Sajan

Loong Laohu's page

789 posts. Organized Play character for UncleFroggy.


Full Name

Loong Laohu

Race

HP 92/92 | AC 25 | F/R/W/P: 13/14/17/14 | 40 feet (45 Stoked Flame Stance) | Class DC 22 |

Classes/Levels

Medicine(M): +16, Acrobatics(E): +15, Stealth/Thievery: +13, Survival/Athletics/Diplomacy(E): +12, Lore (PFS, Warfare): +9, | Exploration Activity: Scout | Hero Points: 1/3 | ◈◇↺ |

Gender

2396852-2003 | LG Male Human | Martial Disciple (Acrobatics) | Monk Lvl 7 | Medic Dedication |

Size

Medium

Age

20

Alignment

LG

Languages

Common, Elven

Strength 16
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 16
Charisma 12

About Loong Laohu

Male Human Monk 7
LG, Medium, Human, Humanoid
Heritage: Versatile Heritage
Background: Martial Disciple (Acrobatics)
Perception: +14
Languages: Common, Elven
STR 16 (+3), DEX 18 (+4), CON 14 (+2), INT 10 (+0), WIS 16 (+3), CHA 12 (+1)
AC 25, HP 92, F/R/W: +13/+17/+14
Resistances: Void 1
Class DC: 22
Speed: 40 feet (45 Stoked Flame Stance)

PFS Info:

PFS#: 2396852-2003
PFS Provision: Moderate Healing Potion

Skills/Offense:
Please see the botting spoiler

Feats and Abilities:

Ancestry Feats:
Natural Ambition - Gain a 1st level Class Feat
Natural Skill - Trained in 2 skills (Diplomacy, Thievery)

Heritage: Versatile Heritage - Gain a general feat. Must meet prereqs

Skill Feats:
Cat Fall - Treat falls as 25' shorter
Battle Medicine - You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
Risky Surgery - When treating wounds, d8 damage to patient for +2 to check, success is treated as a crit success.
Treat Condition - You treat an adjacent creature in an attempt to reduce the clumsy, enfeebled, or sickened condition. If a creature has multiple conditions from this list, choose one. Attempt a counteract check against the condition, using your Medicine modifier as your counteract modifier and the condition’s source to determine the DC.
Advanced First Aid - Use First Aid to reduce Frightened or Sickened by 2 (DC per the cause)

General Feats:
Assurance (Medicine) - Forego skill check to receive 23
Continual Recovery - Cooldown for Treat Wounds is 10 minutes instead of 1 hour.
Advanced First Aid - Use first aid to reduce Frightened or Sickened by 2 (DC per cause)

Class Features:
Flurry of Blows - Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally.
Powerful Fist - You don't take the -2 penalty when making a lethal attack with a nonlethal unarmed attack
Mystic Strikes - Unarmed attacks are considered magical for bypassing resistance
Incredible Movement - Unarmored Speed increases by 10', then 5' every 4 levels after 3rd.
Alertness - Perception increases to Expert
Expert Strikes - Expert in unarmed attack and simple weapons
Path to Perfection (Reflex) - Successes become Crit Successes
Weapon Specialization - +2 damage with Expert Weapons/Unarmed Strikes

Class Feats:
Tiger Stance - You enter the stance of a tiger and can make tiger claw attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. On a critical success with your tiger claws, if you deal damage, the target takes 1d4 persistent bleed damage. As long as your Speed is at least 20 feet while in Tiger Stance, you can Step 10 feet.

Medic Dedication - You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per hour, you can use Battle Medicine on a creature that's temporarily immune.

Ki Strike - Your study of the flow of mystical energy allows you to harness it into your physical strikes. You gain the ki strike ki spell and a focus pool of 1 Focus Point.

Doctor's Visitation - You move to provide immediate care to those who need it. Stride, then use one of the following: Battle Medicine or Treat Poison. You can spend a second action to instead Stride and then Administer First Aid or Treat a Condition (if you have it; see below).

Bonus Feats:
Stoked Flame Stance - You enter a stance of fast, fiery movements. You can make flashing spark attacks that deal 1d8 slashing damage. They are in the brawling group and have the forceful, nonlethal, sweep, and unarmed traits. If you have access to the flashing sparks' critical specialization effect, you can take an alternate effect instead: if your critical Strike dealt damage, the target takes 1d6 persistent fire damage. While in Stoked Flame Stance, you gain a +5-foot status bonus to your Speed. If you have incredible movement, increase the benefit from incredible movement to a +15-foot status bonus plus 5 feet for every 4 levels beyond 3rd.

Other Abilities: Radiant Oath Champion

Focus Spells:

Focus Points: 1/1
Focus Spells:
Inner Upheaval
You focus your ki into magical attacks. Make an unarmed Strike or Flurry of Blows (this doesn't change the limit on using only one flourish per turn). You gain a +1 status bonus to your attack rolls with the Strikes, and the Strikes deal 1d6 extra damage. This damage can be any of the following types of your choice, chosen each time you Strike: force, lawful (only if you're lawful), negative, or positive.

Equipment:

Combat Gear: +1 Striking Returning Javelin, Dagger
Other Gear: backpack, bedroll, chalk (10), flint and steel, rations (2 weeks), rope 50', soap, waterskin, Expanded Healers tools, Swim fins
Magic Items: Wayfinder, +1 Striking Vitalizing Handwraps of Mighty Blows
Consumables: Minor Healing Potion(2), Potion of Water Breathing (2), Lesser Healing Potion(2), Moderate Healing Potion(1)
Wayfinder: Pearly White Spindle Aeon Stone
Bulk: 4 (Encumbered at: 8; Maximum at: 13)
Coins: 412 gp

Botting:

Tiger will almost never stand and fight a larger opponent. He will almost always go into Stoked Flame Stance for the added movement. His primary role is a mobile medic with Assurance Medicine (Medic Dedication).

SAVES / PERCEPTION
[dice=Fortitude]d20+13[/dice]
[dice=Reflex]d20+17[/dice] [ooc]Success == Crit Success[/ooc]
[dice=Will]d20+14[/dice]
[dice=Perception]d20+14[/dice]

INITIATIVE
[dice=Init; Scout]d20+13[/dice]

SKILLS
[dice=Acrobatics(E)]d20+15[/dice]
[dice=Athletics(T)]d20+12[/dice]
[dice=Diplomacy(E)]d20+12[/dice]
[dice=Medicine(M)]d20+16[/dice]
[dice=Stealth(T)]d20+13[/dice]
[dice=Survival(T)]d20+12[/dice]
[dice=Thievery(T)]d20+13[/dice]

[dice=PFS Lore(T)]d20+9[/dice]
[dice=Warfare Lore(T)]d20+9[/dice]

MELEE
[dice=Dagger]d20+14[/dice] for [dice=Piercing/Slashing Damage]1d4+3[/dice] [ooc]Doubled on Crit[/ooc]
[dice=Dagger, MAP, Agile]d20+10[/dice] for [dice=Piercing/Slashing Damage]1d4+3[/dice] [ooc]Doubled on Crit[/ooc]
[dice=Dagger, MAP 2+, Agile]d20+6[/dice] for [dice=Piercing/Slashing Damage]1d4+3[/dice] [ooc]Doubled on Crit[/ooc]

Tiger claw attacks have to be in Tiger Stance
[dice=Tiger Claw]1d20+16[/dice] for [dice=Slashing Damage]2d8+5[/dice]
[dice=Tiger Claw, MAP, Agile]1d20+12[/dice] for [dice=Slashing Damage]2d8+5[/dice]
[dice=Tiger Claw, MAP 2+, Agile]1d20+8[/dice] for [dice=Slashing Damage]2d8+5[/dice]

[ooc]If done as part of a Flurry of Blows, combine damage before applying resistances/weaknesses[/ooc]
[ooc]Critical Hit: Double Damage + 1d4 Persistent Bleed[/ooc]
[ooc]Undead: 1d6 Persistent Vitality (doubled on Critical Hit)[/ooc]

[dice=Fist Attack]1d20+16[/dice] for [dice=Bludgeoning Damage]2d6+5[/dice]
[dice=Fist Attack, MAP, Agile]1d20+12[/dice] for [dice=Bludgeoning Damage]2d6+5[/dice]
[dice=Fist Attack, MAP 2+, Agile]1d20+8[/dice] for [dice=Bludgeoning Damage]2d6+5[/dice]

[ooc]If done as part of a Flurry of Blows, combine damage before applying resistances/weaknesses[/ooc]
[ooc]Critical Hit: Double Damage + DC 22 Fort or Slowed 1 EoNT[/ooc]
[ooc]Undead: 1d6 Persistent Vitality (doubled on Critical Hit)[/ooc]

Flashing Spark attacks have to be in Stoked Flame Stance
[dice=Flashing Spark]1d20+15[/dice] for [dice=Slashing Damage]2d8+5[/dice]
[dice=Flashing Spark, MAP, Sweep]1d20+10[/dice] for [dice=Slashing Damage]2d8+5[/dice]
[dice=Flashing Spark, MAP 2+, Sweep]1d20+5[/dice] for [dice=Slashing Damage]2d8+5[/dice]

Add +2 to damage for each attack past the first connects (i.e. damage is +5 if the 2nd attack hits, etc).

Flashing Spark has the Forceful Trait - This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

[ooc]If done as part of a Flurry of Blows, combine damage before applying resistances/weaknesses[/ooc]
[ooc]Critical Hit: Double Damage + 1d6 Persistent Fire[/ooc]
[ooc]Undead: 1d6 Persistent Vitality (doubled on Critical Hit)[/ooc]

INNER UPHEAVAL (aka KI STRIKE)

Tiger claw attacks have to be in Tiger Stance
[dice=Tiger Claw, Inner Upheaval]1d20+16+1[/dice] for [dice=Slashing Damage]2d8+5[/dice] plus [dice=Force/Vitality/Spirit/Void]1d6[/dice]
[dice=Tiger Claw, Inner Upheaval, MAP, Agile]1d20+12+1[/dice] for [dice=Slashing Damage]2d8+5[/dice] plus [dice=Force/Vitality/Spirit/Void]1d6[/dice]
[dice=Tiger Claw, Inner Upheaval, MAP 2+, Agile]1d20+8+1[/dice] for [dice=Slashing Damage]2d8+5[/dice] plus [dice=Force/Vitality/Spirit/Void]1d6[/dice]

Flashing Spark attacks have to be in Stoked Flame Stance
[dice=Flashing Spark, Inner Upheaval]1d20+15[/dice] for [dice=Slashing Damage]2d8+5[/dice] plus [dice=Force/Vitality/Spirit/Void]1d6[/dice]
[dice=Flashing Spark, Inner Upheaval, MAP, Sweep]1d20+10[/dice] for [dice=Slashing Damage]2d8+5[/dice] plus [dice=Force/Vitality/Spirit/Void]1d6[/dice]
[dice=Flashing Spark, Inner Upheaval, MAP 2+, Sweep]1d20+5[/dice] for [dice=Slashing Damage]2d8+5[/dice] plus [dice=Force/Vitality/Spirit/Void]1d6[/dice]

[dice=Fist Attack, Inner Upheaval]1d20+16[/dice] for [dice=Bludgeoning Damage]2d6+5[/dice] plus [dice=Force/Vitality/Spirit/Void]1d6[/dice]
[dice=Fist Attack, Inner Upheaval, MAP, Agile]1d20+12[/dice] for [dice=Bludgeoning Damage]2d6+5[/dice] plus [dice=Force/Vitality/Spirit/Void]1d6[/dice]
[dice=Fist Attack, Inner Upheaval, MAP 2+, Agile]1d20+8[/dice] for [dice=Bludgeoning Damage]2d6+5[/dice] plus [dice=Force/Vitality/Spirit/Void]1d6[/dice]

[ooc]If done as part of a Flurry of Blows, combine damage before applying resistances/weaknesses[/ooc]
[ooc]Critical Hit: Double Damage plus the benefits of the attacks listed above[/ooc]

RANGED
[dice=Dagger, 10' range]d20+14[/dice] for [dice=Piercing/Slashing Damage]1d4+3[/dice] [ooc]Doubled on Crit[/ooc]

[dice=+1 Striking Returning Javelin, 30' range]d20+16[/dice] for [dice=Piercing Damage]2d6+5[/dice]
[dice=+1 Striking Returning Javelin, MAP, 30' range]d20+11[/dice] for [dice=Piercing Damage]2d6+5[/dice]
[dice=+1 Striking Returning Javelin, MAP, 30' range]d20+6[/dice] for [dice=Piercing Damage]2d6+5[/dice]
[ooc]Critical Hit: Double Damage[/ooc]

MEDICINE
[dice=Healing, Risky Surgery, DC 20, Assurance, Medic]4d8-1d8+10+5[/dice]

[dice=Treat Wounds/Battle Med, DC 30]d20+16[/dice]
[dice=Treat Wounds, Risky Surgery, DC 30]d20+16+2[/dice]

[dice=Healing, DC 20, Assurance, Medic]2d8+10+5[/dice]
[dice=Healing, DC 30, Medic]2d8+30+10[/dice]
[dice=Extra healing]2d8[/dice]