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S@squ@tch's PbP Characters
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<blockquote data-quote="s@squ@tch" data-source="post: 3469125" data-attributes="member: 42885"><p><u>Currently active in Darimaus's No Man's Land</u></p><p></p><p>[code][B]Name:[/B] Jareel Arinthis</p><p>[B]Class:[/B] Monk</p><p>[B]Race:[/B] Human/Outsider</p><p>[B]Size:[/B] Medium</p><p>[B]Gender:[/B] Male</p><p>[B]Alignment:[/B] LN</p><p>[B]Deity:[/B] St. Cuthbert </p><p></p><p>[B]Str:[/B] 24 +7 (+3 tome +6 belt) [B]Level:[/B] 20 [B]XP[/B]: </p><p>[B]Dex:[/B] 26 +8 (+2 tome +6 belt) [B]BAB:[/B] +15/10/5 [B]HP:[/B] 201 (20d8+100)</p><p>[B]Con:[/B] 20 +5 (+6 belt) [B]Grapple:[/B] +22 </p><p>[B]Int:[/B] 19 +4 (+6 belt) [B]Speed:[/B] 90' [B]Stat Increases:[/b] +2 Str +1 Con +2 Wis</p><p>[B]Wis:[/B] 29 +9 (+3 tome + 6 belt) [B]Init:[/B] +8 [B]Spell Save:[/B] </p><p>[B]Cha:[/B] 18 +4 (+6 belt) [B]ACP:[/B] 0 [B]Spell Fail:[/B] 0%</p><p></p><p>[B] Base Armor Shld Dex Size Nat Misc Total[/B]</p><p>[B]Armor:[/B] 10 +8 +0 +8 +0 +4 +18 48</p><p>[B]Touch:[/B] 36 [B]Flatfooted:[/B] 40</p><p></p><p>[B]Spell Res:[/B] 30</p><p>[B]Dmg Red:[/B] 10/magic</p><p></p><p>[B] Total Base Mod Misc[/B]</p><p>[B]Fort:[/B] +22 +12 +10 --</p><p>[B]Ref:[/B] +25 +12 +13 --</p><p>[B]Will:[/B] +26 +12 +14 +2 to enchantment spells/effects</p><p>[B]Notes:[/B]</p><p></p><p>[B]Weapon Attack Damage Critical Range[/B]</p><p>Unarmed Strike +27/+27/+27/+22/+17 2d10+11 19-20/x2 ------</p><p></p><p>[B]Notes:[/B] Greater Flurry of Blows, Improved Critical (Unarmed strike), Weapon Focus (Unarmed Strike), Improved Trip</p><p></p><p>[B]Languages:[/B] Common</p><p></p><p>[B]Abilities:[/B] Stunning Fist, Quivering Palm, Slow Fall (Any distance), Deflect Arrows, Immune to all natural diseases, Wholeness of Body, Improved Evasion, Immune all poisons, Dimension Door 1/day CL:10, Can speak with any living creature, Etherealness - 20 rnds/day</p><p></p><p>[B]Feats:[/B] Combat Reflexes, Cleave, Power Attack, Improved Critical(Unarmed strike), Weapon Focus (Unarmed Strike), Spring Attack, Mobility, Dodge, Perfect Self, Empty Body, Tongue of the Sun and the Moon, Timeless Body, Quivering Palm, Diamond Soul, Abundant Step, Greater Flurry of Blows, Diamond Body, Improved Evasion, Wholeness of Body, Improved Trip, Purity of Body, Slow Fall, Ki Strike (Magic, Lawful, Adamantine), Still Mind, Deflect Arrows, Evasion, Stunning Fist, Improved Unarmed Strike, Flurry of Blows</p><p>[B][sblock=Feat Descriptions]</p><p>[CENTER][U][B][I]Monk Bonus Feats:[/I][/B][/U][/CENTER]</p><p></p><p>[U][B]Flurry of Blows[/B][/U]</p><p></p><p>[U][B]Improved Unarmed Strike[/B][/U]</p><p></p><p>[U][B]Stunning Fist[/B][/U] - You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 29), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. </p><p></p><p>[U][B]Evasion[/B][/U]</p><p></p><p>[U][B]Deflect Arrows[/B][/U] - You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. </p><p></p><p>Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected. </p><p></p><p>[U][B]Still Mind [/B] [/U] - gains a +2 bonus on saving throws against spells and effects from the school of enchantment. </p><p></p><p>[U][B]Ki Strike [/B] [/U] (Magic, Lawful, Adamantine)</p><p></p><p>[U][B]Slow Fall [/B] [/U] (any distance)</p><p></p><p>[U][B]Purity of Body[/B][/U] - gains immunity to all diseases except for supernatural and magical diseases. </p><p></p><p>[U][B]Improved Trip[/B][/U] - You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. </p><p></p><p>If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt. </p><p></p><p>[U][B]Wholeness of Body[/B][/U] - can heal a number of hit points of damage equal to twice his current monk level each day (40), and he can spread this healing out among several uses.</p><p></p><p>[U][B]Improved Evasion [/B] [/U] - takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save.</p><p></p><p>[U][B]Diamond Body [/B] [/U] - immunity to poisons of all kinds. </p><p></p><p>[U][B]Greater Flurry of Blows[/B][/U]</p><p></p><p>[B][U]Abundant Step[/U] [/B] - a monk can slip magically between spaces, as if using the spell dimension door, once per day. CL:10</p><p></p><p>[U][B]Diamond Soul [/B][/U] - gains spell resistance equal to her current monk level + 10 (30). </p><p></p><p>[U][B]Quivering Palm[/B][/U] - can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 29), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. </p><p></p><p>[U][B]Timeless Body[/B][/U] - no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up. </p><p></p><p>[U][B]Tongue of the Sun and the Moon[/B][/U] - can speak with any living creature. </p><p></p><p>[U][B]Empty Body[/B][/U] - gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. He may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed his monk level. </p><p></p><p>[U][B]Perfect Self[/B][/U] - He is forevermore treated as an outsider rather than as a humanoid for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows him to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type. </p><p></p><p>[CENTER][U][I][B]Normal Feats: (8)[/B][/I][/U][/CENTER]</p><p></p><p>[U][B]Dodge [/B] [/U] - During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. </p><p></p><p>A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. </p><p></p><p></p><p>[U][B]Mobility[/B][/U] - You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. </p><p></p><p>Dodge bonuses stack with each other, unlike most types of bonuses. </p><p></p><p>[U][B]Spring Attack[/B] [/U] - When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor. </p><p></p><p>You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack. </p><p></p><p>[U][B]Weapon Focus (Unarmed Strike) [/B] [/U] - You gain a +1 bonus on all attack rolls you make using the selected weapon. </p><p></p><p></p><p>[U][B]Improved Critical(Unarmed Strike) [/B] [/U] - You double the threat range for the selected weapon</p><p></p><p>[U][B]Power Attack [/B] [/U] On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. </p><p></p><p>[U][B]Cleave [/B] [/U] If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round. </p><p></p><p>[U][B]Combat Reflexes [/B] [/U] You may make a number of additional attacks of opportunity equal to your Dexterity bonus (8)</p><p>[/sblock] [/B] </p><p></p><p></p><p></p><p> </p><p>[B]Skill Points:[/B] 138 [B]Max Ranks:[/B] 23/11</p><p>[B]Skills Total Ranks Mod Misc[/B]</p><p>Balance +15 5 +8 +2</p><p>Concentration +6 1 +5 --</p><p>Craft (Ale) +5 1 +4 --</p><p>Diplomacy +25 19 +4 +2</p><p>Search +4 0 +4 --</p><p>Bluff +4 0 +4 --</p><p>Climb +12 5 +7 --</p><p>Escape Artist +13 5 +8 --</p><p>Disguise +4 0 +4 --</p><p>Gather Information +7 10 +4 --</p><p>Heal +10 1 +9 --</p><p>Hide +18 10 +8 --</p><p>Intimidate +4 0 +4 --</p><p>Jump +14 5 +7 +2</p><p>Listen +22 13 +9 --</p><p>Move Silently +18 10 +8 --</p><p>Ride +8 0 +8 --</p><p>Sense Motive +24 15 +9 --</p><p>Spot +24 15 +9 --</p><p>Survival +5 0 +5 --</p><p>Swim +12 5 +7 --</p><p>Tumble +28 18 +8 +2</p><p>[B]Notes:[/B]</p><p></p><p>[U][I][B]Equipment: Cost Weight[/B][/I][/U]</p><p>Belt of Magnificence 200000gp 1lb</p><p>Ring of Protection +5 50000gp --lb</p><p>Bracers of Armor +8 64000gp 1lb</p><p>Amulet of Might Fists +4 96000gp 1lb</p><p>Cloak of Resistance +5 25000gp 1lb</p><p>Vestment of Natural Armor +4 54000gp 1lb</p><p>Boots of Speed 12000gp 1lb</p><p>Pearl of the Sirens 15300gp --lb</p><p>Hewards Handy Haversack 2000gp 5lb</p><p></p><p>[U]Bag of Holding (type IV) 10000gp 60lb[/U]</p><p></p><p>Cask of Brewed Ale --gp 40lb</p><p>6 mugs 10gp 6lb</p><p>Bedroll 1gp 5lb</p><p>Winter Blanket 1gp 3lb</p><p>Caltrops 1gp 2lb</p><p>10 pcs Chalk 1gp 1lb</p><p>Flint and Steel 1gp 1lb</p><p>2 Days of Firewood 1gp 40lb</p><p>Fishhooks 1gp 1lb</p><p>Fishing Net 4gp 5lb</p><p>Grappling hook 1gp 4lb </p><p>Hammer 1gp 2lb. </p><p>Ink (1 oz. vial) 8gp — </p><p>Inkpen 1sp — </p><p>Jug, clay 3cp 9lb. </p><p>Ladder, 10-foot 5cp 20lb. </p><p>Lamp, common 1sp 1lb </p><p>Lantern, bullseye 12gp 3lb </p><p>Ram, portable 10gp 20lb </p><p>Sealing wax 1gp 1lb </p><p>Sewing needle 5sp — </p><p>Signal whistle 8sp — </p><p>Crowbar 2gp 5lb </p><p>Tent 10gp 20lb </p><p>Everburning torch 110gp 1lb </p><p> </p><p>620 pp</p><p>[U]Potions:[/U]</p><p>Cure Serious Wounds X3 2250gp --lb</p><p>Fly 750gp --lb</p><p>Protection from Energy X2 1500gp --lb</p><p></p><p>[U]Tomes (Used)[/U]</p><p>Manual of Gainful Exercise +3 82500gp </p><p>Tome of Understanding +3 82500gp </p><p>Manual of Quickness in Action +2 55000gp </p><p></p><p>[/code]</p></blockquote><p></p>
[QUOTE="s@squ@tch, post: 3469125, member: 42885"] [U]Currently active in Darimaus's No Man's Land[/U] [code][B]Name:[/B] Jareel Arinthis [B]Class:[/B] Monk [B]Race:[/B] Human/Outsider [B]Size:[/B] Medium [B]Gender:[/B] Male [B]Alignment:[/B] LN [B]Deity:[/B] St. Cuthbert [B]Str:[/B] 24 +7 (+3 tome +6 belt) [B]Level:[/B] 20 [B]XP[/B]: [B]Dex:[/B] 26 +8 (+2 tome +6 belt) [B]BAB:[/B] +15/10/5 [B]HP:[/B] 201 (20d8+100) [B]Con:[/B] 20 +5 (+6 belt) [B]Grapple:[/B] +22 [B]Int:[/B] 19 +4 (+6 belt) [B]Speed:[/B] 90' [B]Stat Increases:[/b] +2 Str +1 Con +2 Wis [B]Wis:[/B] 29 +9 (+3 tome + 6 belt) [B]Init:[/B] +8 [B]Spell Save:[/B] [B]Cha:[/B] 18 +4 (+6 belt) [B]ACP:[/B] 0 [B]Spell Fail:[/B] 0% [B] Base Armor Shld Dex Size Nat Misc Total[/B] [B]Armor:[/B] 10 +8 +0 +8 +0 +4 +18 48 [B]Touch:[/B] 36 [B]Flatfooted:[/B] 40 [B]Spell Res:[/B] 30 [B]Dmg Red:[/B] 10/magic [B] Total Base Mod Misc[/B] [B]Fort:[/B] +22 +12 +10 -- [B]Ref:[/B] +25 +12 +13 -- [B]Will:[/B] +26 +12 +14 +2 to enchantment spells/effects [B]Notes:[/B] [B]Weapon Attack Damage Critical Range[/B] Unarmed Strike +27/+27/+27/+22/+17 2d10+11 19-20/x2 ------ [B]Notes:[/B] Greater Flurry of Blows, Improved Critical (Unarmed strike), Weapon Focus (Unarmed Strike), Improved Trip [B]Languages:[/B] Common [B]Abilities:[/B] Stunning Fist, Quivering Palm, Slow Fall (Any distance), Deflect Arrows, Immune to all natural diseases, Wholeness of Body, Improved Evasion, Immune all poisons, Dimension Door 1/day CL:10, Can speak with any living creature, Etherealness - 20 rnds/day [B]Feats:[/B] Combat Reflexes, Cleave, Power Attack, Improved Critical(Unarmed strike), Weapon Focus (Unarmed Strike), Spring Attack, Mobility, Dodge, Perfect Self, Empty Body, Tongue of the Sun and the Moon, Timeless Body, Quivering Palm, Diamond Soul, Abundant Step, Greater Flurry of Blows, Diamond Body, Improved Evasion, Wholeness of Body, Improved Trip, Purity of Body, Slow Fall, Ki Strike (Magic, Lawful, Adamantine), Still Mind, Deflect Arrows, Evasion, Stunning Fist, Improved Unarmed Strike, Flurry of Blows [B][sblock=Feat Descriptions] [CENTER][U][B][I]Monk Bonus Feats:[/I][/B][/U][/CENTER] [U][B]Flurry of Blows[/B][/U] [U][B]Improved Unarmed Strike[/B][/U] [U][B]Stunning Fist[/B][/U] - You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 29), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. [U][B]Evasion[/B][/U] [U][B]Deflect Arrows[/B][/U] - You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected. [U][B]Still Mind [/B] [/U] - gains a +2 bonus on saving throws against spells and effects from the school of enchantment. [U][B]Ki Strike [/B] [/U] (Magic, Lawful, Adamantine) [U][B]Slow Fall [/B] [/U] (any distance) [U][B]Purity of Body[/B][/U] - gains immunity to all diseases except for supernatural and magical diseases. [U][B]Improved Trip[/B][/U] - You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt. [U][B]Wholeness of Body[/B][/U] - can heal a number of hit points of damage equal to twice his current monk level each day (40), and he can spread this healing out among several uses. [U][B]Improved Evasion [/B] [/U] - takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. [U][B]Diamond Body [/B] [/U] - immunity to poisons of all kinds. [U][B]Greater Flurry of Blows[/B][/U] [B][U]Abundant Step[/U] [/B] - a monk can slip magically between spaces, as if using the spell dimension door, once per day. CL:10 [U][B]Diamond Soul [/B][/U] - gains spell resistance equal to her current monk level + 10 (30). [U][B]Quivering Palm[/B][/U] - can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 29), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. [U][B]Timeless Body[/B][/U] - no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up. [U][B]Tongue of the Sun and the Moon[/B][/U] - can speak with any living creature. [U][B]Empty Body[/B][/U] - gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. He may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed his monk level. [U][B]Perfect Self[/B][/U] - He is forevermore treated as an outsider rather than as a humanoid for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows him to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type. [CENTER][U][I][B]Normal Feats: (8)[/B][/I][/U][/CENTER] [U][B]Dodge [/B] [/U] - During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. [U][B]Mobility[/B][/U] - You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses. [U][B]Spring Attack[/B] [/U] - When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor. You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack. [U][B]Weapon Focus (Unarmed Strike) [/B] [/U] - You gain a +1 bonus on all attack rolls you make using the selected weapon. [U][B]Improved Critical(Unarmed Strike) [/B] [/U] - You double the threat range for the selected weapon [U][B]Power Attack [/B] [/U] On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. [U][B]Cleave [/B] [/U] If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round. [U][B]Combat Reflexes [/B] [/U] You may make a number of additional attacks of opportunity equal to your Dexterity bonus (8) [/sblock] [/B] [B]Skill Points:[/B] 138 [B]Max Ranks:[/B] 23/11 [B]Skills Total Ranks Mod Misc[/B] Balance +15 5 +8 +2 Concentration +6 1 +5 -- Craft (Ale) +5 1 +4 -- Diplomacy +25 19 +4 +2 Search +4 0 +4 -- Bluff +4 0 +4 -- Climb +12 5 +7 -- Escape Artist +13 5 +8 -- Disguise +4 0 +4 -- Gather Information +7 10 +4 -- Heal +10 1 +9 -- Hide +18 10 +8 -- Intimidate +4 0 +4 -- Jump +14 5 +7 +2 Listen +22 13 +9 -- Move Silently +18 10 +8 -- Ride +8 0 +8 -- Sense Motive +24 15 +9 -- Spot +24 15 +9 -- Survival +5 0 +5 -- Swim +12 5 +7 -- Tumble +28 18 +8 +2 [B]Notes:[/B] [U][I][B]Equipment: Cost Weight[/B][/I][/U] Belt of Magnificence 200000gp 1lb Ring of Protection +5 50000gp --lb Bracers of Armor +8 64000gp 1lb Amulet of Might Fists +4 96000gp 1lb Cloak of Resistance +5 25000gp 1lb Vestment of Natural Armor +4 54000gp 1lb Boots of Speed 12000gp 1lb Pearl of the Sirens 15300gp --lb Hewards Handy Haversack 2000gp 5lb [U]Bag of Holding (type IV) 10000gp 60lb[/U] Cask of Brewed Ale --gp 40lb 6 mugs 10gp 6lb Bedroll 1gp 5lb Winter Blanket 1gp 3lb Caltrops 1gp 2lb 10 pcs Chalk 1gp 1lb Flint and Steel 1gp 1lb 2 Days of Firewood 1gp 40lb Fishhooks 1gp 1lb Fishing Net 4gp 5lb Grappling hook 1gp 4lb Hammer 1gp 2lb. Ink (1 oz. vial) 8gp — Inkpen 1sp — Jug, clay 3cp 9lb. Ladder, 10-foot 5cp 20lb. Lamp, common 1sp 1lb Lantern, bullseye 12gp 3lb Ram, portable 10gp 20lb Sealing wax 1gp 1lb Sewing needle 5sp — Signal whistle 8sp — Crowbar 2gp 5lb Tent 10gp 20lb Everburning torch 110gp 1lb 620 pp [U]Potions:[/U] Cure Serious Wounds X3 2250gp --lb Fly 750gp --lb Protection from Energy X2 1500gp --lb [U]Tomes (Used)[/U] Manual of Gainful Exercise +3 82500gp Tome of Understanding +3 82500gp Manual of Quickness in Action +2 55000gp [/code] [/QUOTE]
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