| Guo Cheng; The Wind Travels A Thousand Li | |
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| Topic Started: Jul 19 2017, 12:39 AM (316 Views) | |
| Shaowei Fulei | Jul 19 2017, 12:39 AM Post #1 |
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New traveling outfit beneath 圣衣 - Shèng yī (The Saintly Cloak) source: Swordsman Online Other Arts Godmark ![]() As wide as a fist, located at the center of his back Beggar Outfit ![]() Swordsman Outfit ![]() Old-Self/Original Art ![]() Token ![]() Personal Information Height: 180 cm Weight: 68 kg Sex: Male Age: 21 years Monk8/Druid1/Paladin2/Sorcerer (Open Hand|Storm) Character Creation Roll Results [12, 15, 11, 14, 16, 16] Initial: Str 15, Dex 16, Con 14, Int 12, Wis 16, Cha 11 Tang Proficiency in Perception Han (Half-elf) +1 to two other ability scores (Dex and Wis) +2 Cha +1 Wis (Observant) +1 Cha (Resilient) +1 Dex (Athlete) (Godmark) Speed: 30ft (+10 Mobile) (+15 Monk) = 55ft Darkvision: 60ft Skill Versatility: +2 skills Languages: Common, Han, Yue, Primordial Monk Proficiencies in Strength save, Dexterity save, Charisma save, simple weapons, martial weapons Proficiencies in light, medium armor and shields (druid) Proficiencies in Acrobatics, Athletics and Flute Proficiencies in Medicine and Survival (Half-elf) Character Statistics Ability Scores/Mod/Saves Str 15 (+2) {+7} Dex 20 (+5) {+10} Con 14 (+2) {+4} Int 12 (+1) {+2} Wis 20 (+5) {+7} Cha 14 (+2) {+7} AC: 24 (Base 10 + Dex 5 + Wis 5 + Bracers (Shishi) 2 + Cloak (Guo Tiao) 1 + Kungfu 1) HP: 97 [10+2][6+2][6+2][6+2][6+2][6+2][6+2][5+2][6+2][6+2][6+2][4+2] Unarmed: +9 Atk, 1d6+5+1 Shortsword (Jian): +9 Atk, 1d6+5+2 Quarterstaff: +9, 1d6+5+2 (1d8+5 both hands) Whip: +9, 1d4+5+2 Longbow: +6, 1d8+5 Dart: +6, 1d4+5 Skill Ranks Proficiency: +1 rank. Total Ranks: 48 (level 12) Weapons{9} ●●●● Unarmed (automatic) ●○○○ Simple weapons ●●●● Quarterstaff ●●●● Shortswords ●●●● Whip Skills {22} ●●●● Perception (Tang) ●●●● Deception (Han) ●●●● Persuasion (Han) ●●●● Acrobatics (Monk) ●●●● Athletics (Monk) ●●●● Medicine (Half-elf) ●●●● Survival (Half-elf) Saves{13} ●●●● Dexterity (Monk) ●●●● Strength (Monk) ●●●● Charisma (Han) ●○○○ Wisdom (Cross) ●○○○ Constitution (Cross) Spells {3} Initiate: Sorcerer Cantrip: ●○○○ Frostbite ●○○○ Prestidigitation Level 1: ●○○○ Shield (Long Rest 1x) Spell slots: 4 (1st), 2 (2nd) Druid Cantrip: ●○○○ Mending ●○○○ Shillelagh Spells, 1st: ●○○○ Absorb Elements ●○○○ Cure Wounds ●●●● Entangle ●○○○ Healing Word ●○○○ Longstrider Paladin Spells, 1st: ●○○○ Bless ●○○○ Divine Favor ●○○○ Shield of Faith Sorcerer Cantrip: ●○○○ Booming Blade ●○○○ Greenflame Blade ●○○○ Mage Hand ●○○○ Message Spells, 1st: ●○○○ False Life ●○○○ Shield Tools {1} ●●○○ Flute (Monk) Racial and Class Features Racial Features
Monk Features Unarmored Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Martial Arts At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two- handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
Ki Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of Table: The Monk. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
Unarmored Movement Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in Table: The Monk. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. Deflect Missiles Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet. Open Hand Technique 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:
Slow Fall Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Level 4: Dexterity Level 8: Wisdom Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Stunning Strike Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. Ki-Empowered Strikes Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Wholeness of Body At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. Evasion At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Stillness of Mind Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. Paladin Divine Sense The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. Lay on Hands Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Divine Smite Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend. Sorcerer: Storm Wind Speaker The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.) Tempestuous Magic Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. Feats Athlete (Godmarked) You have undergone extensive physical training to gain the following benefits:
Magic Initiate (Godmarked) Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list. In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Mobile You are exceptionally speedy and agile. You gain the following benefits:
Observant Quick to notice details of your environment, you gain the following benefits:
Resilient (Cha) Choose one ability score. You gain the following benefits:
Equipments Spirits Shishi (Bracers of Defense) Guo Tiao (Cloak of Protection) 10 Darts (Monk) Explorer’s pack (Monk) Shortsword (Jian) (Han) Shortsword (Jian) (Silvered) Fine Clothes (Han) Quarterstaff Whip (Silvered) Longbow Arrow (Silvered) (6) Fishing Tackle Riding Horse (Wealth) Wealth 3: Healer’s Kit (10 use) Potion of Resistance (Fire) Edited by Shaowei Fulei, Oct 25 2017, 10:52 PM.
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| Shaowei Fulei | Jul 26 2017, 06:51 PM Post #2 |
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level up log level 2 (100) level 3 (102, 103) |
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3:38 PM Jul 11