Fantasy Realm Adventures

We are a Fantasy based website, that focuses on Roleplaying, Art, and mostly Dungeons and Dragons!

Thank you for joining us at our new location! We hope you join in the fun, and stay for a while!
New things are being added all the time! Make sure to check in frequently!
Dungeons and Dragons Players: New rewards have been added for interacting with the site! Get out there and earn your keep!
All Others: I apologize, right now there are no rewards for interaction with the site. However, give me some time to think up some things, and I'll post some as soon as I can think of some!

November 2017

MonTueWedThuFriSatSun
  12345
6789101112
13141516171819
20212223242526
27282930   

Calendar Calendar

Affiliates

Latest topics

» Avanthe Ellien Uthnes's Journal
Thu Jan 29, 2015 4:10 pm by Gendrik

» The girls plan an eventful day. (Closed to Ethlyn, Nadia, Ivy, And I guess... Yasuo?)
Thu Jan 29, 2015 3:37 pm by Gendrik

» Galadin's logbook
Fri Jan 16, 2015 3:24 am by Mathawn

» Perhaps the most Awkward Situation Ever. (Yasuo and Galadin; closed)
Tue Jan 13, 2015 1:11 am by Mathawn

» Jennifer Sinora Human Monk
Mon Jan 12, 2015 5:49 pm by Hardcore_Donut

» A Sane Guy's day out (Fight for Florin)
Sun Jan 11, 2015 6:05 pm by Hardcore_Donut

» Caellyn Lanae Uthnes Elf Archer of the Magi
Tue Jan 06, 2015 6:40 pm by Hardcore_Donut

» Templar
Fri Jan 02, 2015 8:02 pm by Hardcore_Donut

» Yasuo, Samurai of the Winds.
Sun Dec 21, 2014 6:27 am by Gendrik

Dungeon Masters

Moderators


    Oz Vessalius

    Share
    avatar
    vzWander

    Posts : 5
    Join date : 2013-10-11
    Age : 21

    Oz Vessalius

    Post by vzWander on Sat Oct 12, 2013 1:32 am

    Character Name: Oz Vessalius
    Player Name: Dave
    Class & Level: Monk | Level 3
    Exp/Exp TNL: 3146/6000
    Race: Human
    Alignment: Lawful Neutral
    Deity: St. Cuthbert
    Size: Medium
    Age: 17
    Gender: Male
    Height: 5'9
    Weight: 160
    Eyes: Bright Green
    Hair: Blonde
    Skin: White
    Speed: 40 ft.
    Appearance:




    STR: 16 (+3)
    DEX: 15 (+2)
    CON: 13 (+1)
    INT: 12(+1)
    WIS: 18 (+4)
    CHA: 11 (+0)

    HP: 27
    AC:

    Refer to Class Feats for Misc Mod Explanation


      10
      +
      0
      +
      0
      +
      2
      +
      0
      +
      4 (WIS Mod)
      +
      0
      = 16


    Touch AC:



      10
      +
      2
      +
      0
      +
      4 (WIS Mod)
      = 16


    Flatfooted AC:



      10
      +
      0
      +
      0
      +
      0
      +
      4 (WIS Mod)
      +
      0
      = 14


    Initiative:



      2
      +
      0
      = 2


    Saving Throws:
    Fort: 3 + 1 = 4
    Reflex: 3 + 2 = 5
    Will: 3 + 4 = 7

    Base Attack Bonus: 2
    Spell Resistance: 0
    Grapple: 2 + 3 + 0 + 0 = 5

    Weapons:
    Weapon: Quarter Staff
    Attack Bonus: -
    Damage: 1d6, 1d6
    Critical: x2
    Range: -
    Notes: Blue; a single mystic rune rests at the top of the staff; fairly old jagged quarter staff.

    Weapon: Sai
    Attack Bonus: -
    Damage: 1d4
    Critical: x2
    Range: 10 ft.
    Notes: -

    Weapon: Shuriken
    Attack Bonus: -
    Damage: 1d2
    Critical: x2
    Range: 10 ft.
    Notes: -
    Ammo 30

    Gear:


      Monk's Outfit
      Chalk (10)
      Sleeping Mat
      Sack
      Flint and Steel
      Vials (9)
      Empty Flasks (9)
      Fishing Net (25 SqFt.)
      Fishing Bait
      Backpack
      Trail Rations (10)
      Torches (10)
      Musical Instrument (Drums/Sticks)
      Climber's Kit
      Grappling Hook
      Rope, Silk (50 ft.)
      Chain (10 ft.)
      Thunder Stone (4)



    Feats:


    Dodge
    Mobility
    Evasion
    Stunning Mind

    Special Abilities:

    Deflect Arrows
    Flurry of Blows
    Stunning Fist




    Spoiler:
    Weapon and Armor Proficiency:
    Monks are proficient with certain basic peasant weapons and some special weapons that are part of monk training. The weapons with which a monk is proficient are club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields—in fact, many of the monk’s special powers require unfettered movement. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses their AC bonus, as well as their fast movement and flurry of blows abilities.

    AC Bonus:
    A monk is highly trained at dodging blows, and they have a sixth sense that lets them avoid even unanticipated attacks. When unarmored and unencumbered, the monk adds their Wisdom
    bonus (+4 in this case) to their AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. They lose these bonuses when they are immobilized or helpless, when they wear any armor, when they
    carry a shield, or when they carry a medium or heavy load.

    Flurry of Blows:
    When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may 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.
    This penalty applies for 1 round, so it also affects attacks of
    opportunity the monk might make before her next action. When a
    monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows. When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham).

    Bonus Feat:
    At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, they may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, they may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.

    Unarmed Strike/Improved Unarmed Strike:
    Monks are highly trained in fighting unarmed, giving them considerable advantages when doing so. At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply their full Strength bonus on damage rolls for all their unarmed strikes.
    Usually a monk’s unarmed strikes deal lethal damage, but they can
    choose to deal nonlethal damage instead with no penalty on their
    attack roll. They have the same choice to deal lethal or nonlethal
    damage while grappling.
    A monk’s unarmed strike is treated both as a manufactured
    weapon and a natural weapon for the purpose of spells and effects
    that enhance or improve either manufactured weapons or natural
    weapons (such as the magic fang and magic weapon spells)


    Still Mind (Ex):
    A monk of 3rd level or
    higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment, since her meditation and training improve her resistance to mind-affecting attacks.



    Languages: Common | Dwarven

    Money: 10 GP

    Spells Per Day:
    0 -
    1 -
    2 -
    3 -
    4 -
    5 -
    6 -
    7 -
    8 -
    9 -

    Spells:
    0 -
    1 -
    2 -
    3 -
    4 -
    5 -
    6 -
    7 -
    8 -
    9 -

    Spell Save DC:
    0 -
    1 -
    2 -
    3 -
    4 -
    5 -
    6 -
    7 -
    8 -
    9 -

    Arcane Spell Failure %:

    Skills: 0/36
    Balance* (DEX) 3 = 2 + 1 + 0
    Climb* (STR) 5 = 3 + 2 + 0
    Concentration* (CON) 3 = 1 + 2 + 0
    Craft* (Alchemy) (INT) 4 = 1 + 3 + 0
    Craft* (Weapon-smith) (INT) 4 = 1 + 3 + 0
    Craft* (Armor-smith) (INT) 5 = 1 + 2 + 0
    Diplomacy* (CHA) 4 = 0 + 4 + 0
    Escape Artist* (DEX) 4 = 2 + 2 + 0
    Hide* (DEX) 4 = 2 + 2 + 0
    Jump* (STR) 4 = 2 + 4 + 0
    Knowledge (Arcana) (INT) 3 = 1 + 2 + 0
    Knowledge (Religion) (INT) 3 = 1 + 2 + 0
    Listen* (WIS) 4 = 4 + 0 + 0
    Move Silently* (DEX) 4 = 2 + 2 + 0
    Perform (Percussion Instruments) (WIS) 4 = 4 + 0 + 0
    Profession (Apothecary) (WIS) 4 = 4 + 0 + 0
    Profession (Cook) (WIS) 4 = 4 + 0 + 0
    Sense Motive* (WIS) 4 = 4 + 0 + 0
    Spot* (WIS) 4 = 4 + 0 + 0
    Survival* (WIS) 4 = 4 + 0 + 0
    Swim* (STR) 5 = 3 + 2 + 0
    Tumble (DEX) 4 = 2 + 2 + 0
    Use Rope* (DEX) 4 = 2 + 2 + 0


    Last edited by vzWander on Sun Oct 13, 2013 11:45 am; edited 6 times in total

      Similar topics

      -

      Current date/time is Mon Nov 20, 2017 6:29 am