Supreme Hunter

Sun Zhanglao's page

49 posts. Organized Play character for Clebsch73.


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Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.
GM 8574 wrote:

Chronicle Sheets are here!

Grab yours, download, print, and let me know if you need me to sign off on any additional purchases that you're making.

Also, Sun, I have you down in our recruitment thread as pre-rolling a natural 20 on your day job check. :)

Peace, all - see you around the boards!

Chronicle sheet downloaded. Thanks.

I had forgotten about the recruitment day job roll. That was slightly better than what I rolled above!

It's been a pleasure doing dungeons with you all!

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Sun Zhanglao's Pathfinder ID is #105836-16.

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Paizo site is not responding, so I'll get my character # up when it resumes.

Day Job: Professional Athlete: 1d20 + 4 ⇒ (1) + 4 = 5

Sun contracted some swamp related illness and couldn't compete to his usual level. :(

Thanks for the enjoyable scenario.

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Sun directs Kong to join him in attacking the ghoul accosting Valon. Keeping his shield up, Sun tries to punch the ghoul while Kong attempts a bite.

Sun: Unarmed Strike: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d6 + 5 ⇒ (2) + 5 = 7

Kong: Bite: 1d20 + 2 ⇒ (6) + 2 = 8
damage: 1d4 + 1 ⇒ (1) + 1 = 2

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Sun will use his standard action to use another instance of his Martial Flexibility to again acquire the Dodge feat for the next minute. Then he and Kong move forward 30 feet. If Valon and/or Theron gets his action first and he wants to move where Sun or Kong is, move either one back five feet.

Sun takes a moment to focus his fighting style to the defensive maneuvers he used earlier and then he and Kong advance 30 feet to the edge of the intersection, with his shield on and planning to attack with his fists when necessary. Kong adopts a defensive posture until he gets the go-ahead from Sun to attack. "I see 2 ghouls," Sun yells, pointing at the ghouls ahead and to his left.

Sun's AC now 19, Touch AC 13.

Kong's AC, using Total Defense action, is 18, touch AC 17.

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Sun calls out to Kong, "Down!"

DC 10
Handle Animal: 1d20 + 6 ⇒ (4) + 6 = 10

The animal ceases his attack on Grald and watches the action around him intently.

Kong does not know the menace trick but he probably looks pretty menacing even if he's not going to attack if Grald tries anything.

Sun advances, trying to get to where he can help the Lady Qill and Zylencia fend off Grald's greedy goons.

I'm not sure if Sun can move to a position where he can attack S2 without risking an AOO, so I'll do an acrobatics check in case.

Acrobatics (tumbling): 1d20 + 6 ⇒ (10) + 6 = 16

Quarterstaff, Power Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 9 ⇒ (6) + 9 = 15

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Sun's knuckles make popping sounds as he grips his quarterstaff in preparation for a powerful attack on Grald.
"So the big shot Grald has the stones to fight for himself. I was hoping I'd get this chance."

Quarterstaff, power attack: 1d20 + 5 - 1 ⇒ (20) + 5 - 1 = 24
Quarterstaff, power attack, confirm threat: 1d20 + 5 - 1 ⇒ (3) + 5 - 1 = 7
Damage, power attack: 1d6 + 9 ⇒ (3) + 9 = 12
Damage, power attack, critical bonus: 1d6 + 9 ⇒ (6) + 9 = 15

Sun makes solid contact with Grald's head, the cracking sound resounding in the empty distillery.

Kong roars and sets into Grald from the side.

Kong
Bite: 1d20 + 2 ⇒ (13) + 2 = 15
damage: 1d4 + 1 ⇒ (4) + 1 = 5

Claws 1: 1d20 + 2 ⇒ (5) + 2 = 7
damage: 1d4 + 1 ⇒ (4) + 1 = 5

Claws 2: 1d20 + 2 ⇒ (4) + 2 = 6
damage: 1d4 + 1 ⇒ (1) + 1 = 2

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Sorry I did not get to post yesterday. I was waiting for someone to agree or disagree before opening the door.

Sun gets no opposition to the idea of letting the fighters in through one door to take advantage of the bottleneck, so he orders Kong to open the door and step back.

handle animal: 1d20 + 4 ⇒ (13) + 4 = 17

The ape understands, opens the door and steps back to create a cul-de-sac into which the enemy must move if they want to attack us. Sun and Kong ready attacks on the first enemy in reach.

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

"It might be better tactics to open this door and deal with the enemy beyond and control the entrance point, rather than wait for them to attack from two different directions," Sun says before Valon moves too far away.

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

With the extra time, Sun indicates that Kong should stand beside the door and let the enemy past and then flank any he can. He does this by a combination of pantomime and single word commands.

DC 10
Handle Animal: 1d20 + 6 ⇒ (4) + 6 = 10

The animal huffs once and settles to a powerful crouch to the north side of the door, listening intently to the sounds of the weapons hitting the wood. Sun begins to sing a kind of chanty to the rhythm of the blows on the door.

"Crack their heads and break their bones
Bash them back and smash them down
Cut and punch and throw big stones
Then get a beer and drink it down!"

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Sun and Kong have been moved. Sun ends next to Valon with Kong at his side.

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

It sounds as if Sun has already had a move action at least. If not and he can still take a move action, let me know.

Sun leaves his shield over his back where it has been while they traverse the tunnels. He advances and grips his quarter staff, using a technique he saw demonstrated by a traveling priest and monk who used a quarterstaff to fend off attacks suffered during his many pilgrimages.

"Let's bust some heads!" he yells. Kong screeches as he senses Sun readying for battle, the primal sound echoing in the large space.

Sun's standard action is to activate Power Attack feat using his Martial Flexibility Brawler Class feature.

Current AC: 16 Touch 12, Flat-footed 14

Quarterstaff attacks: +4, damage: 1d6 + 9

Liberty's Edge

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Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

I'm going to be camping Friday through Sunday. 'Bot me if necessary.

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Sun is relieved he won't have to slog through the swamp again. He and Kong will accompany Becher back to the distillery.

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

"Were you attacked by ghouls? We fought some off back in that cave with the casks stored."

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Sun follows Therin in, mostly in case he encounters anything hostile or dangerous. He leaves Kong outside with the others.

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.
Zylencia Night Fire wrote:
"I say we continue on after the trail, might lead to where we need to go"

"It might be hard to get Ruby through this narrow passageway. Perhaps she can remain in this little alcove."

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

"Well fought everyone," Sun exclaims as the last enemy falls.

Before the group leaves the former ghouls to the elements, he asks Lady De Qill, "Can you tell who these once were? I would think they might be soldiers of Grald, but it would be nice to know."

"Gwenid, if you need help getting through this bog, feel free to climb on Kong's back." At Sun's direction, Kong stays near enough Gwenid that she can climb up onto him and piggy back to higher ground.

Happy to be out of the bog, Sun relaxes a bit as the chest is investigated, wiping some of the muck off his face and his gear. "So, Reverend Baldaros, what does the magic on those bracers do?"

Looking down the passage, Sun tries to tell if anyone has walked it recently.

Survival: 1d20 ⇒ 2
"This seems worth investigating," Sun says of the passageway.

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Sun waits for Valon to advance closer to the last ghoul and follows. This time he tries to stab the ghoul with his longspear.

Kong stands next to Gwenid, in case she needs something solid to grab onto if she fails to keep her head above water.

Longspear, improved cover: 1d20 + 5 - 8 ⇒ (17) + 5 - 8 = 14
damage: 1d8 + 6 ⇒ (5) + 6 = 11

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Sun will again try to aid Valon by threatening the ghoul in front of him with his longspear.

"I normally wouldn't touch these things with a ten foot pole, but I guess an eight foot spear will do."

Longspear, aid: 1d20 + 5 ⇒ (12) + 5 = 17

Aid targets AC 10, so that should succeed. Valon gets +2 to his next attack on the Ghoul.

Just curious: if Sun had attacked the ghoul, would it get +8 to its AC, +4 due to the water and +4 due to Valon in between Sun and the Ghoul? Or would it just be +4? In other words, do cover bonuses to AC stack?

If Gwenid is having trouble with the deep water, Sun tells Kong to help her.

Handle Animal, Link: 1d20 + 2 + 4 ⇒ (13) + 2 + 4 = 19
Note: This is a free action.

Kong starts moving toward Gwenid.

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Sun draws his longspear and attempts to distract the ghoul and make it easier for Valon to destroy the foul undead.

Longspear to aid: 1d20 + 5 ⇒ (2) + 5 = 7

From his position in the muck and Valon and Ruby in between, Sun cannot provide much help.

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Cheers! Glad you are still in the fight (both in RL and RP).

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Sun uses sets his sight on the closes ghoul and sends a haymaker at it. He is not used to fighting with water up to his chest and it annoys him, although he takes some comfort knowing the ghouls will have just as much trouble as he.

More than anything, he hates that his fellow Pathfinders are connecting while he is mostly splashing water about like a child in a pool. Still, the calls out, "Well done, Zylencia and Valon!"

Unarmed strike: 1d20 + 5 ⇒ (9) + 5 = 14
damage: 1d6 + 5 ⇒ (5) + 5 = 10

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Sun wades closer, feeling like this fight is proceeding in some kind of magical slow time field. He clenches his fist ready to punch anything that wades into reach.

I believe that even if he made a swim roll, a move action would advance him 1/4 of his move speed or 7.5, which won't get him to an adjacent square, so he can't make an attack this round. So he has readied an attack to punch any ghoul that moves into his threat range.

unarmed strike: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d6 + 5 ⇒ (6) + 5 = 11

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Sun moves forward some more and adopts a fighting technique that makes it harder for the enemies to hit him. "Let's try to take these out before they have a chance to bite anyone."

Kong moves up to fight at his side, but Sun cautions him to hold back.

Standard action to use martial flexibility to add Dodge feat. AC with shield and dodge now 19.

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Sun and Kong work on wading though the bog, trying to get into position to attack the ghouls when they get closer.

I repositioned them after I realized I misread the map and moved further than I should have last round.

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Sun slogs the short distance to the dry land to the west and readies his shield while Wu Kong follows and shakes some of the water from his silver-black hair.

"I recently saw a chef pour brandy on a desert and light it on fire. I wonder if the brandy in these casks might do the same thing if poured on the water or ghouls," Sun says as others arrive. "Probably wouldn't float on water, but oil might."

Liberty's Edge

1 person marked this as a favorite.
Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Hope all goes well at the hospital.

I'm a little under the weather (head cold, not hurricane:) so I may take a little longer to get my post up today. I also have limited access to my computer for a few hours.

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Sun and Kong set about the task of lifting the heavier parts of the debris to clear the door. He also has 5 torches and some tindertwigs if we need it to set the proto-ghoul alight.

Sun: Strength: 1d20 + 4 ⇒ (17) + 4 = 21
Kong: Strength assist: 1d20 + 1 ⇒ (1) + 1 = 2

Kong tries to help but can't quite get in a position where he can be of much help.

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Sun and Kong keep ready for action while those with more skill at things medical and magical to investigate the corpse.

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Sun gestures to Kong to stay back from the violet fungus as he wades around to come at it from the opposite side as Valon with his quarterstaff.

"Let's smash this before it can hit anyone else. Those tentacles look nasty."

Quarterstaff, flanking: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Damage: 1d6 + 6 ⇒ (5) + 6 = 11

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Sun and Kong advance on the screamer.

Sun strikes with his quarterstaff wielded in 2 hands.

quarterstaff: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 6 ⇒ (6) + 6 = 12

Kong follows up with a claw attack, if needed.

Claw: 1d20 + 2 ⇒ (18) + 2 = 20
damage: 1d4 + 1 ⇒ (1) + 1 = 2

Assuming we will need to make fortitude saves when these things make noise:

Sun Fort Save: 1d20 + 5 ⇒ (10) + 5 = 15
Kong Fort Save: 1d20 + 5 ⇒ (14) + 5 = 19

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Sun slides his shield over his back and grips his quarterstaff with both hands. I assume a few good whacks will silence it. Let's get this over with. He gestures to Theirin, Valon, and Kong to follow him and he sets off wading into the bog toward the screamer. Kong follows.

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

"He can move quickly when he needs to," Sun replies.

Sun looks around to see if there is a log that could be floated on or that could be pushed ahead of us to push the fungus aside if it turns out to be toxic or dangerous.

"There's 50 feet of rope in Kong's backback," Sun adds.

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Sun checks himself and Kong for leeches and is relieved to find none. He helps the others find any that might be on them. Kong, seeing people looking for parasites, tries to help. When Sun combs though his fur, Sun gets a contented look in his face and enjoys the experience.

"These things remind me of the forces we are opposing,"" Sun observes. "Grubby leeches who want to suck the life out of this place. We must succeed so they get their just rewards. Unfortunately, it won't be as easy as dousing them with salt."

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Sun watches as the sick man is examined, unable to offer anything for the dying man. He remains silent, but agrees when Alya promises aid getting the documents from the caves.

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Forgot to roll to aid diplomacy:

Diplomacy: 1d20 + 2 ⇒ (18) + 2 = 20

Wu Kong sniffs the head of lettuce and picks it up and begins to eat it, if it is not too rotten.

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Sun calls out to the departing would-be thief, "Gods be with you."

If no one objects, he takes the longsword, draws it and swings it around. "My town militia insisted all able-bodied men and women ... and half-orcs ... learn to fight with a longsword. May as well keep it handy." He wraps the scabbard belt around Wu Kong's backpack so the sword is available if he needs it. Sun himself is at his limit of gear so that taking on more would slow him down.

Later that same day ...

After enduring the unwelcoming barrage, he adds to the words of Alya and Zylencia, "We dispatched two of the brigands you want to be hitting with these fine examples of produce," Sun called back, gather up some of the vegetables. "We would speak with Master Railford about aiding the Pathfinder Society. We will help you defend your town if want someone who can offer more potent attacks than fruits and vegetables."

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Sun again tries to support the lady's diplomatic efforts. "We are enemies, it is true. You seek to steal from one whose father was an ally of our organization. So we must oppose you and your leader. Your role in the events has ended. As the lady says, you can either accept an honorable death or take the also honorable path of dissociating yourself from miscreants who would steal and leave the area, starting a new life. There are many in the River Kingdoms who would welcome one such as yourself."

Diplomacy aid: 1d20 + 2 ⇒ (1) + 2 = 3 Perhaps the man does not trust a half-orc, even a well-educated and refined one.

"If you choose death, I offer to make it a soldier's death with honor. You and I fight. If you can defeat me, you go free. If I defeat you, I will grant your wish of a swift death."

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

"You fought bravely, but now you are a prisoner and your life is in our hands. We aren't interested in killing you, just preventing you and your allies from hurting others. What is your goal? Are you simple bandits or do you seek revenge or something else?"

Diplomacy Aid, if allowed: 1d20 + 2 ⇒ (8) + 2 = 10

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

"I pulled my punch, precisely so we could keep him alive. He'll come around in a few. I can't do anything to heal the other one, but I would not object to using magic to keep him from dying. My master used to say, 'I have three treasures: the first is mercy. From mercy comes courage.'"

He fishes in a small pack on Kong's back for some rope to bind the guards before they wake or are healed.

"Those who attack on sight are usually up to no good. Keep an eye out for others. If these are guards, there may be more."

Perception: 1d20 + 4 ⇒ (13) + 4 = 17

If no one moves to heal the dogs, Sun will put each out of its misery with a coup de grass using his short sword.

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Sun and Wu Kong advance on the remaining guard. Sun concentrates on his target and says nothing more, attempting to deliver a punch that might take the man down but not kill him.

Unarmed attack, non-lethal: 1d20 + 5 ⇒ (16) + 5 = 21
nonlethal damage: 1d6 + 5 ⇒ (4) + 5 = 9

Wu Kong attacks with a bite if Sun's attack did not take him down.

Bite: 1d20 + 2 ⇒ (2) + 2 = 4
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

The map is set so we can view it but can't edit. Also, there should be a figure icon for Wukong. You can use this file if you like: Gorilla Pawn Wukong is medium sized.

Sun sends Wu Kong a little forward and to one side as Sun advances 15' south. Kong moves to 10 feet east of Sun's new position and readies to attack the first target into his threat range.

Flexing his huge fist, he says, making eye contact with the nearest guard, "You are outnumbered, but by all means, if you want a fight, you will end with your face in the mud!"

Demoralize attempt: 1d20 + 8 ⇒ (7) + 8 = 15 targeting the green border guard
DC = 10 + the target’s Hit Dice + the target’s Wisdom modifier
Success: target is shaken for 1 round (or 2 rounds if the DC was 10 or lower)

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Lady de Qill has plenty of time to assess Sun's skills, as he encourages anyone who is interested to spar with him. He uses a wide array of tactics, adjusting to each new opponent. Sometime he uses his hands to pummel a foe, sometimes tries to trip or disarm an opponent. Sometimes, he uses conventional weapons, a short sword, quarterstaff, or Morningstar. Sometimes, he surprises someone by blocking their eyesight or getting them tangled in their own gear.

Those who don't want to spar, he challenges to contests of ranged attacks, pointing to a particular tree or deadfall and then throwing a spear or javelin at it. I notice two of the party have no ranged attacks listed. Sun can loan out the use of a spear or javelin if any wants to have the option of a ranged attack.

Although he seems lightly armored, his quickness compensates and he appears tough enough to withstand some damage.

For all that, however, he is green, never having fought a battle to the death. And he rarely has anything to contribute when people discuss geography, history, or other topics of knowledge.

When no one else will spar with him, Sun wrestles with Wu Kong or races him to see who can climb the fastest. For all his competitive spirit, however, Sun never gloats in victory or complains in defeat, taking each in stride.

He is friendly to all, but never seems to have words for Gwenid. Her strange appearance and her closeness to death make him wary of saying the wrong thing. Wu Kong also seems leery of her.

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

If anyone has any Teamwork Feats, let me know. Brawlers get to use combat feats for short stints if they qualify for them, kind of like using feats a spells. The list of feats he can adopt is on his profile, spoilered near the bottom. There is one spoiler for teamwork feats.

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Sun Zhanglao (pronounced Jhang-Laow) trudges along, enduring the rain without complaint. The rain is kept off his face by a dǒulì, or a traditional Tien Xia farmer's hat, made of straw woven over a reed frame, shaped like a low cone. His robe is also typical of robes worn in Tien Xia, a style favored by monks for its simplicity and loose fit allowing plenty freedom of movement. His chest and back is covered by a Lamellar leather cuirass. Over his heart is an emblem of a hunched over monkey, its tail wrapped in a circle around the outside of the holy symbol. When asked about it, he says only "That's the Monkey King, of course," as if everyone knows the story of the god of trickery, nature, and drunkenness.

Knowledge (religion) DC 15:
Originally a stone statue, Sun Wukong was given life and eventually became king of all monkeys. That was not enough for him, so he went before Qi Zhong, god of magic, hoping to glean the secret of immortality. Qi Zhong would not part with this secret, but taught Sun Wukong many other techniques. Undeterred, the ambitious Monkey King then sneaked into Pharasma's Boneyard and erased his name from her records, so gaining immortality.

On his person are a variety of weapons, some simple, like the quarterstaff he carries, a short sword, morningstar, and an assortment of spears and javelins. Others are more exotic, such a pair of fighting fans, an emei piercer, a punching dagger, and two sticks, known as dan bong.

The man himself is almost as exotic looking as his clothing and weapons. At first glance, he looks like a very strong human, with dusky skin, black hair, brown eyes like the humans of Tien Xia, shaped like almonds, and a thin mustache resembling two threads dangling on either side of his mouth. His hair is unruly and shaggy, with thick sideburns and a widow's peak, prematurely streaked with grey. A closer look, however, and one notes the tell-tale marks of a half-orc: slightly pointed ears, elongated canine teeth, faint ridges along his forehead, and a strong jaw. During the evening, when he removes his armor, one can see an elaborate tattoo of a dragon, finely detailed, with a variety of runes and symbols of protection and power. He claims it brings him good luck.

Ambling along beside him or sometimes trailing behind or loping ahead is his animal companion, a human sized great ape. This shaggy primate seems to enjoy the rain, kept warm by his thick black fur, shading to silver on his back. Sun calls him Wu Kong or sometimes just Kong. "We've been together since I saved him from some hunters who had killed his mother and driven away the other members of his colony. I think it is the Monkey King's way of keeping an eye on me. Don't worry, he's quite well behaved and only attacks if I order him to."

The ape has a few articles of clothing, an embroidered vest, a belt with some large sacks dangling from it, containing food and some rocks for throwing. He also has a pendant with the Monkey King's emblem on it. He exhibits curiosity about many things in this new environment, smelling, touching, even tasting various plants and objects he finds. He climbs trees frequently, sometimes to look around, sometimes, apparently just for the fun of it. When camping he sleeps in a low branch of a tree if one is available near the campsite that can support his weight.

Sun thinks about many things as the group trudges along. He wonders what his parents are doing. They were human, but apparently one or both of them had an ancestor who was an orc and this became apparent when Sun was born and his half-orc features could not be explained any other way. They raised him without prejudice, and such was the respect they had with the village, everyone else did the same.

"I wonder if I shall enter a town anywhere around the Inner Sea and not have to deal with some lout insulting me?" he thinks, recalling the barroom brawl he nearly got to fight until Wu Kong entered the bar and took his place by Sun's side. "Interesting how the insults melt away when they see Kong."

The other thing that surprises most about Sun is that for a half-orc, he is surprisingly refined, speaking proper Taldane, with but a slight Tien accent, polite, jovial, good-humored, and humble. He sometimes wins over a skeptic by challenging him to a contest of strength or dexterity. He's a great athlete who makes some extra money participating in contests like races, boxing matches, and wrestling.

Liberty's Edge

Male half-orc Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

I'm ready.

Liberty's Edge

1) Brawler (Wild Child) Level 1 (Fresh of the boat, from Tien)

2) Desired Tier of Play 1-2
3) Front Line melee fighter, with animal companion for help
4) Your day job roll: Profession (Athlete): 1d20 + 4 ⇒ (20) + 4 = 24

This would be my first choice. I have a number of other characters I could run. If we end up needing an arcane caster, I have a witch, 1st level.

Liberty's Edge

Is the world based on Golarian with Golarian deities? If not can you direct us to some general info on the world and deities?

It looks like there will be a lot of submissions so competition will be fierce. But challenges are part of what makes character creation fun. Sun (current alias) is a 1st level brawler (wild child) created for PFS with the intent of building toward the darechaser prestige class from Paths of the Righteous. I will create a character that will start with this character, with the higher point buy of course, and will make him 8th level brawler and 10th level darechaser. I will want an answer to the question above about the world culture before doing up a background story.

I won't have the submission ready until the weekend so if you plan to make your selection before then, let us know.