Chung Po

Shan-yu's page

177 posts. Organized Play character for Mezegis.


Full Name

Shan-yu

Race

Human

Classes/Levels

Zen Archer 8 HP: 41/65 and 11 NL | AC: 27 | Touch: 23 | Flatfooted: 25 | CMD: 31 Saves: Fort: +10, Ref: +10, Will: +14 | Perception: +17 | Initiative: +2 | Ki points: 11/12

Size

Medium

Age

28

Special Abilities

Traits: Resilient and Vagabond Child, Urban: Disable Device

Alignment

Lawful Neutral

Languages

Common, Sylvan, Celestial, Draconic

Strength 16
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 22
Charisma 7

About Shan-yu

Classes: Monk 8 Zen Archer
Hit Points: 65
Experience: 74999 / 75000
Alignment: Lawful Neutral
Vision:
Speed: Walk 50 ft.
Languages: Celestial, Common, Draconic, Sylvan
Stat Score Mod
STR 16 (+3)
DEX 14 (+2)
CON 12 (+1)
INT 12 (+1)
WIS 22 (+6)
CHA 7 (-2)

400 GP on hand

Skills:

Skill Total
Acrobatics 13
Acrobatics (Jump) 29
Appraise 1
Bluff -2
Climb 3
Craft (Untrained) 1
Diplomacy -2
Disable Device 14
Disguise -2
Escape Artist 2
Fly 2
Heal 6
Intimidate -2
Knowledge (History) 5
Knowledge (Religion) 10
Linguistics(Draconic, Celestial)
Perception 17
Perform (Untrained) -2
Ride 2
Sense Motive 16
Stealth 13
Survival 6
Swim 3

Feats:

Deadly Aim
You can choose to take a -2 penalty on all ranged attack rolls to gain a +4 bonus on all ranged damage rolls. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Dodge
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Extra Ki
Your ki pool increases by 2.

Toughness
You gain +8 hit points.

Vital Strike

Improved Unarmed Strike
You are considered to be armed even when unarmed-you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Perfect Strike
You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use one of the following weapons to make the attack: kama, nunchaku, quarterstaff, sai, and siangham. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round.

Point Blank Master
Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened.

Weapon Focus (Longbow)
You gain a +1 bonus on all attack rolls you make using the selected weapon.

Weapon Specialization (Longbow)

Improved Precise Shot
Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

Point-Blank Shot
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot

Combat:

AC: 23 (27 with Mage Armor) Touch: 23 Flatfooted: 21 (25 with Mage Armor)

Initiative: +2
BAB: +6/+1
Melee tohit: +9/+4
Ranged tohit: +8/+3

Fortitude: +10
Reflex: +10
Will: +14

Unarmed attack:
to hit: +9/+4
damage: 1d10+3
critical: 20/x2

Longbow +1 (Composite/Merciful/Strength Rating+3), All # do NOT include Point Blank Shot: special properties: Strength bonus to damage, +1d6 damage, deals non-lethal damage only

Vital Strike/Deadly Vital Strike:
to hit: +14 or +12
damage: 2d8+1d6+6 or 2d8+1d6+10
critical: 20/x3
range: 110 ft.

Flurry of Arrows/Deadly Flurry of Arrows:
to hit: +14/+14/+14/+10 or +12/+12/+12/+8
damage: 1d8+1d6+6 or 1d8+1d6+10
critical: 20/x2

Special Abilities:

High Jump, Slow Fall, Wholeness of body

Ki abilities: 12/12 Ki Points

Magical Gear:

Name
Amulet of Natural Armor +1
Headband of Inspired Wisdom +2
Ring of Protection +1
Belt of Giant Strength +2
Cloak of Resistance +2
Longbow +1 (Composite/Merciful/Strength Rating+3) (3 lbs.)
Handy Haversack
Efficient Quiver
Wand of Mage Armor
Wand of CLW
Potions of CSW, Darkvision, and Invisibility

Handy Haversack::

Mirror (Small/Steel)
Oil (1 Pint Flask)
Potion of Cure Serious Wounds Special: Cures 3d8+5 points of damage
Potion of Darkvision Special: Grants darkvision (60 ft.) for 3 hours
Potion of Invisibility Special: Grants invisibility for 3 minutes or until you attack
Rations (Trail/Per Day)
Rope (Silk/50 ft) Special: 4 hp, DC 24 Strength check to burst
Scroll Case Special: A leather or wooden scroll case easily holds four scrolls; you can cram more inside, but retrieving any of them becomes a full-round action rather than a move action.
Sealing Wax
Sewing Needle
Shovel or Spade
Signal Horn
Soap (per lb)
Sunrod
Wand of Mage Armor
Wand of CLW
Waterskin
Bedroll
Candle Special: Increases light level (5') for 1 hr.
Chalk (1 Piece)
Crowbar Special: +2 circumstance bonus to Strength checks to force open a door or chest
Flint and Steel
Grappling Hook
Outfit (Cold-Weather) Special: +5 circumstance bonus on Fortitude saves vs cold weather
Acid (Flask)
Alchemist's Fire (Flask)
Antitoxin (Vial) Special: +5 alchemical bonus to Fortitude saves against poison for 1 hour

Efficient Quiver::

Arrows (40) -9 used
Arrows (20/Alchemical Silver) Special: 10 hp/inch, hardness 8
Arrows (20/Cold Iron) Special: 30 hp/inch, hardness 10
Arrows (Blunt/20) -4 used

Background:
Shan-yu was born to a small farming family on the outskirts of Newbridge. When he was 6, the summer was particularly harsh and dry, and the fields were caught in a fire caused by some pyromaniac goblins. His father fought the fire as best he could, but collapsed from exhaustion and died in the fields. His mother, broken by the loss of her husband, lost control of her son and Shan-yu began to do whatever he wanted with little consequences. Soon, he joined a gang of children and was well on his way to a life of crime. One day he picked the wrong mark, one of Baron Solovei Borga's servants, and was discovered. However, in true to Baron Borga's ideals, instead of turning him in, the man offered him a better life. He offered to enroll Shan-yu at a southern monastery. Given the choice between monkhood and prison, Shan-yu took to the life of a monk with the gusto of child being told to eat their Brussel sprouts. Even with his lackluster initial opinion, Ro completed his initial training quick quickly, and was a natural with the bow. Eventually, he came to accept his new life, end even began to enjoy it. After years of training, he even surpassed his teachers in certain aspects, and knew his training was at an end. Now, Shan-yu has set out, into the Stolen Lands, in hopes of honoring his mother and his monastery with his deeds, and to earn enough gold to fund the monastery for many years.

Personality:
Shan-yu is quick to try and see the good side of things, knowing people can change. He is patient to a fault, and never shows anger, except toward those of the goblinoid races, whom he still hates for the death of his father. He is generally good natured, and loves the sound of children laughing. He drinks naught but water, and frequently meditates to maintain his inner focus and outward calm.