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AntipathicZora

kit sheet

May 17th, 2012
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  1. Name Kit
  2. Level 4
  3. Class Monk
  4. Paragon N/A
  5. Race Flarei
  6. Size Medium
  7. Age 20
  8. Gender Female
  9. Height 5'5
  10. Weight 98 lbs
  11. Alignment Unaligned
  12. Deity
  13.  
  14. Total XP 3976
  15.  
  16. Initiative =========================================================
  17. +5 (+3 Dex, +2 half level)
  18.  
  19. Ability Scores =====================================================
  20. Strength...... 12 (+3) (+1 bonus + half level)
  21. Constitution.. 19 (+6) (+4 bonus + half level)
  22.  
  23. Dexterity.....17 (+5) (+3 bonus + half level)
  24. Intelligence..10 (+2) (+0 bonus + half level)
  25.  
  26. Wisdom........8 (+1) (-1 bonus + half level)
  27. Charisma...... 14 (+4) (+2 bonus + half level)
  28.  
  29. Defenses ===========================================================
  30. AC 17 (10 base, +2 half level, +2 armor, +0 class, +0 misc, +0 feat, +3 Dex)
  31. Fort 17 (10 base, +2 half level, +4 Con, +1 class, +0 misc, +0 feat)
  32. Ref 16 (10 base, +2 half level, +3 Dex, +1 class, +0 misc, +0 feat)
  33. Will 15 (10 base, +2 half level, +2 Cha, +1 class, +0 misc, +0 feat)
  34.  
  35. Hit Points =========================================================
  36. Max HP 45
  37. Bloodied 22 (half HP)
  38. Surge value 11 (quarter HP)
  39. Surges/day 13
  40.  
  41. Resistances, Weaknesses, Current Effects
  42.  
  43.  
  44. Movement ===========================================================
  45. Speed 6 squares (base 6, armor -0)
  46.  
  47. Senses =============================================================
  48. Passive Insight 10 (10 base, Skill +0)
  49. Passive Perception 10 (10 base, Skill +0)
  50.  
  51. Race Features ======================================================
  52.  
  53. Volcanoborn: You are immune to the effects of extreme heat. You may also touch lava without dying, however, you take an non-reduceable ongoing 5 Fire damage for as long as you remain touching it.
  54.  
  55. Guts: When inflicted with a status condition, you gain a +5 to attack and damage rolls.
  56.  
  57. Lava Plume: You may use the Lava Plume racial power
  58.  
  59.  
  60. Lava Plume - Flarei Racial Power
  61. β€˜You summon the strength of a volcano’s fire and unleash it at your foe.’
  62. Encounter - Fire
  63. Standard Ranged 5
  64. Targets: One creature
  65. Attack: Con vs. Fort
  66. Hit: 1d8 + con mod damage, and the opponent takes ongoing 5 Fire damage.
  67. Increase to 2d8 + Con mod and ongoing 10 Fire damage at the 11th level, and increase to 3d8 + Con mod and ongoing 15 Fire damage at the 21st level.
  68.  
  69.  
  70.  
  71. Class/Path/Destiny Features ========================================
  72.  
  73. Desert Wind Flurry of Blows Monk Feature
  74. A successful attack ignites your mind's power, causing lambent
  75. flames to dance across your body and sear your enemies.
  76. At-Will + Elemental, Fire, Psionic
  77. No Action Melee 1
  78. Trigger: You hit with an attack during your turn.
  79. Target: One creature
  80. Level 11: One or two creatures
  81. Level 21: Each enemy adjacent to you
  82. Effect: The target takes 2 + your Charisma modifier fire
  83. damage. If the target wasn't targeted by the triggering
  84. attack, it also takes a -2 penalty to attack rolls for any
  85. attack that includes you as a target until the end of your
  86. next turn. You can then shift 1 square.
  87. Special: You can use this power only once per round.
  88.  
  89.  
  90. Skills =============================================================
  91. Acrobatics +5 (+3 Dex/half-level)
  92. Arcana +2 (+0 Int/half-level)
  93. Athletics +5 (+1 Str/half-level) (racial)
  94. Bluff +9 (+2 Cha/half-level) (trained)
  95. Diplomacy +6 (+2 Cha/half-level)
  96. Dungeoneering +1 (-1 Wis/half-level)
  97. Endurance +15 (+4 Con/half-level) (trained) (feat) (racial)
  98. Heal +1 (-1 Wis/half-level)
  99. History +2 (+0 Int/half-level)
  100. Insight +1 (-1 Wis/half-level)
  101. Intimidate +6 (+2 Cha/half-level) (feat)
  102. Nature +1 (-1 Wis/half-level)
  103. Perception +1 (-1 Wis/half-level)
  104. Religion +2 (+0 Int/half-level)
  105. Stealth +5 (+3 Dex/half-level)
  106. Streetwise +9 (+2 Cha/half-level) (trained)
  107. Thievery +10 (+3 Dex/half-level) (trained)
  108.  
  109. Feats ==============================================================
  110.  
  111. Born of the Elements
  112. Power flows up from the Elemental Chaos and through you, attuning
  113. your soul to its destructive energy. The influence of
  114. the Plane Below manifests itself in your sometimes
  115. harsh and jarring demeanor and your preternatural
  116. resilience to environmental dangers. Furthermore,
  117. you have an instinctive knowledge of the elemental
  118. tongue and can communicate with creatures hailing
  119. from that plane.
  120. Prerequisite: Elemental origin or training in
  121. Arcana
  122. Benefit: You gain a +2 feat bonus to Endurance
  123. checks and Intimidate checks.
  124. In addition, you can speak, read, and write
  125. Primordial.
  126.  
  127. Child of Fire Elemental fire burns in your
  128. breast. These flames are eager to escape. Should your
  129. control ever slip, they rush free to scorch your foe.
  130. Prerequisite: Born of the Elements feat
  131. Benefit: Whenever an attack bloodies you or
  132. knocks you unconscious, one enemy of your choice
  133. within 2 squares of you takes fire damage equal to
  134. your Constitution modifier.
  135.  
  136. Elemental Companion [Elemental
  137. Companion) You fashion a companion from
  138. raw elemental substance. The companion aids you
  139. in your endeavors when called. (See page 146 for a
  140. selection of elemental companions.)
  141. Prerequisite: Born of the Elements feat, must not
  142. have the Arcane Familiar feat
  143. Benefit: You gain an elemental companion.
  144. For each elemental companion feat you have
  145. beyond this one, your elemental companion gains a
  146. + 1 bonus to all defenses.
  147.  
  148. Crysmalite Elemental Companion
  149. Small elemental magical beast (spider)
  150. HP 1; a missed attack never damages the companion
  151. Defenses your defenses, not including any temporary bonuses or
  152. penalties
  153. Speed 6, climb 3 (spider climb)
  154. Uncanny Senses and Grip
  155. You gain a +2 power bonus to Perception checks, and you gain a
  156. +2 bonus to Athletics checks to climb.
  157. IN41ijii:li}I4Aig
  158. ( F; ee Action + Encounter
  159. Triaaer: You make a blast or burst attack, and the crysmalite is
  160. in the area of effect.
  161. Effect: Enemies adjacent to the crysmalite take a -2 penalty to
  162. attack rolls until the end of your next turn.
  163.  
  164.  
  165. Power Index ========================================================
  166. Check the box when the power is used.
  167. Clear the box when the power renews.
  168.  
  169. At-Will Powers
  170.  
  171. Blistering Flourish Monk Attack 1
  172. Executing movements in a complex pattern brings forth elemental
  173. fire to aid the next attack you make.
  174. At-Will + Elemental, Fire, Full Discipline, Implement,
  175. Psionic
  176. Attack Technique
  177. Standard Action Melee touch
  178. Target: One creature
  179. Attack: Dexterity vs. Reflex
  180. Hit: 1 d8 + Dexterity modifier damage. Until the end of
  181. your next turn, your melee attacks deal extra fire damage
  182. equal to your Charisma modifier.
  183. Level21: 2d8 +Dexterity modifier damage.
  184. Movement Technique
  185. Move Action Personal
  186. Effect: You move up to your speed. Enemies that hit you
  187. with opportunity attacks provoked by this movement
  188. take fire damage equal to 2 + your Charisma modifier.
  189.  
  190. Crane's Wings Monk Attack 1
  191. You leap across the battlefield and kick your foe, sending it staggering
  192. backward.
  193. At-Will. Full Discipline. Implement. Psionic
  194. Attack Technique
  195. Standard Action Melee touch
  196. Target: One creature
  197. Attack: Dexterity vs. Fortitude
  198. Hit: 1 d10 + Dexterity modifier damage, and you push
  199. the target 1 square_
  200. Level 11: 2dl 0 + Dexterity modifier damage.
  201. Movement Technique
  202. Move Action Personal
  203. Effect: You make an Athletics check to jump with a +S
  204. power bonus. You are considered to have a running start, and the distance of the jump isn't limited by your speed.
  205.  
  206. Encounter Powers
  207.  
  208. Awaken the Slumbering Hurt Monk Attack 1
  209. Your foes' wounds allow you to dodge at just the right angles to foil the enemies' attacks. When you attack.you focus on a single enemy's injuries and find the perfect place to strike.
  210. Encounter. Full Discipline. Implement, Psionic
  211. Attack Technique
  212. Standard Action Melee touch
  213. Target: One creature
  214. Attack: Dexterity vs. Fortitude
  215. Hit: 2d8 + Dexterity modifier damage. If the target is
  216. bloodied, it takes extra damage from both this attack and your next attack against it before the end of your next turn. The extra damage equals your Strength modifier.
  217. Movement Technique
  218. Move Action Personal
  219. Effect; You move your speed. During this movement,
  220. bloodied enemies can't attack you with opportunity actions or immediate actions.
  221.  
  222. Burning Brand Monk Attack 3
  223. Your strike leaves behind a fiery imprint that explodes the next
  224. time the target is struck. Wielding fire in this way wreathes you
  225. in concealing smoke.
  226. Encounter+ Elemental, Fire, Full Discipline, Implement,
  227. Psionic
  228. Attack Technique
  229. Standard Action Melee touch
  230. Target: One creature
  231. Attack: Dexterity vs. Reflex
  232. Hit: 2d8 + Dexterity modifier damage. The first time the
  233. target takes damage from an attack before the start
  234. of your next turn, the target and each of your enemies
  235. adjacent to it take fire damage equal to 3 + your
  236. Charisma modifier.
  237. Movement Technique
  238. Move Action Personal
  239. Effect: You move up to your speed + 2. You have partial
  240. concealment during this movement.
  241. Frozen Moment The Eternal Tide
  242.  
  243.  
  244. Daily powers
  245.  
  246. Risen Sun Monk Attack 1
  247. Your wrath ignites your thoughts and causes them to erupt into
  248. liquid flames that rush out and incinerate anything near you.
  249. Daily + Aura, Elemental, Fire, Implement, Psionic
  250. Standard Action Close blast 3
  251. Target: Each enemy in the blast
  252. Attack: Dexterity vs. Reflex
  253. Hit: 2d6 + Dexterity modifier damage, and ongoing 5 fire
  254. damage (save ends).
  255. Each Failed Saving Throw: You can slide the target 1
  256. square as a free action.
  257. Effect: You activate an aura 1 that lasts until the end of your
  258. next turn. Any enemy that enters the aura or ends its turn
  259. there takes fire damage equal to your Dexterity modifier. A
  260. creature can take this damage only once per turn.
  261.  
  262.  
  263.  
  264. Utility powers
  265.  
  266. Cat and Mouse Monk Utility 2
  267. You step into your enemy's blind spot after a succesiful attack
  268. and leave it casting about to find you.
  269. Encounter + Psionic
  270. Free Action Personal
  271. Trigger: You hit an enemy with a melee attack.
  272. Effect: You shift up to 3 squares to a square adjacent to
  273. the enemy. Until the start of your next turn or until you
  274. take damage from an attack, you have total concealment
  275. against that enemy.
  276.  
  277.  
  278. Equipment ==========================================================
  279. Adventurer's Kit
  280. Journeybread
  281. Captain Hammer outfit (+1 Flowform Armor)
  282.  
  283.  
  284. Coins and Other Wealth =============================================
  285. 160 gold pieces
  286.  
  287. Languages Known ====================================================
  288. Common, Dwarven, Primordial
  289.  
  290. Rituals ============================================================
  291. [name]:
  292. [effect]
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