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About Sagacious Tien of the Even FlowBackground 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-
Secrets-
Character Ties-
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-
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.
Statistics:
Unchained Monk 13 Chaotic Good Human Languages Common, Elven, Celestial Init +14; Perception +22 -------------------- Defense -------------------- 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 -------------------- Offense -------------------- Speed 70 ft. Melee +1 Keen Urumi +18/+13 (1d8+10/15-20x2) --------------------
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Ki Pool: 15 (8 levels Favored Class Bonus, Honored Fist of the Society)
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.
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. |