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Lizardfolk

Wei Khangzhi-Lung's page

165 posts. Alias of Dave Herman.


Classes/Levels

AC: 28 (T:28/FF:24) - Hp: 58/114 - Ki: 4/9 - F:11/R:11/W:12

About Wei Khangzhi-Lung

Male LN Nagaji Fighter 3 (Brawler)/Monk (Sacred Mountain) 8
Age: 50 / Height: 6'4" / Weight: 220lbs
Scales: Dark green with yellow and brown spots (similar to an anaconda) / Eyes: Gold

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Abilities and Stats
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STR: 20 / DEX: 18 / CON: 14
INT: 13 / WIS: 20 / CHA: 10

HP: 114

Initiative: +4

Move Rate: 50ft

AC: 26 (Touch: 26, Flat Footed: 22) (+2 if no move)
BAB: +9/4
CMB: +16 (+6 Grapple, +3 Bull-Rush, +2 Disarm, +1 Drag and Reposition)
CMD: 34 (+3 vs Bull-Rush, +2 vs Disarm and Grapple, +1 vs Drag and Reposition)(+2 if no move)

Fort Save: +11
Reflex Save: +11
Will Save: +12
Conditional Modifiers: +2 Mind affecting, +2 Poison, +1 Fear, +2 Enchantment (In Dragon Style: +2 sleep, paralysis, stun)

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Combat
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Unarmed Strike: +16 / 1d10+10 (Dragon Style +16 / 1d10+14)
--Elemental Fist: +2d6 energy
--Flurry Of Blows: +14/+14/+9/+9
--Power Attack: -3 to hit / +6 dam
--Stunning Fist: DC 20 save (stunned, fatigued or sickened)

Grab (After unarmed strike): +22
Constrict: 1d10+10 (Dragon Style 1d10+14)

Sansetsukon +1: +14 / 1d10+6 (Blocking/Disarm/Monk)

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Skills
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Acrobatics: +14
Appraise: +1
Climb: +10
Craft (Watercolor): +8
Escape Artist: +8
Fly: +4
Handle Animal: +4 (Reptiles +6)
Heal: +6
Intimidate: +7
Know. Engineering: +5
Know. History: +6
Know. Local: +5
Know. Nature: +7
Know. Nobility: +3
Know. Religion: +6
Perception: +17
Profession (Nature Warden): +10
Ride: +4
Sense Motive: +11
Stealth: +6
Survival: +10
Swim: +10

Languages: Nagaji, Tien, Common

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Racial Abilities
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Low-light vision

Armored Scales: +1 natural armor bonus

Resistant: +2 saving throw bonus against mind-affecting effects and poison.

Serpent’s Sense: +2 Handle Animal (against reptiles), +2 Perception checks.

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Character Traits
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Quain Martial Artist: +1 damage rolls when using unarmed strikes.

Deft Dodger: +1 trait bonus on Reflex saves

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Fighter Abilities
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Bravery: +1 bonus on Will saves against fear

Close Control:) +1 on bull rush, drag, and reposition checks. +1 to CMD when attacked with the bull rush, drag, and reposition maneuvers.

Close Combatant: +1 to hit and +3 damage with weapons in the close weapon group.

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Monk Abilities
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AC Bonus: +7 AC and CMD (unless helpless or immobilized)

Flurry Of Blows: +9/+9/+3/+3

Unarmed Strike: 1d10

Stunning Fist: Can make target fatigued or sickened instead of stunned

Iron Monk: +1 Natural Armor, Toughness feat

Fast Movement: +20ft

Maneuver Training: use monk level in place of BAB for CMB.

Still Mind: +2 on saving throws against enchantment spells and effects.

Ki Pool (9):
Ki strike - Unarmed treated as Magic/Silver/Cold Iron weapon for DR
1 pt - One additional attack at highest attack bonus during flurry of blows (swift)
1 pt - Increase speed by 20 for one round (swift)
1 pt - Increase AC by +4 for one round (swift)

Bastion Stance: If the monk starts and ends his turn in the same space, he cannot be knocked prone or forcibly moved until the start of his next turn, except by mind-affecting or teleportation effects.

Purity of Body: Immune to all diseases, including supernatural and magical diseases.

Iron Limb Defense: If the monk starts and ends his turn in the same space, he gains a +2 shield bonus to AC and CMD until the start of his next turn. As a swift action, he can spend 1 ki point to increase this bonus to +4.

Wholeness Of Body: Heal monk level hp (8 hp) for 2 ki as a standard action.

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Feats
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Improved Natural Armor: +1 Natural Armor

Power Attack: -2 to hit, +4 dmg

Improved Bull Rush: +2 CMB & CMD for Bull Rush, no AOO

Improved Unarmed Strike: Unarmed does lethal or non-lethal, no AOO

Stunning Fist: DC 20 Fort or stunned, 8 times per day

Toughness: +11 hp

Dragon Style: Benefit: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.

Improved Grapple: +2 CMB & CMD for Grapple, no AOO

Deflect Arrow: Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action.

Dragon Ferocity: While using Dragon Style, you gain a bonus on unarmed strike damage rolls equal to half your Strength bonus. When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.

Elemental Fist: 2d6 acid, cold, electricity, or fire, 8 times per day

Improved Disarm: +2 CMB & CMD for Disarm, no AOO

Jawbreaker: Successful stunning fist against grappled, stunned or helpless opponent deal normal unarmed damage +1d4 bleed instead of stun. Target cannot use mouth to attack, speak or cast spells with verbal components.

Final Embrace: Gain the constrict and grab special attacks. Your constrict attack deals damage equal to your unarmed strike or primary natural weapon melee attack. You can grab and constrict opponents up to your size.

Grab:
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).

Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Constrict:
A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.

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Gear and Property
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Amulet of Mighty Fists: +1 Attack/damage (Unarmed)
Bracers of Armor: +2 AC
Sansetsukon +1
Masterwork Compound Longbow (strength rated +5)
60 Arrows
Ring of Sustenance
Prayer drum
Porcelain tea set (a gift from the imperial court)
Cure Light x 8
Cure Mod x 5
Nature Preserve and Sanctuary, with turtles, alligators, ducks and such...

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Background
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Born in the Nagaji mangrove village of Wei to the south of the Empire, Khangzhi took to his monastic pursuits early in life. His natural martial abilities soon attracted the attention of the naga lord Vasuki, and was summoned to his court to join the lord's personal bodyguard, the Henenga-Ananta. As the years passed, Vasuki's behaviour grew increasingly erratic, and he would send his guards off on puzzling and seemingly frivolous missions - retrieving or destroying random items, capturing various creatures, delivering cryptic messages and researching esoteric lore. The naga became more and more paranoid, distrusting all around but his top ranking guardsmen. Vasuki's madness culminated one day when he ordered the Henenga-Ananta to round up the members of his royal court, so that he could burn them alive in a sacrifice. Guardsmen that questioned were immediately executed. Khangzhi and the Henenga-Ananta's leader, Jianrupanshi, were given a seperate mission - to destroy the village of Wei and all its inhabitants.

Khangzhi feigned compliance, and on the way to Wei, he fought with and defeated Jianrupanshi, throwing the other Nagaji off a cliff. He then hurried to his home village and evacuated the residents. Once his people were safely gone, Khangzhi set the village ablaze and returned to Vasuki's palace. There Khangzhi found a scene of horrors, the screams of his Henega-Ananta brothers as the they burned alive mixed with Vasuki's hideous laughter echoing through the halls.

Vasuki, covered in blood and oils and upon his own pyre, turned to Khangzhi and said, "Ah my last, and most faithful servant. I see even Jianrupanshi could not be true to me in the end. As your reward, you may complete my last and greatest wish. You must immolate me and my palace, and when you are done, you may join me in godhood, as my immortal servant!!!" Wordlessy Khangzhi lit the pyre, and left the palace to burn as Vasuki screamed curses for his betrayal. He waited outside and watched the palace be consumed in fire, and then searched the ruins to make sure Vasuki had not survived. Grimly satisfied, Khangzhi wandered off, and lived nomadically until he eventually came to settle down at his sanctuary outside of Lanzhu.

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Character Notes
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Khangzhi has terrible taste in tea. What he enjoys, most anyone else would describe as foul, or perhaps briny...

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Tracked Resources
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HP: 89/89
Stunning Fist: 3/8
Elemental Fist: 5/8
Ki Pool: 6/9
Hero Points: 7/8
Sexy Cash Money: Totally forgot to write it down, and I don't feel like maths.


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