| 陸婷兒 (Lu Ting Er); The Thorned Lily | |
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| Topic Started: Jul 24 2017, 07:22 PM (188 Views) | |
| Western Wind | Jul 24 2017, 07:22 PM Post #1 |
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陸婷兒 | Lu Ting Er The Thorned Lily == Images == ![]() == Theme Song == Source: Ah Ruan from Gu Jian Qi Tan 2 Personal Stuff Personal Record Gender: Female Age: 18 years old (Per Year 35) Height: +-163 cm Weight: Leave, now Hair color: Silky black Eyes: Black Scent: Lily (quite strong fragrance) Class: Monk (5)/Sorcerer (4)/Paladin (4) Sessions for Next Level: - Godmark ![]() source: Taken from pinterest, artist unknown Located on the back, right 'behind' the heart. Character Creation Roll Results (4, 11, 11, 13, 13, 17 } Initial: Str 4, Dex 13, Con 11, Int 11, Wis 17, Cha 13 Tang Proficiency in Intimidation Yue (Wood Elf) +2 Dexterity and +1 to Wisdom Base Walking speed : 35 feet Performer Feat (+1 Charisma and Performance proficiency; double in Performance Rank if already proficient) Proficient with Musical Instrument (Dizi/Bamboo Flute) Proficient with Performance Keen Senses: Proficient with Perception Darkvision: 60 ft Fey Ancestry: Advantage on saving throws against being charmed and immune to magical sleep Elf Weapon Training: Proficient with longsword, shortsword, shortbow, and longbow Languages: Common, Yue, Han Monk Proficient with Strength save, Dexterity save, simple weapons, and shortsword Proficient with Acrobatics and Insight Unarmored Defense Martial Arts Godmarked Magic Initiate (Sorcerer, Wisdom): Prestidigitation, Shocking Grasp, Shield (1/day) Feat: Mobile Character Statistics Ability Scores/Mod/Saves Str 4 (-3) {-2} Dex 16 (+3) {+7} Con 11 (+0) {+0} Int 11 (+0) {+0} Wis 20 (+5) {+5} Cha 16 (+3) {+3} AC: 20 (Base 10 + Dex 3 + Wis 5 + Basic Martial Arts 1 + Ring of Protection) HP: 76 (8d10+2d6 (10+4x4+8x6 = 76) + Con (0)) Base Speed: 55 ft. Known Language: Common, Yue, Han, Primordial Battle Statistics Unarmed Strike, Melee +7, 1d6+4 bludgeoning damage [Dizi] (Club +1), Melee +8, 1d6+6 magical bludgeoning damage Quarterstaff, Melee +5, 1d6+5 bludgeoning damage, Versatile 1d8+3 bludgeoning damage Radiant Sun Bolt, Range (30ft) +7, 1d6+3 radiant damage Shocking Grasp, Melee +7, 3d8 electricity damage Chill Touch, Range (120ft) +6, 3d8 necrotic damage Booming Blade, Melee +8, 1d6+6 magical bludgeoning damage + 2d8 thunder damage, 3d8 thunder damage if enemy moved willingly. Thunderwave, Area of Effect 15 cubic foot, Constitution Save DC 13, 2d8 thunder damage. Thunderous Smite, Strength Save DC 13, 2d6 thunder damage. Ranks Proficiency +4. Total Ranks: 44 (11 x 4) Weapons {4} ●○○○○ Other Simple Weapons ●●●●● Club ●●○○○ Quarterstaff ●○○○○ Shortsword ●○○○○ Longsword ●○○○○ Shortbow ●○○○○ Longbow Skills {27} ●●●●● Acrobatics ●●●●○ Insight ●●●●○ Intimidation ●●●●○ Perception ●●●●● Performance (Doubled on use) ●●●○○ Medicine (Not Proficient) ●●●○○ Survival (Not Proficient) Saves {3} ●○○○○ Strength ●●●●● Dexterity Spells {6} ●●●○○ Chill Touch ●●●○○ Shocking Grasp ●●○○○ Thunderwave ●●○○○ Thunderous Smite Tools {4} ●●●○○ Dizi ●○○○ Herbalism Kit (Not Proficient) Racial and Class Features RACIAL FEATURES Wood Elf Size. Medium Speed. 35ft. Darkvision. 60ft. dim light = bright, darkness = dim light. Fey Ancestry. Advantage on saving throws against being charmed and immune to magical sleep. CLASS FEATURES Monk Unarmored Defense, Monk 1 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, Monk 1 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, 5/rest 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 the Monk table, 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 the Monk table. (Lvl 2 +10, Lvl 6 +15, Lvl 10 +20, Lvl 14 +25, and Lvl 18 +30) At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. Monastic Tradition, Monk 3 Way of the Sun Soul Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature. Radiant Sun Bolt, Sun Soul 3 Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. You gain a ranged spell attack that you can use with the Attack action. The attack has a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. When you use the Attack action on your turn to use this special attack, you can spend 1 ki point to make two additional attacks with it as a bonus action. Deflect Missile (1d10+8), Monk 3 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. Ability Score Improvement, Monk 4 +1 to Dexterity and Charisma. Slow Fall (25 damage), Monk 4 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. Extra Attack, Monk 5 Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Stunning Strike, Monk 5 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. Sorcerer Spellcasting, Sorcerer 1 Cantrips. At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. Spell Slots. The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. Spell Knowns for 1st Level and Higher. You know two 1st-level spells o f your choice from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spellcasting Focus. You can use an arcane focus (found in chapter 5) as a spellcasting focus for your sorcerer spells. Sorcerous Origin, Sorcerer 1 Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being. Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats. Wind Speaker, Sorcerer 1 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, Sorcerer 1 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. Font of Magic, Sorcerer 2 At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. Sorcery Points You have 4 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a Long Rest. Flexible Casting You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th. Metamagic
Ability Score Improvement Wisdom +2 Paladin Divine Sense, 4/long rest; Paladin 1 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 w hose 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, 20 hp pool; Paladin 1 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 x 5. As an action, you can touch a creature and draw power from the pool to restore a number o f 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. Fighting Style, Paladin 2 You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. 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. Spellcasting, Paladin 2 By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. Preparing and Casting Spells. The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability. Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. Spellcasting Focus. You can use a holy symbol (found in chapter 5) as a spellcasting focus for your paladin spells. Divine Smite, Paladin 2 Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin 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. Divine Health, Paladin 3 By 3rd level, the divine magic flowing through you makes you immune to disease. Sacred Oath, Paladin 3 When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. 破碎機 (Pòsuìjī; Oath of Vengeance) Oath Spells, Paladin 3 3rd Level: Bane and Hunter's Mark Channel Divinity, 1/rest, Paladin 3 When you take this oath at 3rd level, you gain the following Channel Divinity options. Abjure Enemy.As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage. Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. Ability Score Improvement Feat: Actor FEATS Magic Initiate (Sorcerer; Wisdom), 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. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. Performer, Yue You master performance so that you can command any stage. You gain the following benefits:
Mobile, Godmarked You are exceptionally speedy and agile. You gain the following benefits:
Actor, Paladin 4 Skilled at mimicry and dramatics, you gain the following benefits:
SPELLS Spell Slot Magic Initiate: 1st Level - 1/long rest Spellcasting Class: 1st Level - 4/long rest 2nd Level - 3/long rest Cantrips Prestidigitation, Magic Initiate Transmutation cantrip Casting Time: 1 action Range: 10 feet Components: V.S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
If you cast this spell multiple times, You can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Shocking Grasp, Magic Initiate Evocation cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start o f its next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8). Booming Blade, Sorcerer Evocation cantrip Casting Time: 1 action Range: 5 feet Components: V, M (a weapon) Duration: 1 round As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level. Chill Touch, Sorcerer Necromancy cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 round You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Mage Hand, Sorcerer Conjuration cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out o f a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. Mending, Sorcerer Transmutation cantrip Casting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it. leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object. Level 1 Shield, Magic Initiate 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile. Range: Self Components: V, S Duration: 1 Round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. Feather Fall, Sorcerer 1st-level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Components: V, M (a small feather of piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. Thunderwave, Sorcerer 1st-level evocation Casting Time: 1 action Range: Self (15-foot cube) Components: V, S Duration: Instantaneous A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. False Life 1st-level necromancy Casting Time: 1 action Range: Self Components: V, S, M (a small amount of alcohol or distilled spirits) Duration: 1 hour Bolstering your self with a necromantic facsimile of life, you gain 1d4+4 temporary hitpoints for the duration. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st. Shield of Faith, Paladin 1st-level abjuration Casting Time: 1 bonus action Range: 60 ft Components: V, S, M (a small parchment with a bit of holy text written on it) Duration: Concentration, up to 10 minutes A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. Cure Wounds, Paladin 1st-level evocation Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. Thunderous Smite 1st-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. Bane, Oath of Vengeance 1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a drop of blood) Duration: Concentration, up to 1 minute Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Hunter's Mark, Oath of Vengeance 1st-level divination Casting Time: 1 bonus action Range: 90 feet Components: V Duration: Concentration, up to 1 minute You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. Equipments Brought on body: Fine Clothings Dizi (Musical Intrument/Club +1 (Beacon, Blissful)) Pouch Grooming Kit Mirror [Note about how the flaming skull emerged from three dragons have similar Neigong flow like the book] 4+2 doses of Western Venom's honey (Keoghton's Ointment in Cupie's sessions) Travelling Stuffs Riding Horse Bit and Bridle Riding saddle Saddlebag Sack Riding Horse Waterskin x2 Wealth 4: •1pt: Healer's Kit (1d10 uses) Edited by Western Wind, Nov 4 2017, 07:02 PM.
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2:13 AM Jul 12