Zhu Min | |
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Aliases: | Minnie-chan |
Age: | 18 |
Hair: | Black |
Eyes: | Amber |
Height: | 4'10" |
Weight: | Slim and athletic |
Race: | Beastfolk: Small Carni/Omnivore |
Class: | Monk 1 |
Alignment: | LN |
Level: | 1 |
Experience: | 0 |
Hit Points: | 9/9 |
Gold: | 73 |
Current Status: | Active |
Played by Judecca |
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 12 | +1 | +0 | +0 |
Dexterity | 20 | +5 | +0 | +0 |
Constitution | 12 | +1 | +0 | +0 |
Intelligence | 14 | +2 | +0 | +0 |
Wisdom | 16 | +3 | +0 | +0 |
Charisma | 12 | +1 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | Saving Throws | Base | Bonus | Total | ||
Total | Base 10 + Dexterity 5 + Wisdom 3 + Size 1 = 19 | Fortitude | +2 | +1 | +3 | |
Flat-Footed | 11 | Reflex | +2 | +5 | +7 | |
Touch | 19 | Will | +2 | +3 | +5 |
BAB | Mod | Total Range/Melee | Initiative |
+0 | + 5 Dex/+ 1 Str | +5/+1 | Dex = +5 |
C | U | Skills | Rank | Ability | Synergy | Misc Bonuses | Total |
C | U | Climb (Str) | + 0 | + 1 | + 0 | + 0 | + 1 |
C | U | Jump (Str) | + 0 | + 1 | + 0 | + 0 | + 1 |
C | U | Swim (Str) | + 0 | + 1 | + 0 | + 0 | + 1 |
C | U | Balance (Dex) | + 0 | + 5 | + 0 | + 0 | + 5 |
C | U | Escape Artist (Dex) | + 0 | + 5 | + 0 | + 2 | + 7 |
C | U | Hide (Dex) | + 4 | + 5 | + 0 | + 4 | + 13 |
C | U | Move Silently (Dex) | + 4 | + 5 | + 0 | + 0 | + 9 |
- | - | Open Lock (Dex) | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Ride (Dex) | + 0 | + 5 | + 0 | + 0 | + 5 |
- | - | Sleight of Hand (Dex) | + 0 | + 0 | + 0 | + 0 | + 0 |
C | - | Tumble (Dex) | + 4 | + 5 | + 0 | + 0 | + 9 |
- | U | Use Rope (Dex) | + 0 | + 5 | + 0 | + 0 | + 0 |
C | U | Concentration (Con) | + 0 | + 1 | + 0 | + 0 | + 1 |
- | U | Appraise (Int) | + 0 | + 2 | + 0 | + 0 | + 2 |
C | U | Craft (Int) | + 0 | + 2 | + 0 | + 0 | + 2 |
- | - | Decipher Script (Int) | + 0 | + 0 | + 0 | + 0 | + 0 |
- | - | Disable Device (Int) | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Forgery (Int) | + 0 | + 2 | + 0 | + 0 | + 2 |
C | - | Knowledge (Int) | + 4 | + 2 | + 0 | + 0 | + 6 |
- | U | Search (Int) | + 0 | + 2 | + 0 | + 2 | + 4 |
- | - | Spellcraft (Int) | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Heal (Wis) | + 0 | + 3 | + 0 | + 0 | + 3 |
C | U | Listen (Wis) | + 0 | + 3 | + 0 | + 0 | + 3 |
C | - | Profession (Wis) | + 0 | + 0 | + 0 | + 0 | + 0 |
C | U | Sense Motive (Wis) | + 4 | + 3 | + 0 | + 0 | + 7 |
C | U | Spot (Wis) | + 0 | + 3 | + 0 | + 0 | + 3 |
- | U | Survival (Wis) | + 0 | + 3 | + 0 | + 0 | + 0 |
- | U | Bluff (Cha) | + 0 | + 1 | + 0 | + 0 | + 1 |
C | U | Diplomacy (Cha) | + 0 | + 1 | + 0 | + 0 | + 1 |
- | U | Disguise (Cha) | + 0 | + 1 | + 0 | + 0 | + 1 |
- | U | Gather Information (Cha) | + 0 | + 1 | + 0 | + 0 | + 1 |
- | - | Handle Animal (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Intimidate (Cha) | + 0 | + 1 | + 0 | + 2 | + 3 |
C | U | Perform (Cha) | + 4 | + 1 | + 0 | + 0 | + 5 |
- | - | Use Magic Device (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 |
- | - | Speak Language | + 0 |
Skill Points | 24 |
-U = usable untrained
-C = class skill
Languages Known: Common, Carnivon, Sylvan, Goblin
Knowledges Known: Religion, Local
Perform Known: Dance, String Instruments
Skill Tricks:
None
Skill Point Total: 24
1st 24
Feats:
- Improved Unarmed Strike: Bonus Feat(Monk)
- Improved Grapple: Bonus Feat(Monk 1st level)
- Endurance: 1st level feat
Class Abilities:
Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus is equal to his monk level or his base attack bonus which ever is higher. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage.
At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.
Racial Abilities
- +2 Constitution, +2 Dexterity, -2 Wisdom.
- Medium-size.
- 30' Movement.
- Low-light Vision.
Because these beastfolk know how to put blood in their eyes and their backs up against the wall, as well having a well deserved reputation for being desperate fighters, they get a +2 on all Intimidation checks.
Small carnivore beastfolk get a +2 on all Grapple checks.
Thanks to their slighter builds and more agile bodies, beastfolk with light build receive a +1 size modifier to AC, as well as a +4 to Hide checks. In addition, those with light build can use weapons and armor designed for creatures one size smaller without penalty, and can fit through tight spaces as though they were one size category smaller. Despite these advantages, those with light build count as their normal racial size for determining space and reach. This ability stacks with powers, abilities, and spells that affect size category.
Weapon | Attack Bonus | Damage | Crit | Damage Type |
Heavy Crossbow | +5 | 1d10 | 19-20/x2 | Piercing |
Unarmed Strike | +1 | 1d6+1 | x2 | Bludgeoning |
Flurry of Blows | +0/+0 | 1d6+1/1d6+1 | x2 | Bludgeoning |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
None | +0 | +0 | - | - | 30ft | 0lb |
Slot | Item | Description |
Head | Item name goes here | Brief item description |
Face | Item name goes here | Brief item description |
Neck | Item name goes here | Brief item description |
Shoulders | Item name goes here | Brief item description |
Torso | Item name goes here | Brief item description |
Arms | Item name goes here | Brief item description |
Hands | Item name goes here | Brief item description |
Right Ring | Item name goes here | Brief item description |
Left Ring | Item name goes here | Brief item description |
Waist | Item name goes here | Brief item description |
Feet | Item name goes here | Brief item description |
Pack | Item name goes here | Brief item description |
List of Items Here:
- Crossbow Bolts x20
- Masterwork Sanxian (3 stringed oriental lute)
Statistics of Items Here:
Character History:
From far, far away, in a distant land across the seas. Where the dragons are more serpents than lizards, myths of magical, shape-shifting fox-folk and red-skinned ogres called 'Oni'. This is where Zhu Min is from, and she is very proud of her heritage. She grew up as a server in a tea-shop, where discipline was paramount. Exercising grace, balance and control every single day balancing saucers and steaming tea pots, small tea cups hanging from all eight fingers, and some even on her tail.
Her life wasn't always happy-go-lucky, though. Otherwise, what would have torn her away from that life to become what she is today? When she was only twelve years old, a battle broke loose outside the tea shop. The owner, and Min's adopted father, had owed money to the local governor. The shop was a little, modest thing; while the payment the official demanded was far beyond her 'father's' means. Growing irritated that he could not pay the money, the governor had his goons gut her poor father right in the streets for all to see, and then ordered them to torch the building to the ground. She was so young back then, she couldn't have fought them off, though how desperately she wished to do so.
Driven by vengeance and anger, the small girl, now orphaned, grew an attitude. A temper so fierce, all her old playmates would not even go near her anymore. She lived off the streets and clawed at any one who got near her. One day, she tried to steal from a local shrine where people had distributed some gold to fill her tummy. The quick little rascal had not been swift enough, and her wrist was caught in the vice-like grip of an elderly, wrinkled monk. Twist and tug as she might; bite, growl and claw; the monk did not let go. It wasn't until all fight had been exhausted from the girl that he finally released her wrist. The child was stunned by the discipline and stamina the monk had displayed. His arms and legs were bleeding from her scratches, bites and kicks. Even his lovely robes had been shredded, yet not once did that monk lift a single hand to the girl, allowing her to release her frustration. It was then that she wanted that.
The power, the discipline, the sheer will. She wanted all these, and of course her burning, dangerous vengeance upon that greedy, fat governor who stole her life away. Many years she spent in the cold, frigid monastery high upon the snow-capped mountains. She trained, pushing her body to its limits. She studied old tomes, filling her head to near overflowing capacity of knowledge. Slowly, ever so slowly, she started to become enlightened in the presence of these monks. Those feelings of anger, vengeance, hatred… washed away and replaced with peace, love and tranquility. Instead, she grew a new, fierce determination. She knew that if the government was filled with the wicked and corrupt like the man who had killed her father, then it was no law at all. A man who hid behind law to create cause and disorder. She allowed her heart to look upon this man not with personal hatred, but with eyes that judged him as unworthy of his seat of power.
When the governor was found upon the steps of his manse, bound to one of the columns with bruises adorning his body, all that they could find were the prints of a Beastfolk in the snow heading out of the courtyard. The governor willingly admitted his crimes and gave himself to the authorities, begging that they protect him from the beast that had beset him. A new governor; one benevolent and kind to his people; took power after that day, and the village has prospered ever since. But what of the Red Panda girl who's long-striding gait took her out of the village early that morning? They say the authorities tried to follow, but no matter how hard they ran, they never caught up with her.
Many long years followed with no tale of the beautiful beast with the crimson and white fur, that long black hair trailing down her back. Not until just a day ago, when she was spotted in one of the most unlikely of places. She crossed the seas, walked miles upon miles, and found herself within Avalon, seated upon a table in The Arcadia, plucking sweet melodies upon her Sanxian and speaking of tales to the children about how greed corrupts, and she knows of one individual who will never, -ever-, take more than what is earned by him… ever again.