| Yang Mu Deng; The Aged Oak Provides Shelter | |
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| Topic Started: Sep 22 2017, 05:14 PM (48 Views) | |
| Shaowei Fulei | Sep 22 2017, 05:14 PM Post #1 |
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source: Fatal Fury Series Other Arts When Yang Mu Deng uses “rage” neigong, he regain his youth and becomes 60 years younger and transform into Young Mu Deng. He can only maintain this form for a short time. ![]() Source: Katekyo Hitman Reborn: Fon. Height: 178 cm Weight: 66 kg Personal Information Height: 162 cm Weight: 48 kg Sex: Male Age: 72 years Monk8/Barbarian3 (Open Hand|Totem Warrior) Character Creation Roll Results [16, 16, 12, 11, 13, 13,] Initial: Str 16, Dex 13, Con 16, Int 12, Wis 13, Cha 11 Tang Proficiency in Insight Han (Half-elf) +1 to two other ability scores (Strength and Dex) +2 Cha +1 Wis (Observant) +1 Cha (Resilient) Speed: 30ft (+10 Mobile) (+15 Monk) = 55ft Darkvision: 60ft Skill Versatility: +2 skills Languages: Common, Han, Yamato Monk Proficiencies in Strength, Dexterity save, Charisma save (resilient), simple weapons and martial weapons (Barbarian) Proficiencies in Acrobatics, Athletics and Viol (Erhu) (Monk) Proficiencies in Medicine and Survival (Half-elf) Character Statistics Ability Scores/Mod/Saves Str 20 (+5) {+5} Dex 14 (+2) {+2} Con 16 (+3) {+3} Int 12 (+1) {+1} Wis 14 (+2) {+2} Cha 14 (+2) {+2} AC: 16 (Base 10 + Dex 2 + Con 3 + Kungfu 1) HP: 107 [10+3][6+3][6+3][6+3][6+3][6+3][6+3][7+3][7+3][7+3][7+3] Spear (Qiang): +9 Atk, 1d6+5 (1d8 two-hands) (+2 rage) Unarmed: +9 Atk, 1d6+5+1 (+2 rage) Shortbow: +3, 1d6+5 Dart: +3, 1d4+5 Skill Ranks Proficiency: +1 rank. Total Ranks: 44 (level 11) Weapons{3} ●●●● Unarmed (automatic) ●○○○ Simple weapons ●●●● Spears Skills {21} ●●●● Insight (Tang) ●●●● Deception (Han) ●●●● Persuasion (Han) ●●●● Acrobatics (Monk) ●●●● Athletics (Monk) ●●●● Medicine (Half-elf) ●●●● Survival (Half-elf) Saves{17} ●●●● Dexterity (Monk) ●●●● Strength (Monk) ●●●● Charisma (Han) ●●○○ Wisdom (Cross) ●●○○ Constitution (Cross) Spells {0} - Tools {2} ●●●○ Erhu (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: Strength 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. Barbarian Rage In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. Unarmored Defense While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. Reckless Attack Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. Danger Sense At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. Path of the Totem Warrior 3rd level: Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment. Feats 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:
Athlete (Godmarked) (swap level 8 ACI) You have undergone extensive physical training to gain the following benefits:
Equipments Spear (Monk) 10 Darts (Monk) Explorer’s pack (Monk) Shortsword (Jian) (Han) Fine Clothes (Han) Edited by Shaowei Fulei, Oct 11 2017, 12:13 PM.
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3:38 PM Jul 11