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Deuce Traveler's Six Nights to Yearsend (Ptolus one-shot)
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<blockquote data-quote="OnlytheStrong" data-source="post: 3882475" data-attributes="member: 54781"><p>[sblock=Tagret Artalen]</p><p>Race: Human</p><p>Gender: Male</p><p>Class: Monk 10</p><p>Height: 5'10''</p><p>Weight: 145lbs</p><p>Alignment: LN</p><p></p><p></p><p>Str: 16 +3 mod (15+1 level adj)</p><p>Dex: 16 +3 mod</p><p>Con: 14 +2 mod</p><p>Int: 14 +2 mod (13 + 1 level adj)</p><p>Wis: 16 +3 mod</p><p>Cha: 9 -1 mod</p><p></p><p></p><p>AC: 23 (10 + 3 wis mod + 3 dex mod + 3 level bonus + 4 items)</p><p></p><p></p><p>HP: 82 (8 + 54 levels + 20 con mod)</p><p></p><p></p><p>Speed: 60ft</p><p></p><p></p><p>Initiative Mod: +7</p><p></p><p></p><p>Saving Throws:</p><p></p><p>Fortitude: 9 (7 base + 2 con mod)</p><p>Reflex: 10 (7 base + 3 dex mod)</p><p>Will: 10 (7 base + 3 wis mod)</p><p style="text-align: center">+2 to saving throws to spells from the school of enchantment</p><p></p><p></p><p>Attack:</p><p></p><p>Base Attack Bonus: +7/2 </p><p></p><p>Unarmed: +10/5 dmg: 2d6+3 (due to Monks Belt)</p><p></p><p>Meteoric Knife: +11/6 dmg: 1d4 crit: 19-20x2 range: 10ft</p><p></p><p>Sling: +10/5 dmg: 1d4 crit: x2 range: 50ft</p><p></p><p>Flurry of Blows: +10/10/5 or +12/12/7 (due to Rapid Strike Bracers)</p><p></p><p>Grapple Modifier: +14 (7 base + 3 strength +4 Improved Grapple)</p><p></p><p></p><p>Feats:</p><p>Improved Initiative (level 1 feat) ~~ +4 to initiative mod</p><p>Combat Expertise (human bonus feat) ~~Trade attack bonus for AC</p><p>Stunning Fist (1st level class bonus feat) ~~ Detailed below</p><p>Combat Reflexes (2nd level class bonus feat) ~~Additional AoO</p><p>Dodge (3rd level feat) ~~ +1 dodge bonus against selected target </p><p>Mobility (6th Level feat) ~~ +4 bonus to AC against some AoO</p><p>Improved Grapple (6th level bonus feat) ~~ +4 to grapple checks</p><p>Spring Attack (9th level feat) ~~move before and after melee attack</p><p></p><p>Stunning Fist: can use 11x a day to stun a foe for 1 round. Fortitude save must beat 10+1/2 character level+wis mod + 2 for Ki Strips. (Save DC = 20)</p><p></p><p></p><p>Class Features:</p><p></p><p>Flurry of Blows</p><p>Unarmed Strike </p><p>Improved Evasion ~~~takes half damage or no damage on successful reflex save</p><p>Still Mind ~~~ +2 saving throws vs. enchantments</p><p>Ki Strike (lawful) ~~~Unarmed strikes act as Lawful weapons for overcoming DR</p><p>Slow Fall 50ft</p><p>Wholeness of Body ~~~ can heal wounds on self equal to 2x monk level</p><p></p><p></p><p>Skills:</p><p></p><p>Balance: 12 (7 ranks + 3 dex mod + 2 synergy)</p><p>Climb: 16 (13 ranks + 3 str mod)</p><p>Hide: 16 (13 ranks + 3 dex mod)</p><p>Jump: 12 (7 ranks + 3 str mod + 2 synergy)</p><p>Move Silently: 16 (13 ranks + 3 dex mod)</p><p>Spot: 16 (13 ranks + 3 dex mod)</p><p>Tumble: 17 (12 ranks + 3 dex mod + 2 synergy)</p><p></p><p></p><p>Equipment:</p><p></p><p>Ki Strips: (Magic Item Compendium) +2 to stunning fist DC </p><p> 5,000gp no weight</p><p></p><p>Rapid Strike Bracers: (M.I.C) when activated, +2 to flurry of blows </p><p> 3,100gp no weight</p><p></p><p>Rags of Restraint: (M.I.C) expend a stunning fist to heal yourself equal to your monk level</p><p> 3,200gp no weight</p><p></p><p>Vanisher Cloak: (M.I.C) 3 charges renewed each day at dawn, </p><p>1st charge: You become invisible for 4 rounds</p><p>2nd charge: You and one adjacent ally become invisible for 3 rounds</p><p>3rd charge: You and 3 adjacent allies become invisible for 2 rounds</p><p> 2,500gp weight: 1lb</p><p></p><p>Monks Belt: (DM's Guide) Allows the wearer's AC and unarmed damage to be treated as a monk 5 levels higher and grants one additional use of Stunning Fist per day.</p><p> 13,000gp weight: 1lb</p><p></p><p>Sandals of Sprinting: (M.I.C) When activated, you gain a +30 enhancement bonus to your base land speed. This ability functions 3x per day</p><p> 2,300gp weight: 1/2 lb</p><p></p><p>Ring of Protection + 2</p><p> 8,000gp no weight</p><p></p><p>Amulet of Natural Armor +2</p><p> 8,000gp no weight</p><p></p><p>Pouches (3) </p><p> 3gp 1.5lbs</p><p></p><p>Thunderstone (10)</p><p> 300g 10lbs</p><p></p><p>Meteoric Dagger: (M.I.C) This knife functions as a +1 dagger, in addition, it has 3 charges, which are renuewed each day at dawn. Spending 1 or more charges enhances the dagger's magical properties as desscribed below. The effects last for 1 round.</p><p>1 charge: The dagger gains the returning property </p><p>2 charges: The dagger gains the flaming and returning properties</p><p>3 charges: The dagger gains the flaming and returning properties. In addition, if it hits a creature, it deals normal damage and creates an explosion of fire that deals an extra 3d6 points of fire damage to the target and all creatures adjacent to it. (Reflex DC 14 half)</p><p> 2,802g 1/2lb</p><p>Total Weight: 15lbs[/sblock]</p></blockquote><p></p>
[QUOTE="OnlytheStrong, post: 3882475, member: 54781"] [sblock=Tagret Artalen] Race: Human Gender: Male Class: Monk 10 Height: 5'10'' Weight: 145lbs Alignment: LN Str: 16 +3 mod (15+1 level adj) Dex: 16 +3 mod Con: 14 +2 mod Int: 14 +2 mod (13 + 1 level adj) Wis: 16 +3 mod Cha: 9 -1 mod AC: 23 (10 + 3 wis mod + 3 dex mod + 3 level bonus + 4 items) HP: 82 (8 + 54 levels + 20 con mod) Speed: 60ft Initiative Mod: +7 Saving Throws: Fortitude: 9 (7 base + 2 con mod) Reflex: 10 (7 base + 3 dex mod) Will: 10 (7 base + 3 wis mod) [center]+2 to saving throws to spells from the school of enchantment[/center] Attack: Base Attack Bonus: +7/2 Unarmed: +10/5 dmg: 2d6+3 (due to Monks Belt) Meteoric Knife: +11/6 dmg: 1d4 crit: 19-20x2 range: 10ft Sling: +10/5 dmg: 1d4 crit: x2 range: 50ft Flurry of Blows: +10/10/5 or +12/12/7 (due to Rapid Strike Bracers) Grapple Modifier: +14 (7 base + 3 strength +4 Improved Grapple) Feats: Improved Initiative (level 1 feat) ~~ +4 to initiative mod Combat Expertise (human bonus feat) ~~Trade attack bonus for AC Stunning Fist (1st level class bonus feat) ~~ Detailed below Combat Reflexes (2nd level class bonus feat) ~~Additional AoO Dodge (3rd level feat) ~~ +1 dodge bonus against selected target Mobility (6th Level feat) ~~ +4 bonus to AC against some AoO Improved Grapple (6th level bonus feat) ~~ +4 to grapple checks Spring Attack (9th level feat) ~~move before and after melee attack Stunning Fist: can use 11x a day to stun a foe for 1 round. Fortitude save must beat 10+1/2 character level+wis mod + 2 for Ki Strips. (Save DC = 20) Class Features: Flurry of Blows Unarmed Strike Improved Evasion ~~~takes half damage or no damage on successful reflex save Still Mind ~~~ +2 saving throws vs. enchantments Ki Strike (lawful) ~~~Unarmed strikes act as Lawful weapons for overcoming DR Slow Fall 50ft Wholeness of Body ~~~ can heal wounds on self equal to 2x monk level Skills: Balance: 12 (7 ranks + 3 dex mod + 2 synergy) Climb: 16 (13 ranks + 3 str mod) Hide: 16 (13 ranks + 3 dex mod) Jump: 12 (7 ranks + 3 str mod + 2 synergy) Move Silently: 16 (13 ranks + 3 dex mod) Spot: 16 (13 ranks + 3 dex mod) Tumble: 17 (12 ranks + 3 dex mod + 2 synergy) Equipment: Ki Strips: (Magic Item Compendium) +2 to stunning fist DC 5,000gp no weight Rapid Strike Bracers: (M.I.C) when activated, +2 to flurry of blows 3,100gp no weight Rags of Restraint: (M.I.C) expend a stunning fist to heal yourself equal to your monk level 3,200gp no weight Vanisher Cloak: (M.I.C) 3 charges renewed each day at dawn, 1st charge: You become invisible for 4 rounds 2nd charge: You and one adjacent ally become invisible for 3 rounds 3rd charge: You and 3 adjacent allies become invisible for 2 rounds 2,500gp weight: 1lb Monks Belt: (DM's Guide) Allows the wearer's AC and unarmed damage to be treated as a monk 5 levels higher and grants one additional use of Stunning Fist per day. 13,000gp weight: 1lb Sandals of Sprinting: (M.I.C) When activated, you gain a +30 enhancement bonus to your base land speed. This ability functions 3x per day 2,300gp weight: 1/2 lb Ring of Protection + 2 8,000gp no weight Amulet of Natural Armor +2 8,000gp no weight Pouches (3) 3gp 1.5lbs Thunderstone (10) 300g 10lbs Meteoric Dagger: (M.I.C) This knife functions as a +1 dagger, in addition, it has 3 charges, which are renuewed each day at dawn. Spending 1 or more charges enhances the dagger's magical properties as desscribed below. The effects last for 1 round. 1 charge: The dagger gains the returning property 2 charges: The dagger gains the flaming and returning properties 3 charges: The dagger gains the flaming and returning properties. In addition, if it hits a creature, it deals normal damage and creates an explosion of fire that deals an extra 3d6 points of fire damage to the target and all creatures adjacent to it. (Reflex DC 14 half) 2,802g 1/2lb Total Weight: 15lbs[/sblock] [/QUOTE]
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