Lun Tsu's page

200 posts. Alias of Dennis Harry.

Full Name

Lun Tsu




Monk of the Four Winds 2 | HP 15/15 | AC 19/19/15 | F+4 | R+6 | W+5 | Ini +7 | Per +7








Lawful Neutral


Common, Gith, Slaad

Strength 14
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 15
Charisma 7

About Lun Tsu

6’1” 175 Lbs. Green eyes, Green skin, no hair.

Init +7; Perception +7

Movement 30’

Base Statistics:
Strength 14, Dexterity 16, Constitution 12, Intelligence 14, Wisdom 15, Charisma 7
AC 19, Touch 19, Flat-Footed 15 (No Inertial Armor)
HP 16 (+1 Favored Class)
Fort +4, Ref +6, Will +5
Fist +3 – 1d6+2
Flurry of Blows +3/+3 – 1d6+2 +1d6 Elemental Damage
Base Atk +1; CMB +3; CMD 18
Feats: Deflect Arrow, Improved Initiative
Traits: Destined Diplomat, Unpredictable
Languages Common, Gith, Slaad

Other Gear: None

Wealth - 9 GP
14 PP

Skills 4+Int (2) (+1 Favored Class) 13 Total
Acrobatics +8 (2+3+3)
Bluff +4 (2+1+3-2)
Climb +2
Diplomacy +3 (2+3-2) [Bonus +2 vs. Outsiders]
Escape Artist +3
Knowledge (History) +0
Knowledge (Planes) +4 (2+2)
Knowledge (Religion) +0
Perception +7 (2+3+2)
Perform -2
Ride +3
Sense Motive +6 (1+3+2)
Stealth 8 (2+3+3)
Survival +2
Swim +2

Special Abilities
Monk Abilities:
Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.

AC Bonus When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his 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 : Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

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.

Evasion: Failing a Reflex saving throw still results in half damage from area effects.

Bonus Feats
Elemental Fist : At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on). This ability replaces Stunning Fist.

Combat Reflexes : Gain additional AoW equal to Dexterity bonus.

Racial Abilities:
Extraplanar: Githzerai are humanoids who are native to the plane of Limbo. They gain the extraplanar sub-type when not on that plane.
Darkvision: Githzerai can see in the dark up to 60 feet.

Spell Like Abilities: Githzerai possess the following psionic abilities as spell-like abilities: 3/day—daze, feather fall, shatter. A githzerai of 11th level or higher can use plane shift once per day. The effective caster level for these effects is equal to the githzerai’s level. The DC for these psionics is equal to 10 + the spell’s level + the githzerai’s Charisma modifier.

Mage Armour: Githzerai can use psychic force to block an enemy’s blows. This ability gives them a +4 armour bonus to AC as long as they remain conscious. This is the equivalent of a 1st-level spell.

Spell Resistance: 7 (5+ Character Level)

Trait Descriptions:
Destined Diplomat - Your relationship with your eidolon gives you some clout with other outsiders. You gain a +2 trait bonus on Diplomacy checks toward outsiders, and Diplomacy is always a class skill for you.

Unpredictable: Your actions often seem random and chaotic to others, but there is a method to your madness. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

History - Lun Tsu like most Githzerai was born and raised in Limbo in a small city community floating amongst the clouds of that mysterious plane. As a child Lun longed to move on from his home to a Monastery where he could practice the martial skills valued by his people and achieve an inner peace his father, Zerth bless his soul, had never had.

Lun’s practice day and night made him eligible to move away from his family life to a Monastic life filled with discipline and mastery of the mind over matter. Lun was able to reach and be accepted to Zerth'Ad'Lun, a relatively well-known monastery that enjoys great respect among githzerai. Sensei Belthomais is the revered Master of Zerth'Ad'Lun, The Rule of Zerth'Ad'Lun, called zerthin, is taught in the cloister's halls. Practitioners of zerthin claim to peer a moment into the future, enhancing their martial expertise to unmatched heights.

Such insight within and without excited young Lun. For decades he practiced to quiet his mind, all to no avail. As younger students passed him by it became obvious to Lun that something was wrong. He sought out Sensei Belthomais for advice. “An unquiet mind is a mind which has not resolved its dilemmas. What troubles you?”

Lun recognized it at once, his fathers’ own longings for something more had settled in young Lun. Lun requested that he be allowed to leave the Monastery to seek that which he had yet to find. Sensei suggested that he visit the Prime. Perhaps a visit to such a place could soothe Lun’s soul.

So it was that Lun was transported with the Sensei’s blessing to Golarion. Deep in the wilds of the Sanos Forest, Lun began to experience the thrill of the Prime. The deep forest gave the young Gith just what he needed, a sense of danger, of learning and experiencing something different from his fellows. The halflings of the forest distrusted him as an outsider but the Druids of the woods recognized him as a kindred spirit, one with nature. From that adventure his skills as a master of the four winds, the elements which Limbo simply did not possess.

After a time, Lun decided that he should be homeward bound with his newfound knowledge. The Druids told him of an old portal in Varisia which may be able to get him home. Heading in that direction, Lun finds a decrepit dwelling built into the side of a hill. Lun enters looking for the portal and thinking about his home plane as he enters…