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Zandu, Fist of the Enlightend's page

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About Zandu, Fist of the Enlightend

Zandu
Male Human Unchained Monk/Sorcerer (Empyreal) vmc Bard // Gestalt 3
Init +4; Senses; Perception +10,
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Defense
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AC 17, touch 17, flat-footed 14
(10 base, +2 dex, +0 armor, +0 shield, +0 deflection, +0 natural, +1 dodge, +4 wis)
Hp 36 (1d10 + 2 con + 0 FC)
Fort +5 (+3 base, +2 con)
Ref +5 (+3 base, +2 dex)
Will +7 (+3 base, +4 wis)
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Offense
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Speed 40 ft.
Melee
Unarmed +6 (+3 BaB, +3 str,) (1d6+3/x2)
Staff +6 (+3 BaB, +3 str) (1d6+3/19-20/x2)
Ranged
Dagger + 5 (+3 BaB, +2 dex) (1d4+2/x2)
Sorcerer (Empyreal) Spells Known (CL 3rd; concentration +7):
1st (6/day)— bless, enlarge person, grease, mage armor (DC 15)
0 (at will)— dancing lights, detect magic, , ghost sound, light, read magic (DC 14)
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Statistics
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Str 17, Dex 14, Con 14, Int 10, Wis 18, Cha 8
Base Atk +3;
CMB +6; +8 to grapple
CMD 22; 24 vs grapple (10 base + 3 BaB + 3 str + 2 dex + 4 wis) +2 vs grapples
Feats Dodge, Stunning Fist, Unarmed Strike, Improved Grapple, Deific Obedience
Skills
Acrobatics [+8] (3 rank + 2 dex + 3 class)
Climb [+6] (1 rank + 2 str + 3 class)
Heal [+10] (1 rank + 4 wis + 3 class + 2 empyreal)
Knowledge (Arcana) [+6] (1 rank + 0 int + 3 class +1 trait +1 level)
Knowledge (History) [+6] (1 rank + 0 int + 3 class +1 trait +1 level)
Knowledge (Religion) [+7] (1 rank + 0 int + 3 class +2 empyreal +1 level)
Knowledge (Other, Untrained) [+1] (+1 level)
Perception [+10] (3 rank + 4 wis + 3 class )
Sense Motive [+8] (1 rank + 4 wis + 3 class)
Stealth [+8] (2 rank + 2 dex + 3 class)
Swim [+6] (1 rank + 2 dex + 3 class)
Background Skill
Perform (Oratory) [+5] (3 rank - 1 cha + 3 class)
Languages Common, Thassilonian
Special Abilities AC Bonus, Unarmed Strike, Stunning Fist, Bonus Feat (Monk), Evasion, Bonus Feat (Monk), Bardic Knowlege, Ki Pool, Ki Strike (Magic), Bloodline powers, Cantrips, Eschew Materials, Spells, Bloodline Spell,
Favored Class Monk
Traits Reactionary (Combat), Scholar of the Ancients (Campaign),
Combat Gear Staff, Dagger
Other Gear ***
Encumbrance 0 – 100 lbs; 101 – 200; 201 – 300; [Current Weight: 25 lbs/ Light Load]

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Special Abilities
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AC Bonus +4: Gain wisdom bonus as a bonus to all ACs and CMD.
Bardic Knowledge +1: +1/2 of level to all knowledge checks and can make all knowledge checks untrained.
Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.
Deific Obedience (Irori) for 1 hour spend an equal amount of time practicing with a weapon or your unarmed strikes, reading any text that you have never read before, and braiding a length of hair while contemplating the mysteries of the multiverse. Hang the length of hair around your neck when your obedience is complete and wear it for the rest of the day. Gain a +4 sacred or profane bonus on all Knowledge checks
Dodge: +1 dodge bonus to AC.
Dual Talent: (Race) Pick two ability scores and gain a +2 racial bonus in each of those scores.
Empyreal: You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Heal and Knowledge (religion) checks.
Eschew Materials: Cast spells without materials, if component cost is 1 gp or less.
Evasion: Take no damage instead of half when succeeding on Reflex Saves.
Fast Movement: +10 to land movement.
Flurry of Blows: When full attacking gain extra attack at highest attack bonus with unarmed strikes and monk weapons.
Heavenly Fire (1d4+1 divine energy, 7/day) (Sp): Ranged touch attack harms evil and heals good. Neutral unaffected.
Improved Grapple: +2 to CMD/CMD vs Grapples, do not provoke when grappling.
Improved Unarmed Strike: Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (5 points): Gain Ki pool equal to 1/2 level + wis mod
Ki Strike: Unarmed Strikes count as magic for the purposes of DR as long as there 1 ki point in ki pool.
Reactionary +2 to initiative.
Scholar of the Ancients: +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
Spells: Able to cast spells from the Sorcerer/Wizard spell list.
Stunning Fist: DC 15 to stun with unarmed strike 3/day.
Unarmed Strike: 1d6 damage with unarmed strikes.

Background:

The pains of sorrow prepare you for the gift of joy Excerpt from Unbinding the Fetters, Irorian Holy Text.

Zandu stood on a lone rock, jutting out of the Foxglove River. His are eyes shut and his breathing even as he maintained the balance of his stance. Zandu is as still as the stone beneath him, trying to find his center, while the gurgling river rushed past him and his long braided dark hair stirs in the breeze. In his mind he repeated the precept he is studying today, The pains of sorrow prepare you for the gift of joy, the pains of sorrow prepare you for the gift of joy. Over and over again, but his thoughts keep intruding, memories of the past bubbling up to the surface.

Perhaps it is the aphorism Zandu repeated that caused him to consider things he had not thought upon in a long time. His thoughts returned to his earliest memories. Memories of pain and sorrow, it seemed that heartbreak hounded him as a child. First, he lost his mother to the depredations of the madman known as the Chopper. Then, a few years later, tragedy entered his life again, when the rest of his family was consumed by the fire that destroyed the Sandpoint Chapel.

After the loss of his family to the flames of destruction, Zandu was taken in by Sabyl Sorn, an Irorian monk and caretaker of the House of Blue Stones in Sandpoint. No one can why Sabyl chose to train Zandu out of all the orphans left in the wake of these tragedies, and she chose not to disclose her reasons. Under these circumstances Zandu began his journey toward perfection by training as an Irorian monk.

Sabyl Sorn proved a hard and demanding taskmaster with little tolerance for excuses. It seemed that her solution to all of Zandu’s problems was exhaustion. In the beginning his days were spent in meditation, sparing, practicing forms, and contorting his body into painful stances for hours on end. However, Zandu eventually progressed and his training became more balanced. He began to spend as much time in the House of Blue Stone’s library, reading many of the tomes held with its walls. Books! What alive, colorful, and vibrant things. Books were a place to forget about your troubles, a place to share your dreams, and they never failed to lift your spirits. Zandu took to reading like a fish to the water, the library of the House of Blue Stones became a sanctuary for him. When he wasn’t training his physical body he could usually be found squirreled away in the stacks with his nose in a book.

So his book learning began in earnest, and he flourished in this environment, growing in knowledge. There were Irorian religious texts and sage philosophies as well as manuals on physical perfection and diet. Zandu learned to recite entire maxims, discourses, and verses of religious texts. In addition to the Irorian manuscripts there were books on numerous other topics. He read about history, engineering, magic, agriculture, and many other subjects. He learned the stories of the Hell Knights, Dwarven Sky Citadels, Pathfinders, and too many heroes and distant lands to name. There were maps of forgotten places and secret things. Looking back, he would say that his time spent studying in the vast library was the most enjoyable part of his training under Sabyl Sorn.

Zandu's training also afforded him the opportunity to learn more about the magic coursing through his veins. Alone in quiet places he practiced his arcane arts, overly cautious in his attempts to hide these powers from his master.

A bead of sweat runs down Zandu’s back jarring his thoughts back to the present. He tries again to focus on today’s precept but can find no peace as his thoughts turn to more recent events. He recalls the recent Swallowtale Festival and the goblin raid upon the town. His thoughts turn to disgust and self-loathing as he recalls how he sat there frozen in fear while others defended his town. Zandu is shamed further as he remembers his envy as the town celebrated the heroes. Trying overcome these feelings Zandu asked Sabyl if he could join with the heroes as they left to clear out the goblin tunnels. She denied him with a cryptic reply, ”I don’t see the foundation, I see the tower that still needs to be built.” While he continued his training the group of heroes not only dealt with the goblins but they cleared a nest of evil lurking in the labyrinth, secreted below Sandpoint.

Again, Zandu is startled from his reverie when he almost loses his balance. With a sigh he gives up on his meditation and jumps into the river, swimming to the far bank. He begins practicing his forms, throwing punch after punch. But the thought enters his mind, They need help, word has spread that they plan on entering the goblin tunnels again. The pace of his workout quickens and he concludes, Sabyl must let me go, there is nothing left for me to learn by training. Plus, how much longer can I hide my magic from her. With the argument settled in his mind he resolutely heads back to the House of Blue Stones.

Upon his return Zandu is surprised to find Sabyl Sorn waiting at the doorway for him. ”Come,” Sabyl said as she motioned him into the training hall. As he entered the training hall he is met by the pungent smell of incense. ”Kneel,” his master directed and together they knelt, slowing their breathing, watching the stick of incense burn, smoke wafting toward the ceiling. After, a few moments Zandu found his center, his cares hopes and fears fading into the emotionless void. A piece of ash falls off the end of the incense stick and Sabyl announces, ”A jug fills drop by drop.”

With that pronouncement she rose and cut off his braid……

Zandu has a pack on his back and his braid of hair tied around his neck as he makes his way toward the Inn where the heroes are rumored to be. He smiles as he Recalls his masters last words, There are only two mistakes one can make along the road to perfection; not going all the way, and not starting.

Appearance:

Zandu is of mixed Shoanti and Varisian blood with olive skin baked dark by the sun. While he is not yet eighteen years old he stands close to six and a half feet tall, with a reedy but well-muscled build. His head and face are clean shaven with an aquiline nose, prominent cheek bones, and strong chin. He has violet eyes and an infectious smile.

Zandu tends to dress in the traditions of his Varisian ancestors favoring practical clothing in bright colors. In the Irorian tradition he wears a braid of dark hair tied around his neck, like a necklace. For a big man he moves with grace and an air of confidence beyond his years.

Personality:

Zandu is a serious and ardent worshiper of Irori, The Master of Maters. As such he tries to exercise temperance and patience on his journey towards self-perfection. He is stoic but is stern when necessary, often standing up for the down trodden and oppressed. While Zandu is dour those who are close to him appreciate his wry sense of humor.

The big man is a lover of debate, learning, and physical challenges, embracing these as experiences on his path of enlightenment. Additionally, Zandu is polite, soft spoken, and well-mannered but isn’t afraid to speak his mind. His deep voice often gives advice in riddles, aphorisms, and metaphors with a knowing grin.