Achak Kiitäjä

Vauhdilla eteenpäin!.

Monk 5
Player Swyrlyn


Ancestry Sylph Anadi, Background Scout
Speed 40/45, Perception +12•
Alignment Neutral Good
Languages Mwangi, Anadi


Str 18, Dex 16, Con 10
Int 10, Wis 14, Cha 10


AC 24; (+4 Dex, 4+5 expert, +1 item)
HP 68 (Anadi 8, Monk 50, Con 5, toughness 5)
Fort +10••, Ref +13••, Will +12••
Special Defenses


Melee Unarmed +14 2d6+4 B (Agile, Finesse, Nonlethal)
Melee Flashing Spark +14 2d8+4 S (Forceful, Sweep, Nonlethal)
Ranged Javelin +13 1d6+4 P(Thrown 30ft)
Special Attacks

  • Flurry of Blows ◆:

Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.


Skills

  • Acrobatics(Dex)e +13 Monk Class skill
  • Arcana(Int)
  • Athletics(Str)e +13 Monk Class skill
  • Crafting(Int)
  • Deception(Cha)
  • Diplomacy(Cha)t +7 Druid Dedication
  • Intimidation(Cha)
  • Lore Jungle (Int)t +7 - Background
  • Medicine(Wis)
  • Nature(Wis))e +12 Monk Class skill
  • Occultism(Int)
  • Performance(Cha)
  • Religion(Wis)t +10 Druid Dedication
  • Society(Int)
  • Stealth(Dex)t +11 Monk Class skill
  • Survival(Wis)t +10 - Background
  • Thievery(Dex)

Versatile Heritage:

  • Sylph: You are descended from air elementals or were born under the element's influence. You gain the sylph trait, in addition to the traits from your ancestry. You also gain low-light vision or darkvision if your ancestry already has low-light vision. You can choose from sylph feats and feats from your ancestry whenever you gain an ancestry feat.

Ancestry Abilities & Feats:

  • Change Shape (Anadi, Arcane, Concentrate, Polymorph, Transmutation) ◆: You change into your human or spider shape. Each shape has a specific, persistent appearance. In your human shape, you can't use unarmed attacks granted by your ancestry. You aren't flat-footed when climbing in your spider shape. However, in your spider shape you can't use weapons, shields, or other held items of any sort, and you are limited in what actions you can take that have the manipulate trait. The only manipulate actions you can take are to Cast a Spell with somatic components, weave silk or webbing, or simple Interact actions such as opening an unlocked door. Your spider legs can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish. The GM might determine other manipulate actions are appropriate for your spider legs.
  • Fangs: You were born with a natural means for hunting and self-defense. You gain a fangs unarmed attack that deals 1d6 piercing damage. Your fangs are in the brawling group and have the finesse and unarmed traits.
  • Swift (5): You move with the wind always at your back. Your Speed increases by 5 feet.

Monk Feats:

  • Stoked Flame Stance (1): You enter a stance of fast, fiery movements. You can make flashing spark attacks that deal 1d8 slashing damage. They are in the brawling group and have the forceful, nonlethal, sweep, and unarmed traits. If you have access to the flashing sparks' critical specialization effect, you can take an alternate effect instead: if your critical Strike dealt damage, the target takes 1d6 persistent fire damage.
  • While in Stoked Flame Stance, you gain a +5-foot status bonus to your Speed. If you have incredible movement, increase the benefit from incredible movement to a +15-foot status bonus plus 5 feet for every 4 levels beyond 3rd.
  • Ki Strike (2):
  • Wholeness of the body (4):

General Feats:

  • Toughness (3):

Skill Feats:

  • Forager (1: Scout): While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success.
  • Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living.
  • Titan Wrestler (2):
  • Quick Jump (4):
  • Experienced Tracker (4):

Extra Feats and stuff from School:

  • Druid Dedication (2):
  • Magaambyan Attendant Dedication (3):
  • Poison Resistance (Druid-4):

Class Features:

  • 1: Ancestry (Anadi) and background, initial proficiencies, flurry of blows, monk feat, powerful fist. 2: Monk feat, skill feat. 3: General feat, incredible movement +10 feet, mystic strikes, skill increase, 4: Monk feat, skill feat, 5: Ability boosts, alertness, ancestry feat, expert strikes, skill increase

Bulk Limit: 9 || Worn + Weapons = || All =
Worn Handwraps of Mighty Blows, Healer's Tools (1)
Weapons
Stowed
Wealth
If travelingAdventurer’s Pack (2)[backpack (containing the other goods), bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin](2),


Notes

  • Javelin 1sp

Adventurer's Pack, 7sp, 2 Healer's Tools, 5gp, 1 Dagger, 2sp, L Sling, L Sling Bullets, 1cp, L Crowbar 5sp Grappling hook 1sp

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