Ageless Master

Tao Sheng's page

335 posts. Alias of TheBait.


Full Name

Tao Sheng (escape)

Race

Vitals:
HP:38 | Initiative: +2 | AC: 16 | Touch: 12 | Flat-Footed: 14 | CMB: +7 | CMD: 19 | Fortitude +5 | Reflex +3 | Will +1 | DR: 1/- | Rage: 10

Classes/Levels

Skills:
Acrobatics: 7 | Climb: 8 | Craft(Tinker): 7 | Perception: 7 | Prof(Sailor): 7 | Swim: 8

Gender

Human Male Urban Invulnerable Rager 3

Size

Medium

Age

23

Alignment

Chaotic Neutral

Deity

Besmara

Location

Port Peril

Languages

Common (Taldan), Common(Tian)

Strength 18
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 10
Charisma 8

About Tao Sheng

Statistics:

CN Male Barbarian (Urban Barbarian/Invulnerable Rager) 3
Medium Humaniod (Human)
Init +1 (Dex+1)
Senses: Normal Vision

Str 18, Dex 14, Con 14, Int 12, Wis 10, Cha 8

B.A.B. +3

DEFENSE:
AC 16, Touch 12, Flat-Footed 14 (+2 dex, +4 Armor)
DR 1/-
HP 38/38
Fort +5, Ref +3, Will +1
CMD: 19

OFFENSE:
Speed 30 ft.
Space: 5ft Reach: 5ft
Melee: +7
Ranged: +5
CMB: 7

Racial Traits:
Bonus 1st level Feat
Bonus Skill point per level

Feats:

Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. (-1/+2; -1/+3 for two handed weapons)

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.

Raging Vitality:Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious you must still expend rounds of rage per day each round.

Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Special Features:

Rage: +4 Strngth and Constitution; +2 Will Saves; -2 AC (6/day)
Fatigued (-2 Strength and Dexterity and cannot Run or Charge) for double the number of rounds as rage used.

Controlled Rage: When raging, instead of making a normal rage he may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.

Crowd Control: At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level (+1) on Intimidate checks to influence crowds.

Invulnerability: The invulnerable rager gains DR/— equal to half (1) her barbarian level. This damage reduction is doubled (2) against nonlethal damage.

Extreme Endurance: The invulnerable rager is inured to cold climate effects as if using endure elements. In addition, the barbarian gains 1 point of cold resistance for every three levels beyond 3rd.


Rage Powers:

Lesser Beast Totem: While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian’s full base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the barbarian’s Strength modifier.

Traits/languages:

Besmara's Blessing (Campaign Trait)
You gain a +1 trait bonus on Perception and Profession (sailor) checks. 1/week, reroll Profession (sailor) check and take the higher result (must announce using this ability before results are known).

Rice Runner (Regional Trait)
You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you.

Languages spoken - Common(Taldan), Common(Tian)

Trained Skills:


3 Int
3 Human
12 Barbarian
18 Total Skill ranks

Skill:(total=rank+ability+trained+misc)
Acrobatics: 9=3+2+3+1
Climb: 10=3+4+3+0
Craft (Tinker): 7=3+1+3+0
Perception: 7=3+0+3+1
Prof(Sailor): 7=3+0+3+1
Swim: 10=3+4+3+0

Equipment:

Carrying Capacity: 100/200/300
Lift: 600 Drag: 1500

Greatsword (+7 attack, 2d6+6 dmg, 19-20 x2 crit, Slashing) 50gp, 8 lbs.
Dagger(x3) (+7(+5) attack, 1d4+4 dmg, 19-20 x2 crit, Piercing or Slashing) 6gp, 1 lbs. (3lbs total)
MW Crossbow (+6 attack, 1d8 dmg, 19-20 x2 crit, Piercing, 80' range) 335gp, 4 lbs. PLUS 50 bolts, 50gp, 5 lbs.
Trident (+7 attack, 1d8+4 dmg, x2 crit, Piercing, 10' range) 15gp, 4 lbs.
Chain Shirt (4 AC, 4 Max Dex, -2 Armor Check) 100gp, 25 lbs.

Manacles(Common) x1, 15g, 2lbs.

Potion of Cure Light Wounds (CL 1) x1
Potion of Cure Moderate Wounds (CL 3) x1
Potion of Enlarge Person (CL 1) x1

Tangle Foot Bag x2
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.

Climber's Kit 80 gp, 5 lbs.
These crampons, pitons, ropes, and other tools give you a +2 circumstance bonus on Climb checks.

Fighter's Kit 9 gp, 29 lbs.
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Fisher's Kit 5 sp, 3 lbs.
This kit includes a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures).

Current Weight 63lbs(Light Load)
Currency 0 pp 109 gp 5 sp 0 cp

Personality/Appearance::

Jet black shoulder length hair falls haphazardly across a deeply tanned complexion. Dark almond shape eyes framed by wispy thin eyebrows stare absently toward the sea. A look of near longing can almost be seen in the stoic gaze of this foreigner. A stringy goatee twitches as the salt air blows past. Though he looks lethargic and almost lazy his thick corded muscles betray the truth of this man. As a bar maid closes the distance he seems to realize the stupefied gaze strewn across his features and he tries to smile warmly, though his social awkwardness is blatantly obvious. He comes off as a nice enough person, but a wildfire hides within his dark eyes. A nearly explosive dangerous look that just enhances his awkward nature. A look as if he doesn't quite belong and does not know how to fix it.

Biography:

Born a slave, Tao Sheng was no stranger to hardship. He was a runner in the rice fields since his 5th birthday. He worked hard to make sure his family remained in good standing with the daimyo of the region. Land disputes happened often and unfortunately, the daimyo's control over the region was not strong enough to keep bandits and mercenaries from forcing their way into the outskirts of the daimyo's reach. During one such raid, Tao Sheng lost his parents and sister. Still only 11, Tao Sheng did the only thing he knew to do. He ran. He ran as fast as his little feet could take him from the killers. From the fire. From the fear.

He stowed away on a ship he heard was going far to the west, away from anyone who would know who he was. After a few days of skittering around in the bowels of the deck he was found by some of the sailors. The crew
nearly threw him over with the captains blessing, but the first mate took a liking to him. Marcus took full responsibility for Tao Sheng, no small thing the boy found out later. Marcus was strict, but fair with the boy. Taught him the ins and outs of being a sailor. He even taught him how to fight a bit. How to hold a weapon properly. The right way to defend yourself. The most effective way to strike. Tao Sheng began to feel as if he was finally free. The feeling did not last. After two years of prosperity, the ship was struck by pirates. The battle was hard fought, but futile. Most of the crew were slaughtered during the attack. They were the lucky ones. And so, again, the boy had been shunted back to the beginning. He was once again a slave.

He was sold off to a strangely dressed merchant, in an unknown land. Forced to toil in the hot sun or the freezing cold. Working as a beast of burden or toiling in the fields. Treated like an animal. Passed from hand to hand like so much coin. Paraded around as a novelty to gawking children who had never seen his like before. All the while he dreamt of the sea. Of returning to the freedoms of the open ocean. Away from the shackles and the pain. Weeks would pass where he would just sit locked in a cage for when he would be needed for labor or eventually sold off if the merchant had no use for him. One auspicious day during an slave auction came a ray of hope in the form of a group of travelers later to proclaim themselves followers of Cayden Cailean. Through some
"diplomatic" talks, the fearful merchants (with their body guards dead) Tao Sheng was freed of his bondage. Before he could offer the trio and form of gratitude, they had gone and he was left to wander in an attempt to return to the ocean that called to him even now. This is how he found himself on the outskirts of Port Peril. The journey here was a blur. Years of moving across the face of Golarian and he emerges here, a free man, yearning for the sea.