Adventure Date: TBD, 2012
Last Updated: April 10, 2012
class: Monk/Druid race: human level: 7 = 3/3 alignment: lawful neutral xp: 21,000 + deity: Ilmater size: medium age: 22 gender: female height: 6'2" eyes: dark hair: black skin: tanned weight: 175 lbs Campaign: The Tide of Shadows Home Region: Damara Languages: Damaran, Chondathan Current HP: ? ==================================================================================== STR: 16 +3 HP: 39 Speed: 40 ft DEX: 14 +2 AC: 18 (22 w. mage armor) CON: 12 +1 = 10 + 0(4) + 0 + 2 + 0 + 0 + 1 + 4+1 INT: 10 +0 base + armor + shield + dex + size + nat + deflect + misc WIS: 17/19 +3/+4 AC touch: 18 CHA: 8 -1 AC flat-footed: 16 Initiative: +2 Base Attack: +4 - gain a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area ==================================================================================== Total = base +Mod +magic +misc Fortitude: +7 = 6 +1 Reflex: +6 = 4 +2 Will: +9 = 6 +3 - saving throw bonus vs enchantment spells and effects = +2 ==================================================================================== Note: can interchange monk special weapons during flurry of blows e.g. bash with quarterstaff, then toss shuriken Stunning Fist: with unarmed strike, DC 16 FORT or stun 1 round, usable 1/round, 3/day Grapple: BAB + size feat + Imp Grap + STR = 4+4+4+3 = +15 Attack Bonus Damage Critical Range Type Notes ------------ ------ ------ -------- ----- ---- ----- unarmed strike +7 1d6+3 x2 - B lethal or non-lethal +5/+5 1d6+3/1d6+3 x2 - B flurry of blows quarterstaff +8 1d6+3 x2 - B oak, masterwork +1/+1 +4/-0 1d6+3/1d6+1 x2 - B two-weapon fighting +6/+6 1d6+3/1d6+3 x2 - B flurry of blows kama, silver +8 1d6+2 x2 - S can do Trip attacks - masterwork +6/+6 1d6+2/1d6+2 x2 - S flurry of blows scimitar +1 +8 1d6+4 18-20/x2 - S magic dagger +7 1d4+3 19-20/x2 - P/S - thrown +6 1d4+3 19-20/x2 20 ft P/S sling +6 1d4+3 x2 50 ft B shuriken +6 1d2+3 x2 20 ft P +4/+4 1d2+3/1d2+3 x2 20 ft P flurry of blows - masterwork +7 1d2+3 x2 20 ft P +5/+5 1d2+3/1d2+3 x2 20 ft P flurry of blows - silver, MW +7 1d2+2 x2 20 ft P +5/+5 1d2+2/1d2+2 x2 20 ft P flurry of blows javalin +6 1d6+3 x2 60 ft P (-4 to hit in melee) Protective AC Max Check Spell Item Type bonus Dex penalty Failure Speed WT Notes ------------- ---- ----- ---- ------- ------- ----- --- ------ mage armor armor +4 n/a n/a n/a n/a n/a potion = 1 hour -force ==================================================================================== SKILLS: Total = 30+15 max = 9/4 Ability Mod Ranks Misc +0 appraise INT +0 +2 *balance DEX +2 -0 armor-load -2 bluff CHA -1 -1 uncivil +10 *climb STR +3 7 -0 armor-load +6 *+concentration CON +1 5 +10 *+concentration, cast defense CON +1 " & +4 combat casting +0 *+craft INT +0 no decipher script INT +0 -3 *+diplomacy CHA -1 -1 uncivil/-1 suspicious no disable device INT +0 -1 disguise CHA -1 +2 *escape artist DEX +2 -0 armor-load +0 forgery INT +0 -2 gather information CHA -1 -1 uncivil +3 +handle animal CHA -1 3 +1 uncivil +6 heal WIS +3 1 +2 healing belt +2 *hide DEX +2 -0 armor-load -2 intimidate CHA -1 -1 suspicious +4 *jump STR +3 1 -0 armor-load +1 *knowledge, arcana INT +0 1 no knowledge, architect/engineer INT +0 no knowledge, dungeoneering INT +0 no knowledge, geography INT +0 no knowledge, history INT +0 no knowledge, local INT +0 +5 +knowledge, nature INT +0 3 +2 nature sense no knowledge, nobility/royalty INT +0 +1 *knowledge, religion INT +0 1 no knowledge, the planes INT +0 +9 *+listen WIS +3 6 +2 *move silently DEX +2 -0 armor-load no open lock DEX +2 -1 *perform CHA -1 no *+profession WIS +3 +2 +ride DEX +2 +0 search INT +0 +6 *sense motive WIS +3 2 +1 suspicious no sleight of hand DEX +2 -0 armor-load +2 +spellcraft INT +0 2 +10 *+spot WIS +3 7 +6 +survival WIS +3 1 +2 nature sense +3 *+swim STR +3 -0 armor-load x2 +5 *tumble DEX +2 3 -0 armor-load no use magic device CHA -1 +2 use rope DEX +2 n/a speak languages, Chondathan n/a 1cc * = monk class skills, + = druid class skills ============================================================================= SPECIAL ABILITIES / FEATS Armor: light, medium (no metal, therefore padded, leather or hide) Shields: all shields (except tower shields, and no metal) Weapons: club, heavy crossbow, light crossbow, dagger, dart, handaxe, javelin, scimitar, sickle, shortspear, sling, spear, all natural attacks and special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, siangham) Human: - Medium-size - base land speed = 30 feet. - +1 extra feat at 1st level. - +4 extra skill points at 1st level and 1 extra skill point at each additional level. - Favored Class: Any DRUID - animal companion (Raven: hawk stats) - HD+2, Nat AC +2, STR+1, DEX +1, bonus tricks = 2 - Link: handle a free action, move action for other tricks gain +4 on handle animal and wild empathy checks for companion. - Share spells, evasion. - nature sense - gain +2 knowledge, nature and survival checks - trackless step - leaves no trail in a natural surrounding and cannot be tracked - can leave a trail if desired - wild empathy - Influence animal like diplomancy. - Check = d20 + druid level + charisma modifier + uncivilized. = d20 + 3 -1 +1 = d20 + 3 MONK - AC Bonus = WIS +0 = +3 +0 = +3 - Improved Unarmed Strike: damage = 1d6 - Flurry of Blows: - make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round, must use a full attack action, and can use special monk weapons - Stunning Fist: - Monk level + 1/4*druid level = 3/day, usable 1/round - foe damaged by your unarmed attack to make a Fortitude saving throw, in addition to dealing damage normally. DC = 10 + 1/2 your character level + your Wis modifier = 10 + 3 + 3 = 16 - defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can’t act, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. - Evasion: - if making successful reflex save would still do half-damage, with evasion Raven takes 0 damage instead - Combat Reflexes: - gets +2 attacks of opportunity/round for a total of 3 - Still Mind: - saving throw bonus vs enchantment spells and effects = +2 Jotunbrud (1st level bonus feat: Regional) - You are descended from the giants who ruled the mountainspanning empire of Ostoria in ages past, and possess a truly impressive stature. - Prerequisites: Damaran or Illuskan human. - Regions: Damara, The North. - Benefit: Whenever you receive a modifier based on your size on an opposed roll (such as during grapple and bull rush attempts), you are treated as Large if that’s advantageous to you. You are also considered to be Large when determining whether a monster’s special attacks based on size (such as improved grab or swallow whole) affect you. - Special: You may only take this feat as a 1st-level character. Mobility (3rd level bonus feat) - gain a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area Combat Casting (6th level bonus feat) - gain +4 bonus on Concentration checks made to cast a spell defensively (PHB page 140) or while you are grappling or pinned. Blind Fight (human bonus feat) - In melee, every time miss because of concealment you can reroll percentage to see if you actually hit. - An invisible attacker gets no advantages relating to hitting you (e.g. No loss of Dex bonus). - Half of normal penalty to speed for being unable to see. Dodge (flaw bonus feat) - receive a +1 dodge bonus to Armor Class Improved Grapple (flaw bonus feat) - You do not provoke an AoO when you make a touch attack to start a grapple. +4 bonus on all grapple checks regardless of whether you started the grapple. Prerequisite: Dex 13. Improved unarmed strike. Compulsive Honesty (flaw) - You cannot tell a lie, nor can you behave in a deceitful fashion. - You tend to be blunt rather than tactful, even if it means insulting someone who you and your companions are trying to impress. - If it is a matter of life and death, you may make a Will save (DC 30) to speak or act out a falsehood. However, if successful, you suffer a -4 penalty to all attack rolls, saves, ability checks, and skill checks for 1d6 hours due to feelings of guilt Intolerance: Male Humanoid (flaw) - You have an irrational dislike of a certain thing. It may be an animal, a class of person, a situation, or just about anything at all. - You suffer a -4 penalty on all social based rolls and checks involving the object of your dislike. Note that some dislikes may be too trivial or ridiculous to count--a dislike of Bavarian-crème-filled donuts or mechanical pencils, for example, has no real dramatic value and will not be allowed. The DM is the final arbiter of what you can pick to dislike. This flaw can be taken multiple times. Suspicious (trait) - You are naturally suspicious of everyone and everything. While this trait makes you hard to fool, it makes others slightly less likely to agree with you or find you threatening. - You gain a +1 bonus on Sense Motive checks. - You take a -1 penalty on Diplomacy checks and Intimidate checks. Uncivilized (trait) - You relate better to animals than you do to people. - You gain a +1 bonus on Handle Animal checks and wild empathy checks. - You take a -1 penalty on Bluff checks, Diplomacy checks, and Gather information checks. ============================================================================= SPELLS 0: 4 1: 3 2: 2 3: 0 4: 0 5: 0 6: 0 7: 0 8: 0 9: 0 DC 0: 13 detect magic, detect magic, detect poison, read magic 1: 14 magic fang, obscuring mist, shillelagh 2: 15 barkskin, bull's strength ============================================================================== GEAR Total WT= 34.9 + 27.5 = 62.4 load: light = 76 medium = 153 heavy = 230 WT Item --- --------------------- 0 monk's outfit 0 HEAD: OPEN SLOT 0 FACE: OPEN SLOT 0 THROAT: Periapt of Wisdom +2 (4,000 gp) - grants +2 enhancement bonus to WIS 0 SHOULDER: OPEN SLOT 0 BODY: OPEN SLOT 0 TORSO: OPEN SLOT 1 WAIST: Healing Belt (750 gp) - gain +2 competence bonus on heal checks - has 3 charges/day, renewed at dawn - heal 2d8 damage = 1 charge - heal 3d8 damage = 2 charges - heal 4d8 damage = 3 charges 0 FEET: OPEN SLOT 0 ARMS: OPEN SLOT 0.5 HANDS: Gauntlets of Extended Range (2,000 gp) - double the range increment of any thrown weapon or object 0 RING1: Ring of Protection +1 (2,000 gp) - grants +1 deflection bonus to AC 0 RING2: OPEN SLOT 0 SHIELD: OPEN SLOT 4 Scimitar +1 (2,315 gp) 4 oak quarterstaff, masterwork (600 gp) - both tips masterwork, +1/+1 to hit 2 silver kama, masterwork (322 gp) - trip: can drop kama to avoid a trip 1 dagger 10 javalin = 5 0 sling 8 sling bullets = 16 0.4 shuriken = 4 2 shuriken, masterwork = 20 0 silver shuriken, masterwork = 0 1 thunderstone (30 gp) 1 potion belt, masterwork (10/10 vials) - retrieving a potion/vial is a free action once per round 0 - Oil of Magic Weapon (50 gp) = x1 - Potion of Cure Moderate Wounds: 2d8+3 hp (300 gp) = x1 - Potion of Cure Serious Wounds; 3d8+5 hp (750 gp) = x2 - Potion of Jump (50 gp) = x1 - Potion of Haste (750 gp) = x1 - Potion of Heroism (750 gp) = x1 - Potion of Protection from Arrows: 3 hrs or 30 hp, DR 10/magic, (300 gp) = x1 - Potion of Remove Curse (750 gp) = x1 - Potion of Shield of Faith: +2 Deflection AC bonus (50 gp) = x1 0 Wand of Cure Light Wounds (15 gp/charge = 45 gp) - command word: "Smite your enemy!", charges = 3 - CL = 1, heal 1d8+1 hp/charge 2 backpack 5 - bedroll 4 - waterskin, full 6 - trail rations, 6 days 1 - soap 2 - flask of oil x2 3 - flask of alchemist's fire x3 2 - flask of acid x2 0 - tindertwigs x10 2 - sunrod x2 0 - flint and steel 0.5 - TREASURE (Coins) 0 - Oil of Magic Weapon (50 gp) = x1 ============================================================================== TREASURE (wt = 0.5) pp = 1 gp = 22 sp = cp = ============================================================================== SPECIAL NOTES: accurate potion list ? cures used? others? got a potion of heroism