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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
Ability
Score
Mod
Temp
Score
Temp
Mod
STR
DEX
CON
INT
WIS
CHA
Action Points
TOTAL
Current HP
Nonlethal Damage
Hit Dice
Damage Reduction
HP
AC
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10
+
+
+
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TOTAL
Armor
Shield
Dex
Size
Natural
Deflect
Misc
Touch
Flat-footed
Total
Dex
Misc
INIT
=
+
Speed
Armor Type
Light
Load
Med
Load
Max
Load
Over
Head
Off
Ground
Push/
Drag
Saving Throws
Total
Base
Ability
Mod
Magic
Mod
Misc
Mod
Temp
Mod
FORTITUDE
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+
+
+
+
REFLEX
=
+
+
+
+
WILL
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+
+
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+
Total Attack Bonus
Base Attack Bonus
Str Mod
Size Mod
Misc Mod
Temp Mod
MELEE
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+
+
+
+
RANGED
=
+
+
+
+
Total Attack Bonus
Base Attack Bonus
Dex Mod
Size Mod
Misc Mod
Temp Mod
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Armor/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
Shield/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
/
Max Rank
Skills
Skill Name
Key
Ab
CC
Skill
Mod
Ab
Mod
Rank
Misc
Mod
=
+
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Total Skill Points:
0
Feats & Special Abilities
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
0
Spell Saves
Save
DC
LEVEL
Spells
/Day
Bonus
Spells
0
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spells & Powers
Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spell/Power Name
# Cast
/Mem
Spell/Power Name
# Cast
/Mem
Psionics
Manifester
Level
Key
Ability
Base
Bonus
Max
Current
Currency
31gp
Languages
Description
Karn is a large young man with bowl cut straight black hair. You might think of him as fat until you see him move and then you can understand that under that layer of fat is muscle. He moves with a grace and speed that is surprising for of his size. He wears no armor, just standard, loose clothing and carries no obvious weapons.
Personality
Karn is a rather happy young man, though he can be moved to a cold anger if he believes that evil or injustice is afoot. When fighting, he shows an intensity that doesn’t show at other times. He loves his food, of all kinds, and his drink. He always tries to have some alcoholic drink near him and isn’t picky as to what it is.
Character Traits
Pleasant likes to eat and drink
Character Flaws
willing to steal, if it is small (or alcoholic)
Contacts / Friends
Family – Uncle Chan (mid-50’s) runs monk school, Cousin Sam 18
Enemies
Statistic Block
[URL=http://www.myth-weavers.com/sheets/view.php?id=85179][B][SIZE=+1]Karn Lee[/SIZE][/B][/URL] M CG Human Monk, [B]Level[/B] 1, [B]Init[/B] +2, [B]HP[/B] 11/11, [B]Speed[/B] 30 [B]AC[/B] 14, [B]Touch[/B] 14, [B]Flat-footed[/B] 12, [B]Fort[/B] +4, [B]Ref[/B] +4, [B]Will[/B] +4, [B]Base Attack Bonus[/B] 0 [B] Unarmed Strike [/B] +2 (1d6+2, 20/x2) [B] Kama [/B] +2 (1d6+2, 20/x2) [B] sling [/B] +2 (1d4+2, ) (+2 Dex, +2 Misc) [B]Abilities[/B] Str 14, Dex 14, Con 14, Int 10, Wis 14, Cha 10 [B]Condition[/B] None STUNNING FIST You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Condition and Effects
Additional Information
STUNNING FIST You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. Deflect Arrows [General] You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.
Other Notes
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Karn Lee’s mother died when he was born and his father, whose drinking, bad enough before, had gotten worse, gave him to his brother, Karn’s uncle, to raise. Uncle Chan ran a school for monks in the city and Karn was raised in that manner. Unfortunately, Karn did not take well to the discipline of the school. He also found that he had a fondness for food, and as he grew older, drink. Karn has noticed that most of his uncle’s money was taken by the taxmen and that the best students ended up forced into the army. So, while, in spite of his size, Karn was one of the fastest and best fighters, he never let that show. Anyway, he felt that he fought better when he had a little alcoholic lubrication. While he learned the fighting styles well, he was constantly either in trouble, drunk, or both. Uncle Chan also saw that Karn was leading his best friend and cousin, Chan’s son Sam (the heir to the school), into trouble as well. In addition, his now rather large size did not fit what Uncle Chan wanted for his school. Finally, his uncle had enough and threw Karn out of the school. Taking his few belongings, he happily left and went out on his own. After taking a job in a restaurant, he noticed that a few of the customers did not seem to be affected by the harsh taxes. Listening to their conversations in the restaurant, Karn heard about ‘Odd Jobs’. Smiling, he tossed his towel to the owner, saying, “Hey boss! I quit!”, and walked out of the place (quietly slipping a small container of wine into his pocket as he left). Family – Uncle Chan(mid-50’s) runs monk school, Cousin Sam 18