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Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
Deity
Level
Size
Age
Gender
Height
Weight
Eyes
Hair
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Total Skill Points:
0
Feats & Special Abilities
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
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Spell Saves
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DC
LEVEL
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/Day
Bonus
Spells
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Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
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Psionics
Manifester
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Languages
Description
Standing quite tall for a dwarf at 4’4”, Magnus is a bear of a dwarf. His shoulders are broad, and a long, black beard stretches down towards his chest. The dwarf keeps his hair long, kept in check with a bare black headband. Almost hidden beneath his great, often furrowed brow lie a pair of deep brown eyes; from Magnus’ left, a long scar runs across his cheek, his keepsake from his time in isolation beneath the Fissure Peaks. Magnus’ hands, much like the rest of him, are rough, marred with an assortment of forge burns and deep scars from a great number of knife wounds. While he needs only his bare hands to fight, the dwarf does bear a number of weapons on his person for hunting and the like: a long spear which he is never without, and a broad-bladed knife. He dress is simple and bare of decoration, a functional suit of leather and fur.
Personality
A gruff, grim dwarf, Magnus has no patience for fools or those who cannot pull their weight, and will not bear a coward. He is untrusting of strangers, and prefers to do things on his own. He is not one to forget an injury or slight against him, nor does the monk readily forget acts of good will or charity. Distrusting of arcane magicians, Magnus will none the less bear their presence, knowing that their protections can be of great use.
Character Traits
Character Flaws
Contacts / Friends
Enemies
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=251721][B][SIZE=+1]Magnus[/SIZE][/B][/URL] Male Neutral Good Deep Dwarf Monk 10 // Fighter 4 / Fist of the Forest 1 / Barbarian 1 / Swashbuckler 1 / Frostrager 2 / Bear Warrior 1, [B]Level[/B] 10, [B]Init[/B] +4, [B]HP[/B] 142/142, [B]Speed[/B] 70ft [B]AC[/B] 29, [B]Touch[/B] 26, [B]Flat-footed[/B] 25, [B]Fort[/B] +24, [B]Ref[/B] +15, [B]Will[/B] +12, [B]Base Attack Bonus[/B] +10 [B] Unarmed Strike, full attack [/B] +15/+15/+15/+15/+10 (3d8+9, 2x) [B] Unarmed Strike, charge [/B] +17/+17/+17/+12 (3d8+9, 2x) [B]Reach Masterwork Longspear, aoo [/B] +11 (1d8, 3x) [B] Bracers of Armor +3[/B] (+3 Armor, +4 Dex, +12 Misc) [B]Abilities[/B] Str 10, Dex 18, Con 22, Int 12, Wis 16, Cha 10 [B]Condition[/B] None
Condition and Effects
Additional Information
Other Notes
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Holy Strike (CC) Your fists and monk weapons gain the power of your beliefs and can strike your opponents for extra damage. Level: 4th. Replaces: This benefit replaces the ki strike (magic) class feature. Benefit: When you hit an evil creature with your unarmed strike attack or with a monk melee weapon, your attack is considered good-aligned for the purpose of overcoming damage reduction and deals an extra 1d6 points of damage. Holy strike is a supernatural ability. Prayerful Meditation (CC) Your religious convictions protect you from the spells and magical abilities of those who oppose your beliefs. Level: 3rd. Replaces: This benefit replaces the still mind class feature. Benefit: Your adherence to a religious path has developed in you a resistance to antithetical magic. You gain a +2 bonus on saving throws against spells and effects from chaotic-aligned creatures and creatures with a moral (good/evil) alignment component opposite to yours. This is a supernatural ability. Invisible Fist (EoE) Monks who follow the Path of the Invisible Fist learn to harness their ki to conceal themselves from detection. With further training, these monks learn to blink between the Material Plane and the Ethereal Plane. To gain this versatility, they sacrifice their ability to escape unscathed from area effects. Class: Monk. Level: 2nd. Replaces: If you select this class feature, you do not gain the evasion ability, nor do you gain improved evasion at 9th level. Benefit: As an immediate action, you can become invisible for 1 round. You must wait 3 rounds before you can use this ability again. At 9th level, as an immediate action, you can use blink, as the spell, for a number of rounds equal to your Wisdom modifier (minimum 1 round). You must wait 3 rounds before you can use this ability again. Invisible fist is a supernatural ability. Alternative Class Feature: Wall Walker (DS) You have the uncanny ability to travel along vertical surfaces for a short time. Level: 4th. Replaces: If you select this alternative class feature, you do not gain the slow fall ability. Benefit: Beginning at 4th level, as a move action, you can run up or down a vertical surface a total distance of 20 feet without making a Climb check. You add 10 feet to this distance at 6th level and every two levels thereafter, up to your maximum speed. You can use this ability only once per round (so you can’t make a double move up or down a wall). If you do not reach the top of the vertical surface or find a suitable hand- or foothold, you must make a Climb check appropriate to the surface. If you succeed on the check, you can use this ability again in the next round. Otherwise, you fall or make no progress, as determined by the check result. You can’t use this ability to traverse a ceiling or overhang. Soulwarp Strike (CM) The traditional monk seeks balance in body, mind, and soul, and through this equilibrium gains various combat talents. A monk who learns the secret of the soulwarp strike masters an arcane talent of necromancy that infects her enemy's ki, producing an effect akin to terrible sickness. Class: Monk. Level: 1st. Special Requirement: Knowledge (arcana) 1 rank. Replaces: You do not gain the monk bonus feat normally acquired at 1st level. Benefit: You know how to channel necromantic energy into your unarmed strikes. You must declare that you are using this ability before you make your attack roll (thus, a failed attack roll ruins the attempt). In addition to dealing its normal damage, your unarmed strike renders any living creature nauseated for 1 round, or sickened for 1 round if it succeeds on a Fortitude save (DC 10 + 1/2 your character level + your Wis modifier). You can use this ability a number of times per day equal to your monk level, and no more than once per round. Creatures immune to necromancy effects (such as constructs) are unaffected by this ability.x Invisible Eye (UA) Monks of the Invisible Eye rely on their senses, particularly hearing, to aid them in combat. 1st-Level Skill Bonus: Listen. 1st-Level Feat: Combat Reflexes. 2nd-Level Feat: Lightning Reflexes. 6th-Level Feat: Blind-Fight. 6th-Level Bonus Ability: When unarmed and fighting defensively, using Combat Expertise, or using the total defense action, increase the dodge bonus to Armor Class that you gain from using that tactic by 1. Prerequisites: Listen 9 ranks, Agile. Spiritual Totem (CC) Choose a spiritual totem: bear, eagle, fox, lion, or wolf. Once you do so, you are forever bound to that animal spirit. Your connection grants you special abilities based on the totem you have chosen (or that has chosen you, as some see it). Level: 1st. Replaces: This benefit replaces the fast movement class feature. Benefit: You gain one of the abilities described below, depending on the chosen totem. Each of these effects is a supernatural ability. Lion Totem: Regal and intimidating, the powerful lion is a symbol of nobility among the races of the wild. By selecting him as your spiritual totem, you can make an extra attack when charging, but this extra attack takes a -5 penalty. Arcane Stunt (CM) Every swashbuckler relies on her agility and quick wit to get her out of scrapes. Some take this a step farther, learning magical tricks that boost their mobility or defense. Level: 1st. Special Requirement: Knowledge (arcana) 1 rank. Replaces: You lose the grace class feature and all later improvements to that ability. Benefit: Choose one of the following spells: blur, expeditious retreat, feather fall, jump, or spider climb. You can use that spell-like ability as a swift action (or, in the case of feather fall, as an immediate action); the duration of the spell is reduced to 1 round. Your caster level is equal to your swashbuckler level. You can use this ability a number of times per day equal to 1 + your Int modifier (minimum 1/day).