapon Attacks
These penalties only apply to the single attack, but stack with all other penalties. Xante can attack with both his feet and hands as part of a full attack. it’s possible for Xante to make weapon attacks and an extra talon attack with the same foot, but he must let go of the weapon which sends the weapon flying into an adjacent square.

 Evasion, Immunity to poison, spell resistance 25, slow fall 50ft.
2 bonus on saving throws against enchantment spells and effects.
 Xante has immunity to all diseases, including supernatural and magical diseases.
 Xante adds his intelligence modifier +3 (8) to Ac and his Combat Maneuver Defense Score.
 Whenever Xante moves at least 5 feet prior to attacking, he gains a +3 bonus on attack and damage rolls.
 +4 bonus on saving throws made against effects that cause him to become paralyzed, slowed, or entangled.
 Xante can heal his own wounds as a standard action. He can heal 15 hp worth of damage by using 2 points from his ki pool.
 Xante can take 10 on Acrobatics checks even while distracted or threatened, and can take 20 on an Acrobatics check 3/day.
 When using the Stunning fist Feat he can also choose to instead have his stunning fist do one of they following effects (at the same save): Fatigued, Sickened for 1 min, or Staggered for 1d6
1 rounds.
 When using the Perfect strike feat he can roll his attack roll three times and take the higher result. If one of these rolls is a critical threat, he can choose which one of his other two rolls to use as his confirmation roll.
 Can combine a full-attack action with a single move. He must forgo the attack at his highest bonus but may take the remaining attacks at any point during his movement. This movement provokes attacks of opportunity as normal.
 Xante can slip magically between spaces, as if using the spell dimension door (caster level 15). Using this ability is a move action that consumes 2 points from his ki pool. He cannot take other creatures with him when he uses this ability
 Xante may make unarmed Strikes even if he’s hands and or feat are full. He also does 2d6 damage (2d6+1d4 when using his feet and not carrying anything with them) with unarmed strikes. He also applies his full Strength bonus to unarmed damage (1 ½ with unarmed attacks made with his feet).
15 to Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, Xante gains a +20 bonus on Acrobatics checks made to jump for 1 round.
 Xante has the quivering palm ability 1/day. he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if Xante strikes successfully and the target takes damage from the blow, Xante can try to slay the victim at any later time, up to 15 days. To make such an attempt, Xante merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw Dc 22, it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. Xante can have no more than 1 quivering palm in effect at one time.
 Xante has a ki pool of 12. As long as he has at least 1 point in his ki pool, he can make a ki strike. Ki strikes allows his unarmed attacks to be treated as magical and lawful for the purpose of overcoming damage reduction. By spending 1 point from his ki pool, Xante can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his land or fly speed by 20 feet for 1 round. Xante may also spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
 Maneuvers: Xante may use any of the following maneuvers:
-Inexorable Progress of Dawn – If Xante hits an opponent with the first two attack from a Flurry of Blows, your opponent must move back 5’ and Xante may move forward 5’. Neither movement provokes an Attack of Opportunity.
-Blinding Sun of Noon – If Xante successfully Stuns an opponent on two consecutive rounds, your opponent is Confused for 1d4 rounds after recovering from the Stun.
-Flash of Sunset – If Xante moves next to an opponent by using any teleporting ability he may make one attack at his highest bonus at the end of his action.
-Eagle’s Swoop – If Xante Charges or jump down at least 10’ onto your foe, he may make a Acrobatic check to do extra damage (DC is 15 to do +2 damage –or– DC 25 to do +4 damage). If he fails the Acrobatic check, Xante misses your foe entirely & if the check misses by 5
, Xante ends up Prone.
-Falcon’s Feathers – As a Standard Action, Xante may attempt a Feint action using a cloak or one of his wings to cause an distraction. For this maneuver, Xante uses his Base Attack Bonus in place of his ranks in Bluff for the Feint. If successful, Xante’s opponent is Flat-Footed for the next melee attack he make’s against him/her.
-Hawk’s Eye – As a Full Round Action, Xante may observe his opponent (he can do this for up to 3 consecutive rounds). The next melee attack he makes on that opponent receives a +2 bonus to attack & damage for each round he observed (maximum of +6). If Xante does not attack within 3 round of observing or his opponent attacks him first, the bonuses are lost.
-Dustup: Xante can flap his wings hard as a move action, the draft creating a hemispherical cloud with a radius of 20 feet. Clear vision within the cloud is limited to 10 feet. Creatures beyond 10 feet out to 20 feet away have concealment. Beyond 20 feet, creatures have total concealment. This also makes it hard to see inside the cloud, and creatures inside the cloud have total concealment against creatures beyond 20ft away outside the cloud and concealment against creatures beyond 10 feet out to 20ft inside the cloud. Those caught in the cloud must succeed on a Concentration check (DC 10 + 1/2 your character level) to cast a spell. To use this maneuver, Xante must be standing in, or flying no more than 10 feet above, an area with a lot of loose debris
-Flying Leap: whenever Xante moves 30ft by land or 40ft by flight he gains a +4 bonus on Climb checks and +8 to Acrobatic checks because his wings give him lift and stabilize him.
-Shroud of Feathers: Xante can attempt to feint In combat as part of an attack, suddenly spreading his wings to reveal his attack just as it’s about to land a blow. To use this maneuver, Xante must spend a move action to pull his wings around his body. Xante cannot be flying during this maneuver. The shroud of feathers maneuver works on a given foe only once per combat



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