Grand Duches Trietta Ricia

Chiaru Lin's page

No posts. Alias of Jesse Heinig.


Full Name

Chiaru Lin

Race

Human

Classes/Levels

Unchained Monk (Master of Many Styles, Scaled Fist) 1

Gender

Female

Size

Medium

Age

24

Alignment

Lawful Good

Languages

Common (Taldane); Draconic

Homepage URL

Inspirational picture

Strength 12
Dexterity 16
Constitution 12
Intelligence 13
Wisdom 13
Charisma 14

About Chiaru Lin

Chiaru Lin
Female human unchained monk (master of many styles, scaled fist) 1
LG medium humanoid (human)
Init +3; Senses Perception +5

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Defense
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AC 15, touch 15, flat-footed 12 (+3 Dex, +2 Cha)
HP 11 (1d10, +1 Con)
Fort +3 (+2 base, +1 Con), Ref +5 (+2 base, +3 Dex), Will +1 (+0 base, +1 Wis)

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Offense
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Speed 30 ft.
Melee Unarmed strike +4 (1d6+1/x2)
Melee Fighting fan +5 (1d4+2/x3)

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Statistics
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Str 12, Dex 16, Con 12, Int 12, Wis 12, Cha 14
Base Atk +1; CMB +2; CMD 17
Languages: Common (Taldane); Draconic

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Feats
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Level 1
Weapon Finesse (Combat): You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

Human bonus feat
Weapon Focus (Combat): Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Chosen weapon: Fighting fan

Unchained Monk 1
Improved Unarmed Strike (Combat): You are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.

Unchained Monk 1
Stunning Fist (Combat): You know just where to strike to temporarily stun a foe.
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
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.

Unchained Monk (scaled fist) 1 bonus feat
Dragon Style (Combat, Style): You call upon the spirit of dragonkind, gaining greater resilience, mobility, and fierceness from the blessing of these great beings.
Prerequisites: Str 15, Improved Unarmed Strike, Acrobatics 3 ranks.
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 1½ times your Strength bonus on the damage roll for your first unarmed strike on a given round.
Normal: You cannot charge or run through difficult terrain, and you cannot charge through a square that contains an ally. With an unarmed strike, you usually add your Strength bonus on damage rolls.

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Traits
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? (Campaign): ?

Monk Weapon Skill (Combat): Your exposure to teaching from the Houses of Perfection makes your attacks with monk weapons even more deadly. Select one monk weapon with which you are proficient (unarmed attacks do not qualify for this purpose). You gain a +1 trait bonus on damage rolls with this weapon.
Chosen weapon: Fighting fan

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Adventuring Skills
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Total skill ranks: 6/2 (4 monk, +1 Int, +1 human; 2 background)

Acrobatics +7 (1 rank, +3 Dex, +3 class skill)
Knowledge (religion) +4 (1 rank, +3 class skill)
Perception +5 (1 rank, +1 Wis, +3 class skill)
Sense Motive +5 (1 rank, +1 Wis, +3 class skill)
Stealth +7 (1 rank, +3 Dex, +3 class skill)
Swim +5 (1 rank, +1 Str, +3 class skill)

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Background Skills
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Knowledge (history) +5 (1 rank, +1 Int, +3 class skill)
Linguistics +2 (1 rank, +1 Int)

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Untrained Skills
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Bluff +2 (+2 Cha)
Climb +1 (+1 Str)
Diplomacy +2 (+2 Cha)
Intimidate +2 (+2 Cha)

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Gear
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Total starting wealth: 35 gp

Traveler's outfit (free)
Fighting fan (5 gp)
Adventurer's sash (20 gp, 3 lbs.)
[
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Canteen (2 gp, 1 lb.)
• Grooming kit (1 gp, 2 lbs.)
• Poncho (5 sp, 2 lbs.)
• Flint and steel (1 gp)
• Trail rations, 5 days (5 sp ea., 1 lb. ea.)
• 2 gp, 4 sp
]

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Special Abilities
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Human

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Unchained Monk (Master of Many Styles, Scaled Fist) 1

Unchained Monk 1
Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.
Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

Unchained Monk 1
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom Charisma 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.

Unchained Monk 1
Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Unchained Monk 1
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, the monk 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 fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Unchained Monk 1
Unarmed Strike (Ex): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.
A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Master of Many Styles 1
Fuse Style (Ex): At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time.

Scaled Fist 1
Draconic Might: Any of the scaled fist’s class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma.

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Backstory
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Description: Chiaru is small and slight for a human, though long-legged and limber. She has unremarkable brown hair and eyes, though she tends to augment her appearance with makeup and fashionable accessories—a counterpoint to most ascetic monks—taken from traditional, inspirational sources.
Chiaru usually dresses simply, as befits her training and heritage. She typically carries with her only a few simple necessities, the most notable of which is an ornate fan.

Hair: Brown
Eyes: Brown
Height: 5' 3"
Weight: 121 lbs.
Age: 24

Background: ?

Personality Traits: ?