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About Xingxun ZheSTATUS/TRACKING:
Active Effects/Conditions: Mage Armor, True Self (+2 STR, +1 nat armor bonus)
. HP: 25/30 AC: 20 FF: 18 T: 15 CMD: 22 FF: 22 —— 24 vs Grapple, Bullrush, Overrun, Trip Fort: +5 Ref: +6 Will: +7 . SPELLS (DC 13+spell lvl) Orisons (at will; 4 prepped): create water, detect magic, light 1st Lvl (3+1 prepped): CLW, 2nd Lvl (2+1 prepped): Communal Protection from Evil, Tremor Blast, *Bull's Strength . DAILY RESOURCES Ki Pool 3/4 remaining Agile Feet 6/6 rds remaining Channel Positive Energy 2d6 (DC 10): 3/3 remaining Wooden Fist +1 5/6 rds remaining Speak with Cats 1/1 remaining Stunning Fist (DC 14): 3/3 remaining __________________________
Classes: Separatist Cleric Irori 3 / unchained Monk 3
Senses:low-light vision
STR 16 DEX 14 CON 13
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HP: 30 (3d10 [10, 8, 9] + 3 con)
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Ranged: +5; (Flurry +5/+5)
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Feats: Improved Initiative (1), Improved Grapple (mnk1), Improved Unarmed Strike (mnk1), Stunning Fist (mnk1), Combat Reflexes (Mnk2), Power Attack (1k Campaign Freebie), Tiger Style (3)
______________________ SPELLS:
RACE & CLASS ABILITIES:
WHITE TIGER SKINWALKER
Low-Light Vision (Ex): Skinwalkers can see twice as far as humans in conditions of dim light. Spell-Like Ability: Skinwalkers with a Wisdom score of 11 or higher can use speak with animals once per day as a spell-like ability. The caster level for this ability is equal to the skinwalker’s character level. Xing can only use this on cats. Change Shape (Su): A skinwalker can change shape to and from a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to either Strength, Dexterity, or Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features: 2 claw attacks that each deal 1d4 points of damage, Darkvision to a range of 60 feet, or +1 racial bonus to natural armor. These benefits last until the skinwalker returns to her humanoid form as a swift action. A skinwalker must first return to her humanoid form before changing to bestial form again to change benefits. Different skinwalker heritages allow skinwalker characters to select from different sets of bestial features. SEPARATIST CLERIC OF IRORI
Channel 1d6 Positive Energy (Su): a cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. Forbidden Rites: Travel Domain
Granted powers from the cleric’s second domain function as if the cleric’s level, Wisdom, and Charisma were 2 lower than normal (minimum level 1) in terms of effect, DC, and uses per day. This also means the separatist doesn’t gain the domain’s higher-level ability until 2 levels later than normal. If the second domain grants additional class skills, the separatist gains these as normal. In all other respects, this ability works like and replaces the standard cleric’s domain ability. Fist Domain:
Travel Domain: Increase your base speed by 10 feet.
Spontaneous Casting (Cure):
UNCHAINED MONK
AC Bonus (Wis + 0): 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 Feats: Improved Grapple (1) 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 (DC 13): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. 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 1d6: 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. 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 +10: 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.
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. EQUIPMENT & DESIRED LOOT LIST:
Body: holy symbol if Irori tattoo (back of hands)
Worn: holy wooden symbol of Irori, Traveler’s/Monk’s clothes, scroll case (scroll of cure light wounds (x2), scroll of shield of faith (x2)), bo staff, 10 wushu darts Belt pouch: flint & steel MW Backpack: blanket, extra clothes, hemp rope (50 ft.), soap, torch (10), trail rations (5), waterskin Monies: 426.11g APPEARANCE & PERSONALITY:
At just over six feet tall, Xing looks eye to eye with most human men (a rarity for Minatan women). She is athletically built with long, well-muscled limbs. She is neither pretty nor ugly, and her golden-brown eyes have a steady, hard quality. Her suntanned Minatan skin is strewn with scars both new and old, starting on the right side of her face and climbing down across the rest of her body. Similarly, a series of tattoos in the Tian style starts on her neck, then runs down across her back, wraps around each shoulder, and coils down to her hands. Among the designs are symbols, signs, and Minatan characters. The characters for “Xingxun Zhe” hide among the swirls on her back, a stylistic depiction of the celestial white tiger Cheu Chem pounces across her right shoulder, and the open hand of Irori decorates the back of her left fist. Balancing that, her right hand is devoid of tattoos. Instead, those fingers are crooked from once having been broken and remaining un-set, and the word “monster” is branded into the outside of it in multiple languages. Her clothes are a jarringly eclectic mish-mash of styles … as if a woodsman’s, monk’s, and pirate’s wardrobes were exploded together, and Xing simply grabbed up and put on whatever was close at hand. When weather permits, she travels barefoot. A huge, stuffed duffle pack rests on her back, and other than nearly a dozen small, wooden wushu darts hiding in the folds of her clothes, she carries only a long, slender staff. In Ancient Tian, Xingxun Zhe means “one who survives” or “one who still stands.” Xing is first and foremost a survivor. She is tough, stoic, and independent, but is also jaded about the world and pessimistic about strangers … which includes most folks. She tends to be blunt, and would prefer to use few words when she can. She prefers to maintain a low profile so as to avoid trouble. She would usually prefer to avoid fights, but has learned that an early show of overwhelming force reduces the risk of further confrontation. On the other hand, she has a heart for those the world has stepped on or cast out. And will often quietly go about trying to make their lives better. Her Iroran beliefs, though, lead her to believe handouts aren’t what improve lives … people must learn to find their own strength and make a life for themself. Backstory:
In many regions of far Minata, a child born under the sign of the white tiger would be called Zhufu … “blessed”. In other places – especially in a remote village hiding amid the outskirts of the mysterious Valashmai Jungle where monsters and demons lurk — when a six-year-old girl suddenly manifests unmarked white fir, light-gathering golden eyes, and clawed fingers, the superstitious villagers fearfully whispered another word … “Yaoguai.” It’s a word used for monsters, demons, and abominations. The girl was cast out. She roamed, a small animal spirit stealing and poaching among the shadows of villages. And as she grew, she learned to hunt along the edges of the jungle. A life of scarcity and loneliness. But she endured. When the old, wily, pale-skinned crone who lived among the jungle trees — tired of her eggs being stolen — caught the girl in a trap, she surprised the girl and kept her. The old crone was not unkind. She gave the little wild girl food. She taught the girl words and letters, and opened the girl’s eyes to her nature as a skinwalker. What the girl learned too late was the riches the crone would gain by selling an educated skinwalker to the slave stalls. Mere months later, when the slavers’ ship ran aground in the Minatan straights, the girl once again survived. Entering her teenage years, the girl grew quickly. And when she was taller and stronger than many men — and her control of her own form became more stable — she sought a job that would bring her few questions and far horizons … among a ship’s crew. Barely a week at sea, her form control slipped while at sea, and the crew turned on her. Their justice was simple: the symbols for “monster” forever branded into the back of her mangled right hand. Still she endured. On an on her trials persisted. Always she traveled. Always she desperately sought safety and kindness. Until one day ... she found it in an unlikely place. A small monastery of Iro-Shu along the coast. At the time, it was simply shelter from a coastal squall. But over the following weeks, it would become something different. One of the monks, an old follower of the Master of Masters, befriended her. His wasn’t the false, treacherous kindness of the old crone. Nor the fake, slimy, hungry-eyed kindness of fellow shipmates. The old monk’s kindness wanted nothing from her … only things for her. And he gave her many gifts: the purpose of Iro-Shu’s teachings, a copy of Unbinding the Fetters, a taste of what is possible in life with companionship, and finally a name. "Xingxun Zhe", he would call her ... survivor. The teachings of Iro-Shu didn't fit the girl quite as fully as they did the other acolytes. The possibility of overcoming the beast within her, and of mastering her own form and self, appealed to the girl. But among the riddles and questions in Unbinding the Fetters, the girl was always drawn to the themes of travels and roads, and she began to form her own theology. The girl shouldn't have been surprised when the reavers attacked the monastery. This was the way of her life. Violence stalked her. The monastery was destroyed. Acolytes were killed. Once again, the girl survived. She never found the old man's body, but she took his nickname for her as her own. Calling herself Xingxun Zhe, she took up her new teachings and embraced the road. But now she traveled with new purpose: to complete herself, as the old man would have wanted. Now she travels, endures, and learns. Sometimes she's a drifter. Sometimes she's a caravan worker. Sometimes she's a ship's crewman. But always, she's seeking new horizons, new lessons ... and maybe, just maybe, new friends and safety. Xing’s beliefs:
Progression & inspiration:
1) Imp Init (1), Imp Grapple (Mnk1) 2) Combat Reflexes (Mnk2), Power Attack (Campaign Freebie) 3) Tiger Style 4) +1 Con 5) Feat? (5) 6) Mobility (Mnk6) 7) Dimensional Agility 8) +1 ? 9) Dimensional Assault 10) Medusa’s Wrath (Mnk10) 11) Dimensional Dervish Chinese names: Ting = “enduring”
Cúnhuó = “survive”
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