Seltyiel

Sagacious Tien of the Even Flow's page

20 posts. Alias of ElegantlyWasted.


Full Name

Sagacious Tien of the Even Flow

Race

Human

Classes/Levels

Unchained Monk 10 |

Gender

Male

Size

Large

Age

25

Alignment

Lawful Neutral

Deity

Abadar

Languages

Common, Celestial

Strength 22
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 18
Charisma 9

About Sagacious Tien of the Even Flow

Background Points:

Character Points-
1; Tien is a man out of time. He was returned to life by an unknown power, and he wants to find out what power that was.
2; Tien is a caring, loving individual that will fight to the death for those he holds dear.
3; Tien, when he can, shows mercy to his opponents, believing that it is his lot to strive, and to triumph, but not to remove others from their own journeys.
4; Tien is supremely confident in his martial talent, and will never turn down an honorable challenge.
5; Tien fears that his return is linked to some dark purpose.

Goals-
1; Tien wants to discover what happened to The Even Flow, the Martial Arts school that he founded, the Even Flow
2; Tien wants to discover what happened to his former friend, rival, and eventual assassin, Ryuuto.
3; Tien wishes to know what happened to his family.

Secrets-
1; Tien had always been jealous of Ryuuto's talent, and when they were young acolytes, Tien poisoned Ryuuto's food with an alchemical reagent that would cause a mild sickness, ensuring that Tien was selected to represent their dojo in a tournament. Tien has always been shamed by that act.
2; Ryuuto's fatal poisoning of Tien was in collaboration with their master, Akisame Appachai.

Character Ties-
Akisame Appachai; The martial arts master that found the infant Tien, abandoned at his monastery. Akisame trained Tien, and Ryuuto, since they were children. Akisame is a master of Mountain Fortress, an external style of martial arts based on hardening and overwhelming power. When Tien left Akisame's dojo to found his own school, relations between master and disciple grew cold.

Ryuuto Haruna- Once upon a time, Ryuuto was Tien's best friend. The two were inseparable as children, but as they entered their teens, both became jealous of the other. In truth, Ryuuto was the more natural talent. But no matter how dedicated he was, he could not match Tien's effort. Upon learning that Tien had left the Mountain Fortress to found his own dojo, Ryuuto was distraught that his friend had invented his own style without including him. Ryuuto visited Tien at his now dojo, and poisoned Tien, ensuring that Ryuuto, who was becoming more cruel with each passing day, had no rival for martial supremacy.

Katsumi Fuurinji- One of the beauties of the dojo, and Tien's wife. She encouraged her husband when he spoke of opening his own school, as both had chafed at the rigid discipline of the Mountain Fortress.

Tokaido Fuurinji- Tien's son, one of a pair of twins. Tien died while Katsumi was pregnant, so he has no knowledge of Tokaido or his sister Reika. Both children are now ten years old.

Reika Fuurinji- Tien's daughter, one of a pair of twins. Tien died while Katsumi was pregnant, so he has no knowledge of Reika or her brother Tokaido. Both children are now ten years old.

Key memories-
1; Tien remembers the first time he won a sparring match. He was seven, and his partner was Ryuuto. They had sparred together dozens of times, but Akisame had taught Tien a grappling technique. Ryuuto had learned the same technique, but Tien practiced over and over and over until he had mastered it. When they fought, Tien easily threw Ryuuto to the ground, showing the fruits of hard labor.
2; Tien remembers when he was granted the title "Sagacious". The Mountain Fortress dojo was competing in a tournament, and Tien had gone so far as to poison his best friend to ensure that he was the one fighting for his dojo's honor. He beat every single one of his opponent easily, none of them having Ryuuto's brilliance. They named him "Sagacious" for how shrewdly he countered his foe's moves, and the name has haunted Tien ever since.
3; Tien remembers when he first wished to form his own dojo. The Mountain Fortress taught one discipline, and prowess was achieved through adherence to that discipline. But Tien had had far more success, sparring with the brilliant Ryuuto, by thinking outside the box, and adapting. He began to develop the philosophy of the Even Flow, based off water. He observed that water could freely flow, or crash. That if water was put in a cup, it became a cup. That if it was put inside a flask, it became a flask. Tien learned that adapting was overcoming.
4; Tien remembers his death. He had just constructed a new dojo with the money he'd won from a tournament. Ryuuto came to visit, and all was well...until Tien let his guard down. Ryuuto pierced Tien's side with a poisoned dagger, and all faded to black. Tien does not know why, nor why he had been returned.
5; Tien remembers waking from the sleep of death. He was in his casket, with no light. His muscles were stiff, as if they hadn't been used in some time. He could not see in the utter darkness, but he felt his confines. Tien was easily able to break through what turned out to be his casket, and damp earth rushed in to fill the space. Tien panicked, but was able to make his way up through the earth before it swallowed him whole.

Fears:

Tien has three fears. One is the fear that, during his "death", terrible things have happened to his family.
Tien is also afraid of failure. He secretly is ashamed of his own lack of talent. He became skilled not by innate ability, but by working harder than any three other students put together. He worries that his hard work will never be enough, and his martial skill will fail him when he needs it most.
Finally, after waking from his death, Tien found himself in his grave. After breaking through his casket, he was nearly suffocated by the earth before he pulled his way out. Because of this, Tien has developed claustrophobia.

Background, Abridged:

In brief;
Tien was found on the doorstep of the Mountain Fortress Monastery by Grand Master Akisame Appachai. The master raised Tien as a disciple. Growing up, Tien's closest friend and most constant rival was Ryuuto Haruna, a son of nobility blessed with prodigious natural abilities. Tien could only keep up by working harder than anyone thought possible.

Tien once resorted to dishonorable methods to ensure he was chosen over Ryuuto to represent the Mountain Fortress in a tournament. Though he won the tournament, Tien felt awful and resolved to only compete through honorable means in the future.

Another student at the dojo, Katsumi, was enamored of Tien's unceasing work ethic. The two sparred together many times, eventually falling in love and marrying.

Tien saw the benefit of a less rigid philosophy than that propagated by the Mountain Fortress, and began developing a martial art based off of adaptability rather than overwhelming force. He built a dojo with the winnings from a great tournament. Shortly after he began taking students, however, betrayal brought him low. Ryuuto, acting the friend, visited Tien at his new studio, and poisoned Tien as soon as his guard was down.

That was ten years ago.

Tien has risen from the grave. He was buried with full honors, retaining all of the martial gear he had won in life. Tien remembers his life before, but does not know why or how he was brought back. He does know that he is far from his homeland. Perhaps his family moved there and brought his remains with them. The Acadamae is, perhaps, a means to an end. It's a way to meet other powerful individuals, perhaps some that could help him reclaim bits of his shattered past.
At the very least, it's something to take his mind off of things.

Statistics:

Unchained Monk 13
Chaotic Good Human
Languages Common, Elven, Celestial
Init +14; Perception +22
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Defense
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AC 32, touch 28, Flat-footed 27 (+4 Dex, +1 Dodge, +6 Wis, +4 Monk, +2 Deflection, +4 Armor, +1 Insight, -1 Enlarge, +1 Luck)
hp 86 HP (Average 10d10+10+2 FCB)
Saves Fort +8, Ref +9, Will +7
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Offense
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Speed 70 ft.
Melee +1 Keen Urumi +18/+13 (1d8+10/15-20x2)

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Statistics
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Str 22, Dex 14, Con 12, Int 10, Wis 18, Cha 9
Base Atk +10; CMB +16; CMD 29
FeatsWeapon Focus, Ascetic Style, Ascetic Form, Power Attack, Improved Initiative, Dodge, Combat Reflexes, Deflect Arrows, Medusa's Wrath
Traits Reactionary, Heirloom Weapon (Urumi)
Skills Acrobatics 21 (13), Escape Artist 21 (13), Perception 22 (13), Sense Motive 21 (13), Stealth 21 (13), and Swim 16 (6).
Other Gear

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Special Abilities/Class Features
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Ki Pool: 15 (8 levels Favored Class Bonus, Honored Fist of the Society)
Ki Powers: Qinggong Power (Barkskin), High Jump, Slow Fall, Diamond Soul, Ki Leech
Style Strikes: Flying Kick, Elbow Smash
Enlarge Person Permanencied

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.

AC Bonus

When unarmored and unencumbered, the monk adds his Wisdom 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.

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.

Flurry of Blows

At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Stunning Fist

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.

Unarmed Strike

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.

The damage dealt by a monk's unarmed strike is determined by the unarmed damage column on Table: Monk Unchained. The damage listed is for Medium monks.

The damage for Small or Large monks is listed below.

Evasion

At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement

At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk Unchained. A monk in armor or carrying a medium or heavy load loses this extra speed.

Ki Pool (Su)

At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Ki Power (Su)

At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.

Still Mind (Ex)

At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.

Purity of Body (Ex)

At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Style Strike (Ex)

At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes.

Improved Evasion (Ex)

At 9th level, a monk's evasion ability improves. He still takes no damage on successful Reflex saving throws against attacks, but henceforth he takes only half damage on failed saves. A helpless monk does not gain the benefit of improved evasion.

Tongue of the Sun and Moon (Ex)

At 13th level, a monk can understand and speak with any living creature, as if under a permanent tongues effect.