Master Soan

Tai Pao Leng's page

291 posts. Alias of Storm Dragon.


Classes/Levels

Human Mystic 1|Vigor: 8/8, Wounds 28/28| AC: 16 FF: 13 Touch: 13 CMD: 17| Init: +3|Fort +3, Ref +4, Will +7| Hero Points 1| Perception +8, Sense Motive +8|Current Stance: Hungry Jaws (Grab/Constrict)

Languages

Common, Tien

About Tai Pao Leng

Character sheet.

Background:
Physical Prowess: High
Mental Acuity: Above Average
Psionic Potential: Minimal (limited)
Recommended Placement: Military (enlisted)

15 words. That and a signature was all it took to determine the course of Tai Leng's life forever, the results of his aptitude test all but tattooed on his forehead, his social standing irrevocably determined by a council of bored bureaucrats assured of their superiority over him. Barely enough psionic potential to mention, save in the art of war. Why not place him where he'll be of worth for whatever remains of his pitiful life?

For the better part of a year, Tai Leng contemplates just giving up. All it would take is for him to drop his guard on purpose during a spar, and an "unfortunate training accident" would end this hell. Only spite keeps him going, and as time passes the anger grows and stokes a flame of ambition.

He'd show them. He'd show them ALL what he was "worth".

Appearance:
Tai Leng is relatively short, about 5' 6". He shaves his head daily, because the vicious scars on his face run into the scalp, and cause his hair to grow in unsightly patches. His usual attire consists of a sleeveless tunic of saffron yellow and green, with fitted dark olive pants, an orange sash in between. He wears no shoes.

As far as weaponry and gear goes, Leng appears completely unarmed.

Feats:
1.) Bestial Takedown: When you initiate a grapple with a creature for any reason, you also automatically lock the creature. A creature remains grasped even after it escapes the grapple. In addition, all Fool’s Errand strikes gain the [G] descriptor.
Human Bonus: Improved Grapple: +2 Grapple, doesn't provoke.
Mystic Bonus: Improved Unarmed Strike; deal lethal damage and don't provoke with unarmed.

Stances:
1.) Hungry Jaws: Gain Grab and Constrict.

Maneuvers:

Lock Step: You match your enemy’s movements, preventing them from acting freely. You can initiate this counter in response to a creature you have locked making a melee or ranged attack. Make a Climb check, using your opponent’s attack roll as the DC. If you succeed, the attack is negated.

One-Two Punch: With quick footwork and equally-quick fists, you deliver a pair of deadly blows. Make two unarmed strike attacks against the same target with a –2 penalty on your attack rolls. They deal weapon damage as normal.

Snatching Talons: You adeptly tear through your foe’s defenses and begin crushing them in your hands. Initiate a grapple attempt against the target, which does not provoke an attack of opportunity. On a success, you deal 1d8 points of damage to the target, and deal 1d8 points of damage every time you maintain a grapple. This damage stacks with that from the constrict special ability.

Trampling Pin: You slam your foe into the ground with excessive force and hold them down. This maneuver causes the target to gain the pinned condition and deals 2d8 points of damage. You still keep the grappled condition so long as you continue to pin the opponent.

Body of Delusion: The most basic tenet of the Sleeping Goddess discipline is that a strong enough belief, channeled through the lens of psionic power, can do anything. With this technique, you momentarily enter a state of denial, asserting through your power that you are not and will not be harmed. You can initiate this counter when you take damage from a melee or ranged attack. Make an Autohypnosis check, using your opponent’s attack roll as the DC. If you succeed, you take only half damage from the attack, although any other effects of the attack are resolved normally.

Augment: You can augment this maneuver in one or more of the following ways:

For every power point you spend, you gain a +1 bonus on your Autohypnosis check.
If you spend 3 power points, you take no damage from the attack on a successful Autohypnosis check, rather than half.
If you spend 5 power points, you are completely unaffected by the attack on a successful Autohypnosis check, taking no damage and ignoring any additional effects of the attack.
If you expend your psionic focus while initiating this counter, you can use it in response to an attack damaging an ally within 60 feet. Make an Autohypnosis check as normal, then apply the effects of this counter to that ally rather than yourself.

Spark Strike: By letting the elements flow through you and into your attack, you’re able to strike with raw primal energies at your unlucky foe. Make an attack. If it hits, it deals weapon damage as normal plus an additional 2d4 points of damage of your active element’s associated energy type.

Animus augmentation: You may spend one point of animus to increase this strike’s additional damage to 3d4.

New Condition: Locked:

Several Fool’s Errand maneuvers and related abilities allow you to lock your target. You may only lock creatures within your melee reach (including that of reach weapons or other effects that extend your reach). Locking a creature does not provoke attacks of opportunity, and even though it is not an attack, it is treated as a melee attack for the purposes of targeting, line of effect, miss chances, and ending an invisibility spell or similar effects. Attempting to lock or drag a creature ends any Stealth you have, though you can still use Stealth after you've locked a creature (if you are otherwise able to do so while observed, such as by having the hide in plain sight ability or making a successful Bluff check). Similarly, locked creatures can use Stealth against you if they have a means to do so, through successfully hiding from you using Stealth does not end the lock.

A creature targeted by a character’s lock must succeed at a Reflex save (DC 12 + 1/2 your highest initiator level + your Strength modifier or highest initiation modifier, whichever is higher) or become locked. Locking counts as a Fool's Errand maneuver for the purposes of abilities or effects that increase a maneuver's save DC, and the bonus for using a discipline weapon as part of the attempt is already included in the DC. If you can substitute another ability modifier for melee attack rolls or CMB checks (such as through the Weapon Finesse or Agile Maneuvers feats, or the soulknife’s Focused Offense blade skill), you may use your that ability instead of your Strength or initiation modifier for determining your lock save DC.

Once you’ve locked a creature, they cannot voluntarily move from their space without escaping the lock (see below). If you lock another creature that is flying or otherwise midair, they remain in the air and do not fall. As this is an ability that hinders movement, creatures under the effects of a freedom of movement spell or slip the bonds power cannot be locked. You can end the lock as a free action, and it automatically ends if the locked creature is no longer within your reach.

You can move freely as long as each creature you’ve locked remains within your reach, or can drag creatures when you move by moving at half speed. If your movement takes place during a maneuver, you can drag creatures by halving the distance you would normally move (to a minimum of 5 feet, even if halving it would result in a lower distance). You must still follow all the restrictions of your movement (such as where you can move, or where you must end your movement).

When dragging a creature, they move in the same direction as you, relative to your spaces (even if that movement takes them to a harmful location). If you would drag them into a space they cannot enter (such as a wall or that of another creature), you must either relinquish your lock on them, change direction, or stop moving. Otherwise, you can freely drag them along with you, regardless of your relative sizes or location. The movement of dragged creatures does not provoke attacks of opportunity, and your movement does not provoke attacks of opportunity from creatures you’re dragging. If you would drag a creature into a space that can’t support them or a hazardous location (such as the air for a nonflying creature or a pit of lava), they may make a saving throw to escape the lock (see below). If they succeed, they are not dragged, escape the lock, and fall prone in their space.

On its turn, a creature can attempt to escape your lock whenever it tries to move. In order to do so, the creature must succeed at a Reflex save with the same DC as when they were locked. A creature can use their Strength instead of their Dexterity on this saving throw (but not the one to evade the initial lock). Success indicates that the locked creature escapes and can move freely; failure means they remain locked, though their action is still spent (and are treated as having moved, for the purposes of taking 5-foot steps). Teleportation effects allow a creature to automatically escape your lock, as do effects that cause you to no longer have the creature within your reach. A creature that does not attempt to move during their turn can make a Reflex save against the lock as a free action at the end of that turn. You cannot lock a creature in the same turn that it escaped your lock.

If you become helpless, all of your locked creatures are released.