AntipathicZora

idiot child rides again

Nov 16th, 2017
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  1. Character Name: Zora Blackwood-Hayward
  2. Player Name: me
  3. Class/Level: Monk lv 8 (Way of the Sun Soul)
  4. Race: Human
  5. Age: 26 (technically)
  6. Height: 5'1"
  7. Weight: 165 lbs
  8. Alignment: Chaotic Good
  9. Background: Off-Worlder (Earth That Was)
  10.  
  11.  
  12. --- Ability Scores ---
  13.  
  14. Scores: Modifier Saving Throws
  15. Strength ........ 20 ... (+5) ........ [x]
  16. Dexterity ....... 18 ... (+4) ........ [x]
  17. Constitution .... 10 ... (+0) ........ [ ]
  18. Wisdom .......... 16 ... (+3) ........ [ ]
  19. Intelligence .... 10 ... (+0) ........ [ ]
  20. Charisma ........ 14 ... (+2) ........ [ ]
  21.  
  22.  
  23. --- Statistics ---
  24.  
  25. Base Speed ...... 30 ft
  26. Armor Class ..... (AC) 17
  27. Initiative ...... +4 (Dex modifier)
  28.  
  29. Hit Points ...... 51
  30. Hit Dice ........ 1d8
  31. Hit Dice Total .. 8
  32.  
  33. Death saves:
  34. Successes: [ ] [ ] [ ]
  35. Failures: [ ] [ ] [ ]
  36.  
  37. Passive Wisdom (Perception) 16
  38.  
  39.  
  40. --- Skills ---
  41.  
  42. Modifier Skill (Ability Mod) Proficiency?
  43. [+4] ... Acrobatics (Dex) ........... [ ]
  44. [+2] ... Animal Handling (Cha) ...... [ ]
  45. [+0] ... Arcana (Int) ............... [ ]
  46. [+8] ... Athletics (Str) ............ [x]
  47. [+2] ... Deception (Cha) ............ [ ]
  48. [+3] ... History (Int) .............. [x]
  49. [+6] ... Insight (Wis) .............. [x]
  50. [+2] ... Intimidation (Cha) ......... [ ]
  51. [+0] ... Investigation (Int) ........ [ ]
  52. [+3] ... Medicine (Wis) ............. [ ]
  53. [+3] ... Nature (Int) ............... [x] (from background)
  54. [+6] ... Perception (Wis) ........... [x] (from background)
  55. [+5] ... Performance (Cha) .......... [x]
  56. [+2] ... Persuasion (Cha) ........... [ ]
  57. [+3] ... Religion (Int) ............. [x]
  58. [+4] ... Sleight of Hand (Dex) ...... [ ]
  59. [+4] ... Stealth (Dex) .............. [ ]
  60. [+6] ... Survival (Wis) ............. [x]
  61.  
  62.  
  63. --- Equipment and Attacks ---
  64.  
  65. Weapon name: Atk Bonus: Damage/Type:
  66. [Unarmed Strike] ............ [+8] ......... [1d6+5 Piercing]
  67. [ ] ............ [ ] ......... [ ]
  68. [ ] ............ [ ] ......... [ ]
  69. [ ] ............ [ ] ......... [ ]
  70.  
  71. Wealth:
  72. all
  73.  
  74. Other Equipment:
  75. -
  76.  
  77.  
  78. --- Features and Traits ---
  79.  
  80. Lament of A Dead World. Humans were created on Xephixir out of the wishes of the Temporal Sorceress that she might have a chance to save her race and maybe even her loved ones, to protect them as she protected them in the battle waged to create the universe. You have advantage on any check made with the intent of helping or saving an ally in combat.
  81.  
  82. Setting Feature: Elemental Magic
  83. Prerequisite: The ability to cast spells in any class
  84.  
  85. At 1st level, choose a damage type from the following: Necrotic (Time). When you cast a spell, you may choose either to use the default damage type of the spell, or the damage type you chose. Once chosen, this damage type may not be changed.
  86.  
  87. UNARMORED DEFENSE
  88. Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
  89.  
  90. MARTIAL ARTS
  91. At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
  92.  
  93. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
  94.  
  95. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  96.  
  97. You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  98.  
  99. When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make
  100. one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarter staff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn,
  101.  
  102. KI
  103. Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this
  104. energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table, You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, You learn more ki features as you gain levels in this class,
  105.  
  106. When you spend a ki point. it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points,
  107.  
  108. Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
  109.  
  110. Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
  111.  
  112. FLURRY OF BLOWS
  113. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
  114.  
  115. PATIENT DEFENSE
  116. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
  117.  
  118. STEP OF THE WIND
  119. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
  120.  
  121. UNARMORED MOVEMENT
  122. Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.
  123.  
  124. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
  125.  
  126. MONASTIC TRADITION
  127. When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, the Way of Shadow, or the Way of the Four Elements, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
  128.  
  129. DEFLECT MISSILES
  130. Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
  131.  
  132. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free, If you catch a missile in this way, you can spend I ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.
  133.  
  134. ABILITY SCORE IMPROVEMENT
  135. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level. you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature,
  136.  
  137. SLOW FALL
  138. Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
  139.  
  140. EXTRA ATTACK
  141. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
  142.  
  143. STUNNING STRIKE
  144. Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack. you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
  145.  
  146. KI-EMPOWERED STRIKES
  147. Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  148.  
  149. EVASION
  150. At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue
  151. dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  152.  
  153. STILLNESS OF MIND
  154. Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
  155.  
  156. RADIANT SUN BOLT
  157. Starting when you Choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.
  158.  
  159. You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  160.  
  161. When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
  162.  
  163. SEARING ARC STRIKE
  164. At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus action. You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.
  165.  
  166.  
  167. --- Languages and Proficiencies ---
  168.  
  169. Languages: Common, Arabic, Japanese
  170.  
  171. Melee Weapon Proficiencies: Simple weapons, shortswords
  172. Ranged Weapon Proficiencies: Simple weapons
  173. Armor Proficiencies: None
  174.  
  175. Tools: Instrument (guitar)
  176. Vehicles: None
  177.  
  178.  
  179. --- Background-Related ---
  180.  
  181. Personality Traits:
  182. I worry about money constantly because of the conditions I grew up in.
  183. I was a gamer, and I’m eager to sample the types of video games that this strange new world has to offer.
  184.  
  185. Ideals:
  186. Justice. I was a revolutionary on Earth, and I still want the best for people. (Good)
  187.  
  188. Bonds:
  189. I’ve made friends here. I want to work to prove that, despite my situation, I’m good enough for them.
  190.  
  191. Flaws:
  192. I have been scarred by my time on Earth, and I’m still barbed because of it.
  193.  
  194.  
  195. --- Spells ---
  196.  
  197. Spellcasting Ability:
  198. Spell save DC:
  199. Spell attack bonus:
  200.  
  201. Cantrips:
  202. -
  203. -
  204. -
  205. -
  206. -
  207. -
  208. -
  209.  
  210. Spell level 1:
  211. -
  212. -
  213. -
  214. -
  215. -
  216. -
  217. -
  218. -
  219.  
  220. Spell level 2:
  221. -
  222. -
  223. -
  224. -
  225. -
  226. -
  227. -
  228. -
  229.  
  230. Spell level 3:
  231. -
  232. -
  233. -
  234. -
  235. -
  236. -
  237. -
  238. -
  239.  
  240. Spell level 4:
  241. -
  242. -
  243. -
  244. -
  245. -
  246. -
  247. -
  248. -
  249.  
  250. Spell level 5:
  251. -
  252. -
  253. -
  254. -
  255. -
  256. -
  257. -
  258. -
  259.  
  260. Spell level 6:
  261. -
  262. -
  263. -
  264. -
  265. -
  266.  
  267. Spell level 7:
  268. -
  269. -
  270. -
  271. -
  272.  
  273. Spell level 8:
  274. -
  275. -
  276. -
  277.  
  278. Spell level 9:
  279. -
  280. -
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