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HighMoon

K.H. Heath Sheet

Sep 26th, 2012
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  1. Character Name K.H. Heath
  2. Player Name Moony
  3.  
  4. Level 5
  5.  
  6. Class Monk
  7. Paragon Path none
  8. Epic Destiny none
  9.  
  10. Race Goliath/Drow
  11. Size Medium
  12. Age ---
  13. Gender Male
  14. Height 7’8’’
  15. Weight 320 lbs.
  16. Alignment ---
  17. Deity ---
  18.  
  19. Total XP 0
  20.  
  21. Initiative =========================================================
  22. +5 (+3 Dex, +2 half level)
  23.  
  24. Ability Scores =====================================================
  25. Strength......17 (+3) (+5)
  26. Constitution..14 (+2) (+4)
  27.  
  28. Dexterity.....17 (+3) (+5)
  29. Intelligence..11 (+0) (+2)
  30.  
  31. Wisdom........13 (+1) (+3)
  32. Charisma......10 (+0) (+2)
  33.  
  34. Defenses ===========================================================
  35. AC 18 (10 base, +2 half level, +0 armor, +3 Dex, +0 misc, +2 Class, +1 Enh)
  36. Fort 16 (10 base, +2 half level, +3 Str/Con, +1 Class)
  37. Ref 16 (10 base, +2 half level, +3 Dex/Int, +1 Class)
  38. Will 16 (10 base, +2 half level, +1 Wis/Cha, +2 Class, +1 Race)
  39.  
  40. Hit Points =========================================================
  41. Max HP 46
  42. Bloodied 23 (half HP)
  43. Surge value 11 (quarter HP)
  44. Surges/day 9
  45.  
  46. CURRENT HP 0
  47. Surges used 0
  48. Second wind not used (1/encounter)
  49.  
  50. Death save failures: 0 (three fails)
  51. Saving throw modifiers
  52. none
  53. Resistances
  54. none
  55. Current conditions and effects
  56. none
  57.  
  58. Action Points ======================================================
  59. Current AP 1 (base 1, +1 per milestone up to 3AP)
  60.  
  61. Movement ===========================================================
  62. Speed 6 squares (base 6, armor -0)
  63.  
  64. Senses =============================================================
  65. Passive Insight 13 (10 base, Skill +3)
  66. Passive Perception 18 (10 base, Skill +8)
  67. Normal, Dark-vision
  68.  
  69. Basic Attacks ======================================================
  70. Unarmed Strike, basic melee attack (Str vs AC)
  71. attack +9 (+3 Str, +2 half level, +3 proficiency, +1 Enhance)
  72. damage 1d10+4 (1d8 +3 Str +1 Enhance, +0 Feat)
  73.  
  74. ---, basic ranged attack (Str vs AC)
  75. attack +2 (+0 Dex, +0 half level, +0 proficiency)
  76. damage 1d0+0 (1[W] + Dex)
  77. range 5/10
  78.  
  79. Race Features ======================================================
  80. Ability score modifiers: +2 Athletics, +2 Nature
  81.  
  82. Mountain’s Tenacity
  83. You have a +1 racial bonus to Will
  84.  
  85. Powerful Athlete
  86. When you make an Athletics check to jump or climb, roll twice and use either result.
  87.  
  88. Stone’s Endurance
  89. You have the “stone’s endurance” power
  90.  
  91.  
  92. Class/Path/Destiny Features ========================================
  93. Fort +1, Will +1, Reflex +1
  94.  
  95. Monastic Tradition
  96. Monks train in a number of traditional techniques, with each monastery focusing on a specific style.
  97. ---> Stone Fist
  98. The Stone Fist tradition is one of the physical mastery, relentless exercise, and athletic perfection. Its adherents seek to mater their bodies, turning themselves into living weapons capable of supernatural feats of strength, agility, and speed. Monks of the Stone Fist prefer to study among the trappings of civilization. Some Stone Fist monasteries are small schools built in towns and villages, where students work as labourers and artisans when they aren’t training. Other Stone Fist monasteries stand in the most forbidding regions of the world- from the bitter cold of the tundra to the edge of a rumbling volcano- to test their students’ endurance day after day
  99. Flurry of Blows: You gain the “Stone fist flurry of blows” power
  100. Mental Bastion: You gain a +1 bonus to Will. This bonus increases to +2 at 11th level and +3 at 21st level.
  101.  
  102. Unarmed Combatant
  103. You can make unarmed attacks with much greater effectiveness than most other combatants can. When you make a weapon attack such as a melee basic attack , you can use the monk unarmed strike, which is a weapon in the in the unarmed weapon group. This weapon has the off-hand weapon property and a +3 proficiency bonus, and it deals 1d8 damage. You must have a hand free to use your monk unarmed strike, even if your kicking, kneeling, elbowing, or head-butting a target. Your monk unarmed strike can’t be turned into a magic weapon, but it can benefit from a magic ki focus if you have one.
  104.  
  105. Unarmored Defense
  106. While you are wearing cloth armor or no armor and aren’t using a shield, you gain a +2 bonus to AC.
  107.  
  108.  
  109. Skills =============================================================
  110. Acrobatics +10 (+5 Dex/half-level, -0 armor, +5 Trained)
  111. Arcana +2 (+2 Int/half-level)
  112. Athletics +12 (+5 Str/half-level, -0 armor, +2 Race, +5 Trained)
  113. Bluff +2 (+2 Cha/half-level)
  114. Diplomacy +2 (+2 Cha/half-level)
  115. Dungeoneering +3 (+3 Wis/half-level,)
  116. Endurance +9 (+4 Con/half-level, -0 armor, +5 Trained)
  117. Heal +3 (+3 Wis/half-level,)
  118. History +2 (+2 Int/half-level)
  119. Insight +3 (+3 Wis/half-level,)
  120. Intimidate +2 (+2 Cha/half-level)
  121. Nature +5 (+3 Wis/half-level, +2 Race)
  122. Perception +8 (+3 Wis/half-level, +5 Trained)
  123. Religion +2 (+2 Int/half-level,)
  124. Stealth +5 (+5 Dex/half-level, -0 armor)
  125. Streetwise +2 (+2 Cha/half-level)
  126. Thievery +5 (+5 Dex/half-level, -0 armor)
  127.  
  128. Feats ==============================================================
  129. Water Splitting Stone
  130. Prerequisite: Monk
  131. Benefit: When you score a critical hit using your monk unarmed strike, the target loses any resistance until the end of your next turn.
  132.  
  133. Improved Monk Unarmed Strike
  134. Prerequisite: Monk, Unarmed Combatant class feature
  135. Benefit: The damage die of your monk unarmed strike becomes 1d10, instead of 1d8
  136.  
  137. Markings of the Victor
  138. Prerequisite: Goliath
  139. Benefit: The first time you make an attack roll during each encounter, you can roll twice and use either result.
  140.  
  141.  
  142. Power Index ========================================================
  143. Check the box when the power is used.
  144. Clear the box when the power renews.
  145.  
  146. At-Will Powers
  147.  
  148. Stone Fist Flurry of Blows
  149. ‘You lash out at another enemy after your first attack, a casual reminder of your great strength’
  150. At-will - Psionic
  151. Free Action(Special) Melee 1
  152. Trigger: You hit with an attack during your turn
  153. Target: One creature
  154. >Level 11: One or two creatures
  155. > Level 21: Each enemy adjacent to you
  156. Effect: The target takes damage equal to 3 + your Strength modifier. If the target wasn’t targeted by the triggering attack, the damage increases by 2 (4 at 11th level and 6 at 21st level.)
  157. Speical: You can use this power only once per round.
  158.  
  159. Crane’s Wings
  160. ‘You leap across the battlefield and kick your foe, sending it staggering backward’
  161. At-will - Full Discipline, Implement, Psionic
  162. >Attack Technique
  163. Standard Action Melee touch
  164. Target: One creature
  165. Attack: Dex vs. Fort
  166. Hit: 1d10 + Dex mod damage, and you push the target 1 square.
  167. Level 21: 2d10 + Dex mod damage.
  168. >Movement Technique
  169. Move Action Personal
  170. Effect: You make an Athletics check to Jump with a +5 power bonus. You are considered to have a running start, and the distance of the jump isn’t limited by your speed.
  171.  
  172. Dragon’s Tail
  173. ‘Your hand lashes out like a dragon’s tail, and with the lightest of touch unleashes power that knocks your foe to the ground.’
  174. At-will - Full Discipline, Implement, Psionic
  175. >Attack Technique
  176. Standard Action Melee touch
  177. Target: One creature
  178. Attack: Dex vs. Fort
  179. Hit: 1d6 + Dex mod damage, and you knock the target prone
  180. Level 21: 2d6 + Dex mod damage.
  181. >Movement Technique
  182. Move Action Melee 1
  183. Target: One ally or one prone enemy
  184. Effect: You swap places with the target.
  185.  
  186. Encounter Powers
  187.  
  188. Stone’s Endurance [ ]
  189. “Your foe‘s attacks bounce off your stony hide.”
  190. Encounter
  191. Minor Action Personal
  192. Effect: You gain resist 5 to all damage until the end of your next turn.
  193. Level 11: Resist 10 to all damage
  194. Level 21: Resist 15 to all damage
  195.  
  196. Awaken the Slumbering Hurt [ ]
  197. “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.”
  198. Encounter + Full Discipline, Implement, Psionic
  199. >Attack Technique
  200. Standard Action Melee touch
  201. Target: One creature
  202. Attack: Dex Vs. Fort
  203. Hit: 2d8 +Dex mod damage. If the target is 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 Str mod.
  204. >Movement Technique
  205. Move Action Personal
  206. Effect: You move your speed. During this movement, bloodied enemies can’t attack you with opportunity actions or immediate actions.
  207.  
  208. Eternal Mountain [ ]
  209. “You focus your mind, calling on your iron discipline to walk, fight, and shrug off attacks with a mountain‘s enduring spirit.”
  210. Encounter + Full Discipline, Implement, Psionic
  211. >Attack Technique
  212. Standard Action Close burst 1
  213. Target: Each enemy in burst
  214. Attack: Dex Vs. Fort
  215. Hit: 2d8 +Dex mod damage, and you knock the target prone.
  216. >Movement Technique
  217. Move Action Personal
  218. Effect: You gain resistance to all damage equal to your Str mod until the end of your next turn. In addition, you shift 2 squares.
  219.  
  220. Darkfire [ ]
  221. “A flickering halo of purple light surrounds the target, making it easier to hit.”
  222. Encounter
  223. Minor Action Ranged 10
  224. Target: One creature
  225. Attack: Intelligence, Wisdom, or Charisma vs. Reflex. You gain a +4 bonus to the attack roll.
  226. -Level 11: The bonus increases to +6
  227. -Level 21: The bonus increases to +8
  228. Hit: Until the end of your next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.
  229. Special: When you create your character, choose Intelligence, Wisdom, or Charisma as a ability score you use when making attack rolls with this power. /this choice remains throughout your character’s life and does not change the power’s other effects.
  230.  
  231. Daily powers
  232.  
  233. Spinning Leopard Maneuver [ ]
  234. “Maintaining perfect balance, you weave a deadly path through the fray, dealing kicks and punches to each foe you pass.’
  235. Daily + Implement, Psionic
  236. Standard Action Melee 1
  237. Effect: You shift your speed and can make the following attack once against each enemy that you move adjacent to during the shift.
  238. Target: One creature
  239. Attack: Dex vs. Reflex
  240. Hit: 3d8 + Dex mod damage
  241. Miss: Half damage.
  242.  
  243. One Hundred Leaves [ ]
  244. “You launch a flurry of attacks, striking with such speed and might that creatures scatter before you like leaves in a hurricane.’
  245. Daily + Implement, Psionic
  246. Standard Action Close blast 3
  247. Target: Each creature in blast
  248. Attack: Dex vs. Reflex
  249. Hit: 3d8 + Dex mod damage, and you push the target 2 squares.
  250. Miss: Half damage, and you push the target 1 square.
  251. Effect: Until the end of your next turn, you can target one additional creature in range with your Flurry of Blows power.
  252.  
  253. Utility powers
  254.  
  255. Supreme Flurry [ ]
  256. “Your speed is a blur. Where does one strike end and another begin? It doesn’t matter as long as the blow lands.’
  257. Daily + Psionic
  258. Free Action Personal
  259. Trigger: You use your Flurry of Blows power and resolve the effects of the power that triggered it.
  260. Effect: You shift half your speed and use your Flurry of Blows power again.
  261.  
  262. Magic Item Index ===================================================
  263. Check the box when the power is used.
  264. Clear the box when the power renews.
  265.  
  266. Thunderfist Ki Focus +1 (Implement) Lv4 [ ]
  267. ‘Roiling thunder booms with ea strike you make, the metal of this focus vibrating as you assail your enemies with a cacophonous din’
  268. Implement: Ki Focus
  269. Enhancement: Attack rolls and Damage rolls
  270. Critical: +1d8 thunder damage per plus
  271. >Power: (At-Will+Thunder):
  272. Free action
  273. Trigger: You make a melee attack using this ki focus.
  274. Effect: The attack deals thunder damage instead of any other damage type.
  275. >Power: (Daily+Thunder):
  276. Free action
  277. Trigger: You make a melee attack using this ki focus.
  278. Effect: Each enemy adjacent to the target takes thunder damage equal to your highest ability score modifier and is deafened (save ends).
  279.  
  280. Darkleaf Armor +1 (Armor)Lv.4 [ ]
  281. Darkleaves from the gravetrees of the Shadowfell give this armor its protective properties
  282. Armor: Cloth
  283. Enhancement: AC
  284. Property: Gain a +2 item bonus to AC against the first attack made against you in each encounter.
  285.  
  286. Daily Item Powers by Day
  287. Heroic (1-10) [ ]
  288. Paragon (11-20) [ ] [ ]
  289. Epic (21-30) [ ] [ ] [ ]
  290.  
  291. Milestone [ ]/[ ]/[ ]/[ ]
  292.  
  293. Other Equipment ====================================================
  294. Adventurer's Kit
  295. Cloth Armor
  296.  
  297. Rituals ============================================================
  298.  
  299.  
  300. Coins and Other Wealth =============================================
  301. --- gold pieces
  302. 0 silver pieces
  303. 0 copper pieces
  304.  
  305. Languages Known ====================================================
  306. Common, Giant
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