Born in the land of Xa Hoi to an elven mother, Quan Tai didn't know his father. His golden eyes and intimidating presence suggest a draconic heritage not far up his family tree.
Quan Tai's small stature, facial features, and straight black hair mark him as Tian-Dan. His wide, golden pupils; a streak of blond in his tied-back hair; and a smattering of golden scales on his neck, and pronounced canines mark him as different. He wears a gold silk robe in the style of the nobility of Xa Hoi, but a bared shoulder reveals a tattoo of a golden Imperial dragon studded with piercings that snakes down his back. The first two knuckles of each of his fingers are bleached white.
Quan Tai's name (pronounced kwan t'eye) follows the Tien convention of putting his family name before his personal name. Those lucky enough to address him casually should refer to him as "Tai" or if unfamiliar with Tien as "Ty".
Harrow reading: The Marriage, The Forge, The Tyrant.
Consider only victory. Make defeat an impossibility in your mind.
Male half-elf unchained monk 2/sorcerer (crossblooded) 2 (Pathfinder Player Companion: Legacy of Dragons 14, Pathfinder RPG Ultimate Magic 69, Pathfinder Unchained 14)
LN Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +5
AC 16, touch 16, flat-footed 15 (+4 Cha, +1 deflection, +1 Dex)
hp 28 (4 HD; 2d6+2d10+4)
Fort +5, Ref +5, Will +1; +2 vs. paralysis and stunning, +2 vs. sleep, +2 racial bonus vs. fear, sleep, and paralysis effects
Defensive Abilities evasion
Speed 30 ft.
Melee unarmed strike +5/+5 (1d6+2)
Special Attacks claws (2, 1d4, 8 rounds/day), flurry of blows (unchained), stunning fist (2/day, DC 16)
Sorcerer (Crossblooded) Spells Known (CL 4th; concentration +8)
. . 1st (5/day)—ear-piercing scream[UM] (DC 15)
. . 0 (at will)—dancing lights, detect magic, open/close (DC 14), prestidigitation
. . Bloodline Arcane, Draconic (imperial)
Str 15, Dex 12, Con 12, Int 12, Wis 9, Cha 18
Base Atk +3; CMB +5; CMD 21
Feats Draconic Manifestation (imperial), Dragon Style[UC], Enforcer[APG], Eschew Materials, Improved Unarmed Strike, Intimidating Prowess, Stunning Fist
Traits magical knack, omen
Skills Acrobatics +8, Intimidate +14, Knowledge (arcana) +8, Knowledge (nobility) +6, Linguistics +2, Perception +5, Spellcraft +5, Survival -1 (+1 to avoid becoming lost), Use Magic Device +8; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Tien
SQ arcane bond (amulet), bloodline arcana (+1 DC for metamagic spells that increase spell level), bloodline arcana (+1 DC vs. shaken, frightened, or panicked foes), dragon soul, elf blood
Combat Gear potion of cure light wounds, wand of cure light wounds (47 charges), wand of mage armor (45 charges), wand of magic missile (10 charges), wand of shield (49 charges); Other Gear arcane bond amulet, cloak of resistance +1, ioun torch ioun stone[APG], ring of protection +1, wayfinder[ISWG], backpack, bedroll, belt pouch, flint and steel, jewelry[UE], mess kit[UE], noble's outfit, pot, signet ring, soap, torch, trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 3,029 gp
Arcane Bond (Amulet) (1/day) (Sp) - 0/1
Claws (8 rounds/day) (Ex) - 0/8
Light (At will) - 0/0
Omen (1/day) - 0/1
Potion of cure light wounds - 0/1
Stunning Fist (2/day, DC 16) - 0/2
Torch - 0/1
Trail rations - 0/5
Wand of cure light wounds (46 charges) - 3/49
Wand of mage armor (47 charges) - 1/48
Wand of magic missile (10 charges) - 0/10
Wand of shield (49 charges) - 0/49
Arcane Bond (Amulet) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Bloodline Arcana: Draconic [Imperial] (Ex) +1 DC when casting spells vs. shaken, frightened, or panicked foe.
Claws (8 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Draconic Manifestation (Imperial) When manifest claws, immune to fear and bonus to Intimidate.
Dragon Soul (Human) (Su) Count as dragons for bane/favored enemies, and +2 to save vs. fear, sleep, and paralysis.
Dragon Style +2 vs. sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Stunning Fist (2/day, DC 16) You can stun an opponent with an unarmed attack.
Tai explores with mage armor active, remaining near the middle of the group.
Tai enters Dragon Style. If possible, he charges the nearest opponent.
If he hits and does damage he makes an Intimidate check using Enforcer.
If he gets hit in melee, he draws his wand of shield and casts.
Otherwise, he full attacks, prioritizing opponents who are not yet shaken.