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<blockquote data-quote="El_karlos" data-source="post: 6705954" data-attributes="member: 6801215"><p><strong>Originally posted by El_Karlos:</strong></p><p></p><p><span style="font-size: 15px"><strong>Kirin Ichiban</strong></span></p><p><img src="http://community.wizards.com/sites/mtgcommunity/files/Kirin.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>Art by Me! <a href="http://the-karl.deviantart.com" target="_blank">the-karl.deviantart.com</a></p><p> </p><p><strong>1st-level Wood Elf Monk</strong></p><p><strong>Medium Male Humanoid</strong></p><p><strong>Armor Class</strong> 16</p><p><strong>Hit Points</strong> 9 (1d8)</p><p><strong>Speed</strong> 35 ft.</p><p><strong>Sense</strong> Darkvision 60ft </p><p><strong>Str</strong> 12 (+1) <strong>Dex</strong> 16 (+3) <strong>Con</strong> 13 (+1)</p><p><strong>Int</strong> 8 (-1) <strong>Wis</strong> 16 (+3) <strong>Cha</strong> 10 (+0)</p><p><strong>Alignment</strong> Lawful Neutral</p><p><strong>Languages</strong> Common, Elven, Giant</p><p><strong>TRAITS</strong></p><p><strong>Background</strong> - Wanderer</p><p> Feature: The Long Winding Road. Whever your party enters a new settlement or point of interest, there is a chance that you have visited it before in the past. At the DM's discretion you may know a contact in the settlement, useful details about the location, or may be confronted by old enemies or rivals.</p><p><strong>Proficiency</strong> (+2)</p><p> Tools: Herbalism Kit, Musical instrument (Taiko Drums)</p><p> Saving Throws: Strength, Dexterity</p><p> Weapons: Simple weapons, shortswords</p><p> Armor: none.</p><p><strong>Elf Weapon Training: </strong>You have proficiency with the longsword, shortsword, shortbow, and longbow.</p><p><strong>Fleet of Foot: </strong>Your base speed is 35ft.</p><p><strong>Trance:</strong> You can meditate for 4 hours to gain the benefits of an extended rest.</p><p><strong>Keen Senses:</strong> You gain proficiency in the Perception skill.</p><p><strong>Fey Ancestry: </strong>You gain advantage on saving throws against charmed and magic cannot put you to sleep.</p><p><strong>Mask of the Wild</strong>: You can attempt to hide when you are only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.</p><p><strong>Unarmored Defense:</strong> While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.</p><p><strong>Martial Arts: </strong>You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:</p><ul> <li data-xf-list-type="ul">You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. </li> <li data-xf-list-type="ul">You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels. </li> <li data-xf-list-type="ul">When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. </li> </ul><p></p><p><strong>SKILLS</strong></p><p>Acrobatics +5, Perception +5, Athletics +3, Stealth +5, Survival +5</p><p><strong>ACTIONS</strong></p><p><strong>Melee Attacks— Quarterstaff (Two-handed):</strong> +5 to hit (reach 5 ft.; one creature)</p><p><em>Hit:</em> 1d8+3 bludgeoning damage (versatile)</p><p><strong>Unarmed Strike</strong><strong>: </strong>+5 to hit (reach 5 ft.; one creature)</p><p><em>Hit:</em> 1d4+3 bludgeoning damage</p><p><strong>Ranged Attack— Longbow: </strong>+5 to hit (range 150/600 ft; one creature). </p><p><em>Hit: </em> 1d8+3 piercing damage (heavy, two-handed) </p><p></p><p><strong>EQUIPMENT</strong> </p><p>A longbow, 20 arrows, a Quarterstaff (Bo-Staff), an explorer’s pack, Herbalism kit, Monk Robes, a kunai (dagger) inscribed with a mysterious sigil, a pouch with 11gp and 2sp.</p><p> </p><p><strong>PERSONAL CHARACTERISTICS</strong></p><p><strong>Traits:</strong> “I am aloof, slow to anger, and resolute in my decisions."</p><p><strong>Ideal:</strong> “By emptying myself of passion and emotion, my spirit will find peace."</p><p><strong>Bond: </strong>“I follow a strict personal code that determines my actions."</p><p><strong>Flaw:</strong> “I follow my path to escape my past sins. My code does not always align with the morals of others."</p><p> </p><p><strong>BACKSTORY</strong></p><p>Having lived for a century as a decadent thrill-seeker, Kirin's colorful lifestyle finally took its toll on his mind and body. Guilty of a terrible sin known only to himself, he entered a self-imposed exile into the sandy wastes of the far east. When he returned, he was no-longer the rakehell elf of the past. Trained in meditative techniques by desert ascetics, Kirin has attempted to master his dark impulses through iron discipline and a strict code known as the Empty Path. Now, the Path dictates that he return to confront the demons of his former life, so that he may master them and continue his journey towards enlightenment.</p></blockquote><p></p>
[QUOTE="El_karlos, post: 6705954, member: 6801215"] [B]Originally posted by El_Karlos:[/B] [SIZE=4][B]Kirin Ichiban[/B][/SIZE] [IMG]http://community.wizards.com/sites/mtgcommunity/files/Kirin.jpg[/IMG] Art by Me! [URL="http://the-karl.deviantart.com"]the-karl.deviantart.com[/URL] [B]1st-level Wood Elf Monk Medium Male Humanoid Armor Class[/B] 16 [B]Hit Points[/B] 9 (1d8) [B]Speed[/B] 35 ft. [B]Sense[/B] Darkvision 60ft [B]Str[/B] 12 (+1) [B]Dex[/B] 16 (+3) [B]Con[/B] 13 (+1) [B]Int[/B] 8 (-1) [B]Wis[/B] 16 (+3) [B]Cha[/B] 10 (+0) [B]Alignment[/B] Lawful Neutral [B]Languages[/B] Common, Elven, Giant [B]TRAITS[/B] [B]Background[/B] - Wanderer Feature: The Long Winding Road. Whever your party enters a new settlement or point of interest, there is a chance that you have visited it before in the past. At the DM's discretion you may know a contact in the settlement, useful details about the location, or may be confronted by old enemies or rivals. [B]Proficiency[/B] (+2) Tools: Herbalism Kit, Musical instrument (Taiko Drums) Saving Throws: Strength, Dexterity Weapons: Simple weapons, shortswords Armor: none. [B]Elf Weapon Training: [/B]You have proficiency with the longsword, shortsword, shortbow, and longbow. [B]Fleet of Foot: [/B]Your base speed is 35ft. [B]Trance:[/B] You can meditate for 4 hours to gain the benefits of an extended rest. [B]Keen Senses:[/B] You gain proficiency in the Perception skill. [B]Fey Ancestry: [/B]You gain advantage on saving throws against charmed and magic cannot put you to sleep. [B]Mask of the Wild[/B]: You can attempt to hide when you are only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena. [B]Unarmored Defense:[/B] While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. [B]Martial Arts: [/B]You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield: [LIST] [*]You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. [*]You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels. [*]When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. [/LIST] [B]SKILLS[/B] Acrobatics +5, Perception +5, Athletics +3, Stealth +5, Survival +5 [B]ACTIONS Melee Attacks— Quarterstaff (Two-handed):[/B] +5 to hit (reach 5 ft.; one creature) [I]Hit:[/I] 1d8+3 bludgeoning damage (versatile) [B]Unarmed Strike[/B][B]: [/B]+5 to hit (reach 5 ft.; one creature) [I]Hit:[/I] 1d4+3 bludgeoning damage [B]Ranged Attack— Longbow: [/B]+5 to hit (range 150/600 ft; one creature). [I]Hit: [/I] 1d8+3 piercing damage (heavy, two-handed) [B]EQUIPMENT[/B] A longbow, 20 arrows, a Quarterstaff (Bo-Staff), an explorer’s pack, Herbalism kit, Monk Robes, a kunai (dagger) inscribed with a mysterious sigil, a pouch with 11gp and 2sp. [B]PERSONAL CHARACTERISTICS[/B] [B]Traits:[/B] “I am aloof, slow to anger, and resolute in my decisions." [B]Ideal:[/B] “By emptying myself of passion and emotion, my spirit will find peace." [B]Bond: [/B]“I follow a strict personal code that determines my actions." [B]Flaw:[/B] “I follow my path to escape my past sins. My code does not always align with the morals of others." [B]BACKSTORY[/B] Having lived for a century as a decadent thrill-seeker, Kirin's colorful lifestyle finally took its toll on his mind and body. Guilty of a terrible sin known only to himself, he entered a self-imposed exile into the sandy wastes of the far east. When he returned, he was no-longer the rakehell elf of the past. Trained in meditative techniques by desert ascetics, Kirin has attempted to master his dark impulses through iron discipline and a strict code known as the Empty Path. Now, the Path dictates that he return to confront the demons of his former life, so that he may master them and continue his journey towards enlightenment. [/QUOTE]
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