Chung Po

Master Zhu's page

8 posts. Alias of Dodekatheon.


Full Name

Master Zhu

Race

Hp 254 | Init +20 Perc +42 | AC 58 Touch 36 Flat Footed 38 | Fort +30 Ref +22 Will +29

Classes/Levels

Unchained Monk 15/Fighter (Mutation Warrior) 5

Gender

Male

Size

Large

Age

35

Alignment

LN

Deity

Irori

Strength 36
Dexterity 24
Constitution 20
Intelligence 7
Wisdom 22
Charisma 5

About Master Zhu

Statistics:
Master Zhu
Oni-Spawn Tiefling Unchained Monk 15/Fighter (Mutation Warrior) 5
LN Large outsider (native)
Init +20; Perception +5; darkvision 60 ft
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Defense
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AC 58, touch 36, flat-footed 38 (+8 Armor, +3 Shield, +7 Dodge, +1 Insight, +11 Natural, +5 Deflection, +7 Dex, +6 Wis)
hp 244 (20d10+100+20 FCB)
Fort +30, Ref +22, Will +29
Resistances cold 5, fire 10
Immune electricity

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Offense
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Speed 90 ft., fly 40 feet (perfect)
Melee +5 Dueling Evil Outside Bane Holy cold iron Urumi +46/+41/+36/+31 (3d8+26/15-20x2)
Bite +37 (1d6+13)
Reach 10 ft

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Statistics
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Str 36, Dex 24, Con 20, Int 7, 36Wis 22, Cha 5
Base Atk +20; CMB +34; CMD 51
Feats Weapon Focus (Urumi), Dazzling Display, Dodge, Deflect Arrows, Ascetic Form, Ascetic Style, Power Attack, Furious Focus, Weapon Specialization- Urumi, Advanced Weapon Training (Warrior Spirit), Combat Reflexes, Shatter Defenses, Cornugon Smash, Medusa's Wrath, Improved Critical (Urumi), Advanced Weapon Training (Defensive Weapon Training), Improved Initiative, intimidating Prowess
Traits Fate's Favored, Weapon Style- Urumi
Skills Acrobatics 35 (20), Fly 15 (3), Intimidate 41 (20), Perception 42 (20), Stealth 32 (17)
Other Gear Bracers of Armor +8 (64,000), Ring of Freedom of Movement (40,000), Amulet of Natural Armor +5 (50,000), Ring of Protection +5 (50,000), Luckstone (20,000), Cloak of Resistance +5 (25,000), Belt of Physical Perfection +6 (144,000), +5 Courageous Holy Evil Outside Bane Urumi (176,000), Monk's Robe (13,000), Wish x6 (150,000) Cracked/Normal Dusty Rose Prism Ioun Stone (5,500), Bane Baldric (10,000), Gloves of Dueling (15,000), Headband of Inspired Wisdom +6 (36,000), Cracked/Normal Pale Green Prism Ioun Stone (58,000), Greater Polymorph Air Elemental (910 GP), Circle of Persuasion (4,500 GP), Handy Haversack (2,500)Dark Blue Rhomboid Ioun Stone (10,000), Potion of Displacement (750), Potion of Magic Vestment +5 x1 (750), Potion of Rage x1 (750), Eyes of the Eagle (2,500), Battle Mask (50), Fighter's Kit (9)
771 GP remaining

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Special Abilities
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Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.

Skilled: Oni-spawn get a +2 Racial bonus on Disguise and Intimidate checks.

Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
Bite attack chosen.

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

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.
At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

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.

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.

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Mutagen (Su): At 3rd level, a mutation warrior discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. This ability functions as the alchemist’s mutagen ability, using his fighter level as his alchemist level.

This ability replaces armor training 1.

It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th*, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Level/Feat Progression:

Fighter 1- Weapon Focus Urumi, Power Attack

Fighter 2- Dazzling Display, Bravery

Fighter 3- Furious Focus

Fighter 4- Weapon Specialization Urumi

Fighter 5- Ascetic Style, Weapon Training (Monk weapon group)

UnMonk 1- Dodge

UnMonk 2- Deflect Arrows, Ascetic Form

UnMonk 3- Fast movement, Ki strike (magic)

UnMonk 4- Shatter Defenses, ki pool, ki power- ki stand

UnMonk 5- Style Strike- Flying Kick

UnMonk 6- Cornugon Smash, Combat Reflexes ki power- sudden speed

UnMonk 7- ki strike (cold iron/silver)

UnMonk 8- Advanced Weapon Training (Warrior Spirit), ki power- Furious Defense

UnMonk 9

UnMonk 10- Medusa's Wrath, Improved Initiative, ki power- insightful wisdom

UnMonk 11

UnMonk 12- Advanced Weapon Training (Defensive Weapon Training), ki power- abundant step

UnMonk 13

UnMonk 14- Improved Critical Urumi, Mobility, ki power- ki leech

UnMonk 15