Name: Fist Race:
Warforged
Strength: 12 +1
Dexterity: 18 +4
Constitution: 18 +4
Dexterity: 18 +4
Constitution: 18 +4
Intelegent: 11 +1
Wisdom: 20 +5
Charisma: 10 +0
Wisdom: 20 +5
Charisma: 10 +0
HP: 60
hit dice : 1d8
Unarmed AC: 19
Armed AC: 23
XP: level 6
19625
hit dice : 1d8
Unarmed AC: 19
Armed AC: 23
XP: level 6
19625
Proficiency Bonus: +3
Ki Points: 6
Fate Points optimal max: 5
Fate points current max: 4
Fate Points optimal max: 5
Fate points current max: 4
Saving Throws:
Strength, Dexterity
Weapons: Simple weapons, short swords
Weapons: Simple weapons, short swords
Extra attack
Skill Proficiency:
Athletics, History, Intimidation, Religion
Tool Proficiency:
Cards, Vehichle (Land) [Triclye], Flute
Equipment: Copper Anvil
(Private Insginia), Broken Blade, Set of Cards, Set of common
clothes, and a belt pouch containing 10 GP.
Prayer book of the mountain father - the king of all mountains
Prayer book of the mountain father - the king of all mountains
Gold plated small sized rapier
Explorers Pack
10 Darts
normal katana x 2
Katana of the dragons of light and shadow
+3 to AC
+3 to Damage
+ 3 to hit
+d6 radiant
+d6 necordic
normal katana x 2
Katana of the dragons of light and shadow
+3 to AC
+3 to Damage
+ 3 to hit
+d6 radiant
+d6 necordic
Chest
A dead scarb beetle the size of my hand
250 GP worth of rubies
49 gold
95 silver
6 wands of healings
A dead scarb beetle the size of my hand
250 GP worth of rubies
49 gold
95 silver
6 wands of healings
Height: 6'6”
Weight: 300 lbs
Size: Medium
Speed: 45 feet
Vision: Normal
Speed: 45 feet
Vision: Normal
Languages: Common,
Dwarvish
Personality Trait:
Crude sense of Humor, and I can stare down a hell hound without
flinching.
Living Construct: You
are a living construct, and do not eat, drink, breath. You do not
need to sleep, and instead enter a state of inactivy for six hours to
gain the benefits of a long rest. While in this state you are aware
of approaching enemies and other events taking place. You are also
considered a construct for the purposes of effects that deal with
Creature Type.
Components: You may embed weapons and armour which you proficient directly into your body. Embedded weapons may be drawn or stowed as a bonus action and all attempts to disarm you have disadvantage. You never need to take off embedded armour for any reason and suffer no penalty for resting while wearing armour. Additionally, embedded weapons and armour count as thought they weigh half as much as normal.
Warforged Resilience: Once per day when you make a death saving throw you may reroll the saving throw and use that result Additionally you are immune to the effects of extreme heat and cold
Ki Projection
Components: You may embed weapons and armour which you proficient directly into your body. Embedded weapons may be drawn or stowed as a bonus action and all attempts to disarm you have disadvantage. You never need to take off embedded armour for any reason and suffer no penalty for resting while wearing armour. Additionally, embedded weapons and armour count as thought they weigh half as much as normal.
Warforged Resilience: Once per day when you make a death saving throw you may reroll the saving throw and use that result Additionally you are immune to the effects of extreme heat and cold
Ki Projection
You can spend 1 point to gain advantage on your next
deception intimidation or Persuasion check
S l o w Fa l l
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.
K i - E m p o w e r e d S t r i k e s
Starting at 6th level, your unarmed strikes count as
magical for the purpose o f overcoming resistance and
immunity to nonmagical attacks and damage.
deception intimidation or Persuasion check
S l o w Fa l l
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.
K i - E m p o w e r e d S t r i k e s
Starting at 6th level, your unarmed strikes count as
magical for the purpose o f overcoming resistance and
immunity to nonmagical attacks and damage.
Ideal: Greater Good:
our lot is to lay down our lives in the defense of others.
Bond: Those who fight
beside me are worth dying for.
Flaw: My hatred of
enemies is blind and unreasoning.
D u a l W i e l d e r
You master fighting with two weapons, gaining the
following benefits:
• You gain a +1 bonus to AC while you are wielding a
separate melee weapon in each hand.
• You can use two-weapon fighting even when the onehanded
melee weapons you are wielding aren’t light.
• You can draw or stow two one-handed weapons when
you would normally b e able to draw or stow only one.
You master fighting with two weapons, gaining the
following benefits:
• You gain a +1 bonus to AC while you are wielding a
separate melee weapon in each hand.
• You can use two-weapon fighting even when the onehanded
melee weapons you are wielding aren’t light.
• You can draw or stow two one-handed weapons when
you would normally b e able to draw or stow only one.
Martial Arts: d4
Ki Points: 3
Unarmoured Movement:
+10 feet
Features:
Unarmoured Defence, Martial Arts
Unarmoured Defence, Martial Arts
2nd lvl
Ki, and Unarmoured movement
Ki, and Unarmoured movement
3rd
Monastic Tradition and Deflect Missle.
Monastic Tradition and Deflect Missle.
4th
slow fall
5th
extra attack, stunning fist
Ki points 5
Flurry of blows
Patient Defence
Step of the Wind
Way of the Kensai
Keen Blade +2
Unarmed damage: 1d6
Katana - 1d10+6
Katana - 1d10+6
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