Chung Po

Chang-Soong Ma's page

14 posts. Alias of Briccone.


Full Name

Chang Soon-Ma

Race

Human (Tian)

Classes/Levels

Monk 1 (HP 9/9 AC:16 T:16 F:13 Saves F:+3 R:+4 W:+5 CMB:+2 CMD:18 Init:+6 Perc: +7 Stealth +6)

Gender

Male

Size

Medium

Age

19

Alignment

LN

Deity

Irori

Strength 15
Dexterity 14
Constitution 13
Intelligence 10
Wisdom 17
Charisma 8

About Chang-Soong Ma

Chang-Soong Ma
Male Human monk 1
LN Medium humanoid (human)
Init +6, Senses Perception +7
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DEFENSE
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AC 16, touch 16, flat-footed 13 (+2 Dex, +1 dodge, )
hp 9 ((1d8)+1)
Fort +3, Ref +4, Will +5
Hero Points: 0.0
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OFFENSE
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Speed 30 ft.
Melee Brass Knuckles+2 (1d3+2x2)
Melee quarterstaff +2 (1d6+2/+1)
Melee quarterstaff (head 1 only) +2 (1d6+3)
Melee quarterstaff (head 2 only) +2 (1d6+3)
Melee unarmed strike +2 (1d6+2)
Melee dagger +2 (1d4+2/19-20)
Ranged dagger (thrown) +2 (1d4+2/19-20)
Ranged sling +2 (1d4+2)
Melee flurry of blows +1/+1 (1d6+2)
Special Attacks Flurry of Blows, Stunning Fist,

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TACTICS
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STATISTICS
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Str 15, Dex 14, Con 13, Int 10, Wis 17, Cha 8,
Base Atk +0; CMB +2; CMD 18
Feats Crushing Blow, Dodge, Improved Initiative, Improved Unarmed Strike, Stunning Fist
Skills Acrobatics +6, Disable Device +7, Linguistics(Dwarven) +1, Perception +7, Stealth +6,
Traits Wisdom in the Flesh (Irori) - Dexterity (Disable Device),Dockside Brawler
Drawback Attached
Languages Common, Dwarven
SQ ac bonus, bonus feat, bonus ki, skilled,
Combat Gear rations (trail/per day) (3), potion of cure light wounds,
Other Gear quarterstaff, unarmed strike, outfit (cold-weather), backpack, bedroll, bullets (sling/10), rope (hemp/50 ft.), waterskin, dagger, sling, flurry of blows, Gold: 52.3gp
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SPECIAL ABILITIES
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AC Bonus (Ex) When unarmored and unencumbered, you add +3 to your AC and your CMD. These bonuses apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.

Attached You have a strong emotional attachment to a person or object that you're terrified of losing. The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else's possession, you take a —1 penalty on Will saves and a —2 penalty on saves against fear effects. If the person or object to which you're attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.

Bonus Feat Humans select one extra feat at 1st level.

Bonus Ki Add +1/4 to the monk's ki pool.

Dockside BrawlerYou grew up on the dangerous docks of one of the Shackles’ numerous ports or anchorages, and quickly learned that fists often make a better point than fancy words, especially when used the right way. You’ve always preferred action to talk, anyway. You gain
a +1 trait bonus on damage rolls with brass knuckles (Advanced Player’s Guide 176) and improvised weapons.

While drinking at a tavern called the Formidably Maid in Port Peril last night, you got into a brawl with some of the other patrons. You handled yourself well, but a group of rough-looking characters ganged up on you and overwhelmed you, knocking you unconscious. Fortunately, you were able to conceal your brass knuckles when you were press-ganged, and you begin the campaign with them, regardless of your starting circumstances.

Flurry of Blows (Ex) You can make a flurry of blows as a full-attack action. You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack, taking a -2 penalty on all of your attacks, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk speciak weapon (you do not need to use two weapons to utlilize this ability). For the purpose of these attacks, your base attack bonus is equal to your monk level. For all other purposes, such as qualifying for a feat or a prestige class, you use your normal base attack bonus.

Monk Bonus Feat

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Stunning Fist (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Benefit: 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. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. 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.

Wisdom in the Flesh (Irori) - Dexterity (Disable Device) Your hours of meditation on inner perfection and the nature of strength and speed allows you to focus your thoughts to achieve things your body might not normally be able to do on its own. Select any Dexterity-based skill. You make checks with that skill using your Wisdom modifier instead of the skill's normal ability score. That skill is always a class skill for you.

PbP stats:

Race Line in Profile:
LG Male Human
monk
1
Class Line in Profile:
(HP 9 AC:16 T:16 F:13 Saves F:+3 R:+4 W:+5 CMB:+2 CMD:18 Init:+6 Perc: +7

Background:
Chang-Soong Ma can't believe it has happened again. For the second time in his young life his freedom has been taken away. The first was when he was caught by slavers in his birthplace of Wanshou. He was chained and brought overland to Golarion. He was sold to a captain of a trading vessel which was captured by pirates. When the choice was ’join the crew or die’, Chang wisely decided to join the crew. Chang's agility made him a natural on the pirate ship. He easily climbed the various riggings and masts of the ship.

It was during one port of call at a tavern in Port Peril that Chang first laid eyes on Ilsandra. She was a bar maid at the Formidable Maid. From the moment he saw her, Chang was smitten and it seemed Ilsandra felt the same way. It was then that Chang decided he would marry his fair Ilsandra, but the penniless Chang knew he needed coin to give his future bride a life she deserved. After a few years of saving his portion of the booties, Chang left his pirate crew. He was drinking at the Formidable Maid waiting for closing time to propose to his beloved Ilsandra when some rough-looking hooligans picked a fight with him. Never one to back down from a fight, Chang gave as good as he got until his foes numbers finally got the best of him. The last thing he remembers before losing consciousness were Ilsandra's screams and the tears streaming down her beautiful face.

Description:
Chang is on the smaller side. His jet black hair is cut close to his scalp. He has penetrating dark eyes and his skin is bronzed from many hears at sea. He is muscular and his hands and feet are callused.

Motivation:
Chang's motivation is to once again have enough money to give Ildandra a proper home.

Favorite Color:
Red

Favorite Meal:
Whatever Ilsandra places in front of him!

Favorite Tune:
The Merfolk's Dance by the famous shackles bard, Salty the Drenched.

Created using PCGen 6.05.00 on Feb 18, 2016