Hasari

Chu Zhu Ji's page

78 posts. Alias of tomtesserae.


Full Name

Chu Zhu Ji

Race

Human

Classes/Levels

Plains Druid 6/Wudang 4 (1 level drain) hp 51/51 | AC 20, T 18, FF 16 | F +5, R +5 W +11|Qi 5 CMD 15 Primary Attack +10

Gender

F

Size

M

Age

??

Alignment

Lawful Neutral

Location

Borderlands

Strength 14
Dexterity 16
Constitution 10
Intelligence 10
Wisdom 16
Charisma 14

About Chu Zhu Ji

Name Chu Zhu Ji “Waving Grass Harmony”
Female Human Druid 6/Wudang 4
Lawful Neutral (Humanoid)
Init +3 (+6 in Plains); Senses Perception +14 (+17 in Plains)
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DEFENSE
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AC 20, touch 18, flat-footed 16 (+3 dex, +1 Wudang, +3 Wis, +1 Dodge +2 Ring)
hp 56 (8+5d8 + 4d10)
Fort +6 (+5+1+0), Ref +6 (+2+1+3), Will +12 (+5+4+3)
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OFFENSE
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Speed 30 ft. base (60 without armor)
Melee Unarmed +10/+5 1d8 x2
Melee Holy Longsword +2 +12/+7 1d8+2/19-20x2
Melee Dagger of Ghost Touch +1 +11/+6 1d4+1/19-20x2
Ranged Dagger of Ghost Touch +1 +12/+7 1d4+1/19-20x2
Ranged Lightning Arc +11 1d6+3 30’ range 6 times/day
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STATISTICS
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Str 14, Dex 16, Con 10, Int 10, Wis 16, Cha 14
Base Atk +8/+3; CMB +10; CMD 15
Qi Pool 5
Neijing: Instantaneous Correction
Prepared Spells Level 0: Create Water, Detect Magic, Detect Poison, Light Level 1: Endure Elements, Frostbite, Pass Without Trace, Touch of Combustion. Level 2: Owl’s Wisdom, Scent Trail, Stone Call. Level 3: Badger’s Ferocity, Cloak of Winds, Neutralize Poison.
Traits
Feats NImble moves, dodge, mobility (lvl 3), Skill Focus: Stealth (5), shaping focus (7), wind stance (wudang bonus), Gliding steps
Skills 48 points (24 druid, 8 wudang 10 human 6 favored class)
Acrobatics +7 (1+3+3), Bluff +8 (3+3+2), Climb +6 (1+3+2), Craft (calligraphy) +4 (1+3+0), Diplomacy +10 (5+3+2), Heal +8 (2+3+3), Knowledge (geography) +8 (5+3+0), Knowledge (nature) +11 (6+3+0+2), Knowledge (Religion) +5 (2+3+0), Perception +14 (8+3+3), Ride +7 (1+3+3), Sense Motive +10 (4+3+3), Spellcraft +4 (1+3+0), Stealth +10 (4+3+3), (Survival +11 (3+3+3+2), Swim +6 (1+3+2)
ACP −0
Non-Standard Skill Bonuses (already added above)
+2 Knowledge (nature) & Survival
Languages Common, Druidic (Taoist?)
Height 5’5” Weight 132 Age 26

Special Abilities:

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RACIAL ABILITIES
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+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
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.
Languages: Humans begin play speaking Common.
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CLASS ABILITIES
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Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood.
A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells: Spells 4-0 4-1 4-2 3-3 A druid casts divine spells which are drawn from the druid spell list presented in Spell Lists. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.
To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.
Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Orisons: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.
Druidic has its own alphabet.
Nature Bond (Ex): At 1st level, a druid forms a bond with nature. Air Domain. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.
Granted Powers: You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.
Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st—obscuring mist, 2nd—wind wall, 3rd—gaseous form, 4th—air walk
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Plains Traveler (Ex): At 2nd level, a plains druid gains a bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks equal to 1/2 her druid level in plains terrain, and she cannot be tracked in such an environment. This ability replaces woodland stride.
Run Like the Wind (Ex): At 3rd level, a plains druid gains +10 feet to her land speed when wearing light or no armor and carrying a light load, and once per hour, she may run or charge at double the normal speed for 1 round. If riding her animal companion, it gains this ability instead. This ability replaces trackless step.
Savanna Ambush (Ex): At 4th level, a plains druid gains concealment whenever she is prone in natural surroundings, and can make Stealth checks at no penalty when prone and not moving or at –5 when crawling. A plains druid can stand up from prone as an immediate action during a surprise round. This ability replaces resist nature's lure.
Wild shape 3 times/day. Gained at 6th level. Effective druid level −2; Due to Shape Focus feat the effective level is 8. At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I.
Martial Artist Unarmed Combat as bonus feat
Style Heaven Shaking Iron Palm, Taoist Sword, Eight Trigrams Soaring Dragon Palm, Taiji Swordplay
Neijing Instantaneous Correction
Qinggong: The martial artist may move across any surface (walls, water, treetops, etc.) as long as she ends her move action on solid ground. In addition, her Slow Fall increases to 30 ft. and her speed bonus to +20 ft.

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 116-175 lb.
Current Load Carried
Here and Not Here (Dagger of Ghost Touch) +1 8,000
Golden Celestial Aura (Holy Longsword+2) 32,000
Twin Snakes Ring (Ring of Protection +2) 8,000
Iridescent Five (Necklace of Qi Serenity)( 16,000

Money a few silvers

Background:
Background Chu Zhu Ji is one of the many legitimate grandchildren of the deposed Emperor. She was born in the closing days of the last dynasty. Smuggled out of the capital, by loyal retainers, she was raised in a small border village, where merchants, traders, nomadic tribesmen, priests, monks, mystics, and craftsmen met three times a year, swelling the size of the village at least ten fold. While six years old, the two Imperial retainers became ill and died. They told her that if she was in danger or needed help to wear a star lotus in her hair. Due to her age, she didn’t question this.

While searching for a star lotus in a lake, she was found by a wandering tao priest. Wong Bi Hao adopted her. The sage taught her taoism as she grew up giving her a deep reverence for nature. They wandered through the borderlands, sharing life with the tribesmen and Imperials they met.

On the day they celebrated her fifteenth birthday, he gave her directions to the monastery in the Wudang mountains where he once studied. He said the world was more complex than she realized and urged her to study there for greater wisdom, under his friend Lee Sun-tsi. She spent three years there with Lee Sun-tsi as her shifu, mastering the Heaven Shaking Iron Palm and Taiji Swordplay styles. Lee Sun-tsi encouraged a rivalry with Flying Sword, a protege of Lee Sun-tsi’s rival shifu, Zin Sun-hai. Part of her martial art tutelage included fighting evil villains and monsters in the local region. She faced the Bamboo Sisters, Jade Tiger, the assassin Three Poison Brew, and the bandit warlord Phen Shung-tsu. The three monsters she defeated were Ten Stone Fiend, Gaping Cave Maw, and Bloodsword Troll.

While admiring the mountains, her spirit is fulfilled by the wide open skies of the plains. Thus she left the monastery and has been wandering the Borderlands ever since. She has faced and defeated the Bronze Mirror Ghost, Grave Stench Crone (where she acquired her dagger of ghost touch), and Rotting Skin Demon Hand. From time to time she honorably fought Flying Sword and teamed up with him to defeat a villain. During this time she also met Wu-yao, Zhang Yong, and Sihu-he.

Too confident in her abilities, Chu Zhu Ji faced Courage Devouring Shadow and was quickly beat. The monster used her fear of dying alone, without burial or a tombstone, against her. Luckily she was able to stun him before he administered the death blow. She transformed into an eagle and flew away. Later, as she healed, she thought of her fear. She realized that for all animals, they die without getting a burial. Die without a grave marker. It was the nature of things. Framed in that way, she realized her fear was a particularly human one. Plus if she didn’t want to die alone, she needed to find some companions. Especially if she wanted to end the trouble that Courage Devouring Shadow was causing.

With Flying Sword’s help she claimed the sword Golden Celestial Aura (Holy longsword +2). Together with the other wushins they defeated Courage Devouring Shadow.