Sipho Munali

Chan Kay's page

32 posts. Alias of Lord Kakabel.


Full Name

Chen Kay

Race

Human

Classes/Levels

Unchained Monk 1; Init +2, Per +6; AC 15/15/12; HP 3/12; F+3, R+4, W+2

Gender

Male

Size

Medium

Age

24

Alignment

LG

Location

Siren's Bay

Languages

Common, Mandali

Occupation

Flower Arranger

Strength 16
Dexterity 14
Constitution 12
Intelligence 8
Wisdom 14
Charisma 14

About Chan Kay

Chan Kay aka "Black" Jack Raniep
Age 24, 6'1", 195 lb

Background:

Chan Kay is a man of quiet honor. Yet years ago, he was the street thug know as “Black” Jack Raniep, working the Sails district. After hurting a woman on the job, he left his life in Siren’s Bay and travelled abroad. He learned control, humility, and peace. Five years later, he has returned to Siren’s Bay a new man, ready to atone for his past sins by doing good deeds, or at least thwarting the evil plans of others.

1) Write five things about your character's concept and background - five things that you think are the most essential parts of your character.

1. He is ashamed of his past as a thug, and wants to atone by doing random good deeds.

2. While he will hit a woman in defense or to save someone else, he his haunted by a time he hit an innocent woman. He would be very sure any future violence against a woman is justified.

3. He is fascinated by--and a little frightened of--magic. It’s something he just doesn’t understand.

4. Despite having many opportunities due to his natural good looks and charm, he has never known the touch of a woman.

5. He has a competitive spirit, and it is one of the few vices that still gets him trouble.

2) List two goals for the character that you, as a player, think would be cool to see accomplished in-game.

1. I’ve never messed around with disarm builds, and think a city environment is the perfect place to try it out.

2. I want to play a friendly, happy-go-lucky wanderer with a little bit of Morgan Jones from the Walking Dead in him.

3) List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. I will also be creating a third secret which you as a player will not be aware of.

1. He used to be a penniless thug in the Sails district, as is ashamed of his past actions.

2. Despite his years abroad and his new appearance, someone who’s mother he once mugged knows he’s back and wants revenge.

4) Describe three people that are tied to the character through blood, romance, or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up.

1. Chan spent many a summer day playing with a half-elven girl named Ko’ren Hempenleaf when he was a child. While the two were too young to engage in any courting rituals, the few times Chan imagines himself having a romantic partner, it is alway her he pictures in his mind’s eye. Even though he is back in Siren’s Bay, he hasn’t tried to find her--and he’s not sure why.

2. While his father was a no good scallywag and his mother a harlot that worked more than raising him, Chan harbors no resentment to either of them. He has stopped by to see Alice, his mother, finding that being too old for proper whoring, she now helps the younger girls learn their trade. He hasn’t caught-up with Darby, his father, yet, but he dreams of sharing a drink with him and, now that he’s grown, finally besting him in a wrestling match.

3. Payton “Red Dog” Reno is a man known to get things done when discretion is needed. He does the dirty work for Vico Bevenin. (GM; if Vico is a stand-up guy, perhaps someone in his organization is corrupt and uses Payton’s “services” without Vico’s knowledge). Payton was the man Chan and his fellow thugs reported to for their targets and returned to with ill-gotten gains. While Chan was an underling and almost beneath Payton’s notice, Black Jack’s sudden disappearance did not go unnoticed. Payton’s a shrewd guy, never forgetting a face, and he’s sure the man with the shaved head and simple clothes he saw a few days ago is the same man that vanished years ago without buying himself out of the “game.” His nickname is derived from his neatly trimmed red beard.

5) Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1. When he was a thug, Chan (then Jack) had one rule: He wouldn’t hit an innocent woman. He violated this rule once when a target screamed and he reacted by backhanding her. She fell unconscious, bleeding from the mouth, and Chan ran without taking anything. This was his last “job” before he left Siren’s Bay, and a turning point for him.

2. Despite living so close to the sea, Chan didn’t learn to swim until he was 11. When his childhood friends would decide to go swimming, he’d find some reason to exclude himself. A random man noticed this, and offered to teach him. While Chan is by no means an excellent swimmer, this private instruction by a complete stranger was all he needed to get over his fear, and is an afternoon memory he cherishes with joy. He never even learned the man’s name or saw him after that day.

3. On the eve of his 13th birthday, just after dusk, Chan saw something strange in the southern sky. It was shaped like a manta ray, but had a camel-like hump on its back. While he could not tell how far away it was, he had the sense that it was absolutely huge. It moved westward parallel to the horizon for a few seconds, then quickly shot off the middle of the northwestern sky before disappearing completely.

Also, think about your character as a person. What do they…

1) look like? Chan keeps his head and face shaven at all times. He is missing a few teeth from his rougher days and martial training. He is rather self conscious of his missing teeth, so he is soft spoken and his smile is always closed-mouthed, but it is a smile men trust and women find beguiling. (Missing teeth: half of his upper right central incisor, his lower left lateral incisor & canine, and his lower right first premolar.)

2) wear when adventuring? Chan always wears simple traveller’s clothes; a red shirt faded nearly to orange, blue trousers tied at the calves, well-worn shoes, a light gray hooded cloak (worn only during cold or rainy weather), and a wide-brimmed conical wicker hat (worn only when the sun shines brightly). He carries his sansetsukon (three-piece rod) tied together with twine as a walking stick, and his double chicken sabre is visible, tied to his belt.

3) wear when not adventuring? Same clothes, but he does not carry his backpack or weapons.

4) do to relax? Chan likes to skip rocks over the water down on the docks to help him meditate. He also enjoys stargazing.

5) do for entertainment? Chan likes to wrestle with any takers, and play stickball with children in the streets. Should any errant rocks find their way through a neighbor’s glass, he offers to do gardening or household chores to pay the debt.

Male human unchained monk 1
LG Medium humanoid (human)
Init +2; Senses Perception +6

—DEFENSE—
AC 15, touch 15, flat-footed 12 (+2 Dex +1 dodge +2 Wis)
hp 12
Fort +3, Ref +4, Will +2
Hero Points 1

—OFFENSE—
Speed 30' run x4
Melee sansetsukon +4 1d10+4
Ranged shuriken +3 1d2+3
Special Attacks flurry of blows, stunning fist (Fort DC 12, 1/day), unarmed strike

—STATISTICS—
Str 16, Dex 14, Con 12, Int 8, Wis 14, Cha 14
BAB +1; CMB +4 +1 steal +2 dirty trick +3 disarm; CMD 19 +2 dirty trick or disarm
Traits Pillager, World Traveller
Feats Improved Disarm, Improved Dirty Trick, Stunning Fist, Dodge
Skills Acrobatics +6, Diplomacy +7, Perception +6, Sense Motive +6
Background Skills Linguistics +0, Profession (flower arranging) +6
Languages Common, Mandali
Combat Gear sansetsukon, double chicken sabre, siangham, shuriken (10), sling (10 bullets); Other Gear traveller’s outfit, monk’s kit (backpack, belt pouch, blanket, rope, soap, torches (10), rations (5), waterskin), 501 gp, 9 sp [35 gp starting gold]

—SPECIAL RULES—

Pillager:
(Combat Trait): Growing up in a place where authorities, if there were any, rarely enforced property laws, you learned quickly that you have only what you can hold—but you gain whatever you can take. Benefit(s): You gain a +1 trait bonus on combat maneuver checks to perform disarm and steal combat maneuvers.[PPC: Quests and Campaigns]

World Traveller:
(Human Race Trait): You’ve taken the love of travel to an extreme, roaming the world extensively. You’ve seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Benefits: Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you. [Ultimate Campaign]

Improved Disarm:
(Combat): You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.

Improved Dirty Trick:
(Combat): You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries a dirty trick on you.

Dodge:
(Combat): You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Stunning Fist:
(Combat): You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

AC Bonus:
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.


Flurry of Blows:
At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.