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- Character Name K.H. Heath
- Player Name Moony
- Level 5
- Class Monk
- Paragon Path none
- Epic Destiny none
- Race Goliath/Drow
- Size Medium
- Age ---
- Gender Male
- Height 7’8’’
- Weight 320 lbs.
- Alignment ---
- Deity ---
- Total XP 0
- Initiative =========================================================
- +5 (+3 Dex, +2 half level)
- Ability Scores =====================================================
- Strength......17 (+3) (+5)
- Constitution..14 (+2) (+4)
- Dexterity.....17 (+3) (+5)
- Intelligence..11 (+0) (+2)
- Wisdom........13 (+1) (+3)
- Charisma......10 (+0) (+2)
- Defenses ===========================================================
- AC 18 (10 base, +2 half level, +0 armor, +3 Dex, +0 misc, +2 Class, +1 Enh)
- Fort 16 (10 base, +2 half level, +3 Str/Con, +1 Class)
- Ref 16 (10 base, +2 half level, +3 Dex/Int, +1 Class)
- Will 16 (10 base, +2 half level, +1 Wis/Cha, +2 Class, +1 Race)
- Hit Points =========================================================
- Max HP 46
- Bloodied 23 (half HP)
- Surge value 11 (quarter HP)
- Surges/day 9
- CURRENT HP 0
- Surges used 0
- Second wind not used (1/encounter)
- Death save failures: 0 (three fails)
- Saving throw modifiers
- none
- Resistances
- none
- Current conditions and effects
- none
- Action Points ======================================================
- Current AP 1 (base 1, +1 per milestone up to 3AP)
- Movement ===========================================================
- Speed 6 squares (base 6, armor -0)
- Senses =============================================================
- Passive Insight 13 (10 base, Skill +3)
- Passive Perception 18 (10 base, Skill +8)
- Normal, Dark-vision
- Basic Attacks ======================================================
- Unarmed Strike, basic melee attack (Str vs AC)
- attack +9 (+3 Str, +2 half level, +3 proficiency, +1 Enhance)
- damage 1d10+4 (1d8 +3 Str +1 Enhance, +0 Feat)
- ---, basic ranged attack (Str vs AC)
- attack +2 (+0 Dex, +0 half level, +0 proficiency)
- damage 1d0+0 (1[W] + Dex)
- range 5/10
- Race Features ======================================================
- Ability score modifiers: +2 Athletics, +2 Nature
- Mountain’s Tenacity
- You have a +1 racial bonus to Will
- Powerful Athlete
- When you make an Athletics check to jump or climb, roll twice and use either result.
- Stone’s Endurance
- You have the “stone’s endurance” power
- Class/Path/Destiny Features ========================================
- Fort +1, Will +1, Reflex +1
- Monastic Tradition
- Monks train in a number of traditional techniques, with each monastery focusing on a specific style.
- ---> Stone Fist
- 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
- Flurry of Blows: You gain the “Stone fist flurry of blows” power
- Mental Bastion: You gain a +1 bonus to Will. This bonus increases to +2 at 11th level and +3 at 21st level.
- Unarmed Combatant
- 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.
- Unarmored Defense
- While you are wearing cloth armor or no armor and aren’t using a shield, you gain a +2 bonus to AC.
- Skills =============================================================
- Acrobatics +10 (+5 Dex/half-level, -0 armor, +5 Trained)
- Arcana +2 (+2 Int/half-level)
- Athletics +12 (+5 Str/half-level, -0 armor, +2 Race, +5 Trained)
- Bluff +2 (+2 Cha/half-level)
- Diplomacy +2 (+2 Cha/half-level)
- Dungeoneering +3 (+3 Wis/half-level,)
- Endurance +9 (+4 Con/half-level, -0 armor, +5 Trained)
- Heal +3 (+3 Wis/half-level,)
- History +2 (+2 Int/half-level)
- Insight +3 (+3 Wis/half-level,)
- Intimidate +2 (+2 Cha/half-level)
- Nature +5 (+3 Wis/half-level, +2 Race)
- Perception +8 (+3 Wis/half-level, +5 Trained)
- Religion +2 (+2 Int/half-level,)
- Stealth +5 (+5 Dex/half-level, -0 armor)
- Streetwise +2 (+2 Cha/half-level)
- Thievery +5 (+5 Dex/half-level, -0 armor)
- Feats ==============================================================
- Water Splitting Stone
- Prerequisite: Monk
- Benefit: When you score a critical hit using your monk unarmed strike, the target loses any resistance until the end of your next turn.
- Improved Monk Unarmed Strike
- Prerequisite: Monk, Unarmed Combatant class feature
- Benefit: The damage die of your monk unarmed strike becomes 1d10, instead of 1d8
- Markings of the Victor
- Prerequisite: Goliath
- Benefit: The first time you make an attack roll during each encounter, you can roll twice and use either result.
- Power Index ========================================================
- Check the box when the power is used.
- Clear the box when the power renews.
- At-Will Powers
- Stone Fist Flurry of Blows
- ‘You lash out at another enemy after your first attack, a casual reminder of your great strength’
- At-will - Psionic
- Free Action(Special) Melee 1
- Trigger: You hit with an attack during your turn
- Target: One creature
- >Level 11: One or two creatures
- > Level 21: Each enemy adjacent to you
- 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.)
- Speical: You can use this power only once per round.
- Crane’s Wings
- ‘You leap across the battlefield and kick your foe, sending it staggering backward’
- At-will - Full Discipline, Implement, Psionic
- >Attack Technique
- Standard Action Melee touch
- Target: One creature
- Attack: Dex vs. Fort
- Hit: 1d10 + Dex mod damage, and you push the target 1 square.
- Level 21: 2d10 + Dex mod damage.
- >Movement Technique
- Move Action Personal
- 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.
- Dragon’s Tail
- ‘Your hand lashes out like a dragon’s tail, and with the lightest of touch unleashes power that knocks your foe to the ground.’
- At-will - Full Discipline, Implement, Psionic
- >Attack Technique
- Standard Action Melee touch
- Target: One creature
- Attack: Dex vs. Fort
- Hit: 1d6 + Dex mod damage, and you knock the target prone
- Level 21: 2d6 + Dex mod damage.
- >Movement Technique
- Move Action Melee 1
- Target: One ally or one prone enemy
- Effect: You swap places with the target.
- Encounter Powers
- Stone’s Endurance [ ]
- “Your foe‘s attacks bounce off your stony hide.”
- Encounter
- Minor Action Personal
- Effect: You gain resist 5 to all damage until the end of your next turn.
- Level 11: Resist 10 to all damage
- Level 21: Resist 15 to all damage
- Awaken the Slumbering Hurt [ ]
- “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.”
- Encounter + Full Discipline, Implement, Psionic
- >Attack Technique
- Standard Action Melee touch
- Target: One creature
- Attack: Dex Vs. Fort
- 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.
- >Movement Technique
- Move Action Personal
- Effect: You move your speed. During this movement, bloodied enemies can’t attack you with opportunity actions or immediate actions.
- Eternal Mountain [ ]
- “You focus your mind, calling on your iron discipline to walk, fight, and shrug off attacks with a mountain‘s enduring spirit.”
- Encounter + Full Discipline, Implement, Psionic
- >Attack Technique
- Standard Action Close burst 1
- Target: Each enemy in burst
- Attack: Dex Vs. Fort
- Hit: 2d8 +Dex mod damage, and you knock the target prone.
- >Movement Technique
- Move Action Personal
- 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.
- Darkfire [ ]
- “A flickering halo of purple light surrounds the target, making it easier to hit.”
- Encounter
- Minor Action Ranged 10
- Target: One creature
- Attack: Intelligence, Wisdom, or Charisma vs. Reflex. You gain a +4 bonus to the attack roll.
- -Level 11: The bonus increases to +6
- -Level 21: The bonus increases to +8
- 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.
- 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.
- Daily powers
- Spinning Leopard Maneuver [ ]
- “Maintaining perfect balance, you weave a deadly path through the fray, dealing kicks and punches to each foe you pass.’
- Daily + Implement, Psionic
- Standard Action Melee 1
- Effect: You shift your speed and can make the following attack once against each enemy that you move adjacent to during the shift.
- Target: One creature
- Attack: Dex vs. Reflex
- Hit: 3d8 + Dex mod damage
- Miss: Half damage.
- One Hundred Leaves [ ]
- “You launch a flurry of attacks, striking with such speed and might that creatures scatter before you like leaves in a hurricane.’
- Daily + Implement, Psionic
- Standard Action Close blast 3
- Target: Each creature in blast
- Attack: Dex vs. Reflex
- Hit: 3d8 + Dex mod damage, and you push the target 2 squares.
- Miss: Half damage, and you push the target 1 square.
- Effect: Until the end of your next turn, you can target one additional creature in range with your Flurry of Blows power.
- Utility powers
- Supreme Flurry [ ]
- “Your speed is a blur. Where does one strike end and another begin? It doesn’t matter as long as the blow lands.’
- Daily + Psionic
- Free Action Personal
- Trigger: You use your Flurry of Blows power and resolve the effects of the power that triggered it.
- Effect: You shift half your speed and use your Flurry of Blows power again.
- Magic Item Index ===================================================
- Check the box when the power is used.
- Clear the box when the power renews.
- Thunderfist Ki Focus +1 (Implement) Lv4 [ ]
- ‘Roiling thunder booms with ea strike you make, the metal of this focus vibrating as you assail your enemies with a cacophonous din’
- Implement: Ki Focus
- Enhancement: Attack rolls and Damage rolls
- Critical: +1d8 thunder damage per plus
- >Power: (At-Will+Thunder):
- Free action
- Trigger: You make a melee attack using this ki focus.
- Effect: The attack deals thunder damage instead of any other damage type.
- >Power: (Daily+Thunder):
- Free action
- Trigger: You make a melee attack using this ki focus.
- Effect: Each enemy adjacent to the target takes thunder damage equal to your highest ability score modifier and is deafened (save ends).
- Darkleaf Armor +1 (Armor)Lv.4 [ ]
- Darkleaves from the gravetrees of the Shadowfell give this armor its protective properties
- Armor: Cloth
- Enhancement: AC
- Property: Gain a +2 item bonus to AC against the first attack made against you in each encounter.
- Daily Item Powers by Day
- Heroic (1-10) [ ]
- Paragon (11-20) [ ] [ ]
- Epic (21-30) [ ] [ ] [ ]
- Milestone [ ]/[ ]/[ ]/[ ]
- Other Equipment ====================================================
- Adventurer's Kit
- Cloth Armor
- Rituals ============================================================
- Coins and Other Wealth =============================================
- --- gold pieces
- 0 silver pieces
- 0 copper pieces
- Languages Known ====================================================
- Common, Giant
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