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[Rogue's Gallery] Arena of War
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<blockquote data-quote="Gourry02" data-source="post: 6438629" data-attributes="member: 6783074"><p>Ok, Artyom is all leveled up!</p><p>[sblock=Artyom level 5<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p><p></p><p>Artyom</p><p></p><p>Human Monk 5</p><p></p><p>Background: Hermit</p><p></p><p>Str 12 +1</p><p>Dex 18 +4</p><p>Con 14 +2</p><p>Int 11 +0</p><p>Wis 16 +3</p><p>Cha 10 +0</p><p></p><p>Hp 40</p><p>AC 17</p><p>Prof bonus +3</p><p>Init +4</p><p>Movement: 40 (30+10)</p><p></p><p>Race </p><p>Human</p><p>(I wasn't sure if we could use the variant, so I just went with basic human template.)</p><p></p><p>Background </p><p></p><p>Hermit</p><p>Skills: Medicine, Religion</p><p>Tools: Herbalism Kit</p><p>Languages: Any one</p><p>Feature: Discovery</p><p>Life of Seclusion: I was the caretaker of an ancient ruin or relic.</p><p>Personality: I connect everything that happens to me in a grand, cosmic plan.</p><p>Ideal: If you know yourself, there's nothing left to know.</p><p>Bond: My isolation gave me insight into a great evil that only I can destroy.</p><p>Flaw: Now that I've returned to the world, I enjoy it's delights a little too much.</p><p></p><p>Class</p><p></p><p>Monk</p><p></p><p>Way of the Open Hand: Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:• It must succeed on a Dexterity saving throw or be</p><p>knocked prone.</p><p>• It must make a Strength saving throw. If it fails, you</p><p>can push it up to 15 feet away from you.</p><p>• It can’t take reactions until the end o f your next turn.</p><p></p><p>Ki: Starting 2nd level can harness mystic energy of Ki</p><p></p><p>Martial Arts</p><p></p><p>Unarmored Defense: When wearing no armor AC= Wis mod + Dex mod</p><p></p><p>Unarmored Movement</p><p></p><p>Deflect Missle</p><p></p><p>Extra attack</p><p></p><p>Stunning Strike</p><p></p><p>Feats:</p><p>None</p><p></p><p>Proficiencies</p><p>Weapons: All simple and short swords</p><p>Tools: One type of artisans tools or musical instrument</p><p>Saving Throws: Strength and Dexterity</p><p></p><p></p><p>Skills</p><p>Acrobatics: 6</p><p>Insight: 3 (13 Passive)</p><p>Medicine: 5</p><p>Perception: 3 (13 Passive)</p><p>Religion: 2</p><p>Stealth: 6</p><p></p><p></p><p>Languages</p><p>Common, Celestial, Elvish</p><p></p><p>Equipment</p><p>Coins: 10gp</p><p></p><p>Weapons</p><p>Quarterstaff +6 to hit, 1d6+4 bludgeoning. versatile: 1d8</p><p>Unarmed strikes +6 to hit, 1d6+4 bludgeoning</p><p></p><p>Armor</p><p>None</p><p></p><p>Gear</p><p>Common clothes</p><p>Backpack</p><p>Mess kit</p><p>10 Rations</p><p>Tinderbox</p><p>Waterskin</p><p>Healer Kit</p><p>Herbalist Kit</p><p>Winter blanket</p><p>Scroll case</p><p>50' Rope (Hempen)[/sblock]</p><p></p><p>[sblock]Artyom</p><p></p><p>Human Monk 4</p><p></p><p>Background: Hermit</p><p></p><p>Str 12 +1</p><p>Dex 18 +4</p><p>Con 14 +2</p><p>Int 11 +0</p><p>Wis 16 +3</p><p>Cha 10 +0</p><p></p><p>Hp 35</p><p>AC 17</p><p>Prof bonus +2</p><p>Init +4</p><p></p><p>Race </p><p>Human</p><p>(I wasn't sure if we could use the variant, so I just went with basic human template.)</p><p></p><p>Background </p><p></p><p>Hermit</p><p>Skills: Medicine, Religion</p><p>Tools: Herbalism Kit</p><p>Languages: Any one</p><p>Feature: Discovery</p><p>Life of Seclusion: I was the caretaker of an ancient ruin or relic.</p><p>Personality: I connect everything that happens to me in a grand, cosmic plan.</p><p>Ideal: If you know yourself, there's nothing left to know.</p><p>Bond: My isolation gave me insight into a great evil that only I can destroy.</p><p>Flaw: Now that I've returned to the world, I enjoy it's delights a little too much.</p><p></p><p>Class</p><p></p><p>Monk</p><p></p><p>Way of the Open Hand: Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:• It must succeed on a Dexterity saving throw or be</p><p>knocked prone.</p><p>• It must make a Strength saving throw. If it fails, you</p><p>can push it up to 15 feet away from you.</p><p>• It can’t take reactions until the end o f your next turn.</p><p></p><p>Ki: Starting 2nd level can harness mystic energy of Ki</p><p></p><p>Martial Arts</p><p></p><p>Unarmored Defense: When wearing no armor AC= Wis mod + Dex mod</p><p></p><p>Unarmored Movement</p><p></p><p>Deflect Missle</p><p></p><p>Feats</p><p>None</p><p></p><p>Proficiencies</p><p>Weapons: All simple and short swords</p><p>Tools: One type of artisans tools or musical instrument</p><p>Saving Throws: Strength and Dexterity</p><p></p><p></p><p>Skills</p><p>Acrobatics: 6</p><p>Insight: 3 (13 Passive)</p><p>Medicine: 5</p><p>Perception: 3 (13 Passive)</p><p>Religion: 2</p><p>Stealth: 6</p><p></p><p></p><p>Languages</p><p>Common, Celestial, Elvish</p><p></p><p>Equipment</p><p>Coins: 10gp</p><p></p><p>Weapons</p><p>Quarterstaff +6 to hit, 1d6+4 bludgeoning. versatile: 1d8</p><p>Unarmed strikes +6 to hit, 1d4+4 bludgeoning</p><p></p><p>Armor</p><p>None</p><p></p><p>Gear</p><p>Common clothes</p><p>Backpack</p><p>Mess kit</p><p>10 Rations</p><p>Tinderbox</p><p>Waterskin</p><p>Healer Kit</p><p>Herbalist Kit</p><p>Winter blanket</p><p>Scroll case</p><p>50' Rope (Hempen)[/sblock]</p></blockquote><p></p>
[QUOTE="Gourry02, post: 6438629, member: 6783074"] Ok, Artyom is all leveled up! [sblock=Artyom level 5:] Artyom Human Monk 5 Background: Hermit Str 12 +1 Dex 18 +4 Con 14 +2 Int 11 +0 Wis 16 +3 Cha 10 +0 Hp 40 AC 17 Prof bonus +3 Init +4 Movement: 40 (30+10) Race Human (I wasn't sure if we could use the variant, so I just went with basic human template.) Background Hermit Skills: Medicine, Religion Tools: Herbalism Kit Languages: Any one Feature: Discovery Life of Seclusion: I was the caretaker of an ancient ruin or relic. Personality: I connect everything that happens to me in a grand, cosmic plan. Ideal: If you know yourself, there's nothing left to know. Bond: My isolation gave me insight into a great evil that only I can destroy. Flaw: Now that I've returned to the world, I enjoy it's delights a little too much. Class Monk Way of the Open Hand: Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:• It must succeed on a Dexterity saving throw or be knocked prone. • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. • It can’t take reactions until the end o f your next turn. Ki: Starting 2nd level can harness mystic energy of Ki Martial Arts Unarmored Defense: When wearing no armor AC= Wis mod + Dex mod Unarmored Movement Deflect Missle Extra attack Stunning Strike Feats: None Proficiencies Weapons: All simple and short swords Tools: One type of artisans tools or musical instrument Saving Throws: Strength and Dexterity Skills Acrobatics: 6 Insight: 3 (13 Passive) Medicine: 5 Perception: 3 (13 Passive) Religion: 2 Stealth: 6 Languages Common, Celestial, Elvish Equipment Coins: 10gp Weapons Quarterstaff +6 to hit, 1d6+4 bludgeoning. versatile: 1d8 Unarmed strikes +6 to hit, 1d6+4 bludgeoning Armor None Gear Common clothes Backpack Mess kit 10 Rations Tinderbox Waterskin Healer Kit Herbalist Kit Winter blanket Scroll case 50' Rope (Hempen)[/sblock] [sblock]Artyom Human Monk 4 Background: Hermit Str 12 +1 Dex 18 +4 Con 14 +2 Int 11 +0 Wis 16 +3 Cha 10 +0 Hp 35 AC 17 Prof bonus +2 Init +4 Race Human (I wasn't sure if we could use the variant, so I just went with basic human template.) Background Hermit Skills: Medicine, Religion Tools: Herbalism Kit Languages: Any one Feature: Discovery Life of Seclusion: I was the caretaker of an ancient ruin or relic. Personality: I connect everything that happens to me in a grand, cosmic plan. Ideal: If you know yourself, there's nothing left to know. Bond: My isolation gave me insight into a great evil that only I can destroy. Flaw: Now that I've returned to the world, I enjoy it's delights a little too much. Class Monk Way of the Open Hand: Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:• It must succeed on a Dexterity saving throw or be knocked prone. • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. • It can’t take reactions until the end o f your next turn. Ki: Starting 2nd level can harness mystic energy of Ki Martial Arts Unarmored Defense: When wearing no armor AC= Wis mod + Dex mod Unarmored Movement Deflect Missle Feats None Proficiencies Weapons: All simple and short swords Tools: One type of artisans tools or musical instrument Saving Throws: Strength and Dexterity Skills Acrobatics: 6 Insight: 3 (13 Passive) Medicine: 5 Perception: 3 (13 Passive) Religion: 2 Stealth: 6 Languages Common, Celestial, Elvish Equipment Coins: 10gp Weapons Quarterstaff +6 to hit, 1d6+4 bludgeoning. versatile: 1d8 Unarmed strikes +6 to hit, 1d4+4 bludgeoning Armor None Gear Common clothes Backpack Mess kit 10 Rations Tinderbox Waterskin Healer Kit Herbalist Kit Winter blanket Scroll case 50' Rope (Hempen)[/sblock] [/QUOTE]
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