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Jarlaxle91

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  1. Looking at the broken bull on the floor, the gnome came forward to prod it with his broom. It had no reaction and he tossed the broom to the floor before turning to the assembled police. "Oh! Thank you, officers! They nearly had me! The name's Wimop Wobblelbelt and I fear there's chicanery afoot!" He bustled forward to offer his hand to first Garkyn, then Izzy, Raz, Xander and finally Kayli. Cold Case shook the gnome's hand as she eyed the littler fellow up and down. Her keen eyes sought evidence that his wounds were more than superficial. For some reason she couldn't shake an instant feeling of distrust. Later... “You can keep your coin, good sir.” Garkyn turned the bribe for the rest of them and Izzy could only smile and shake her head. “We will find these toys and dispatch them as we have done with these,” he said, waving his hand to indicate the destroyed constructions. Isabella stood before the wyvern transfixed by her arrows and wondered if either of them were salvageable. Then she heard the dwarf speaking in a serious tone “We should head to the purchasers of the Manticore, as I believe them to be the closest to our current location, then work our way down the line and put an end to this arcane menace!” "Agreed. Kay?" Izzy said as she pulled one arrow free. Insight OoCAction: n/a Bonus: n/a Movement: n/a Skills: Insight check on Wimop Wobblebelt. Izzy doesn't trust him and wants to see if she has good reason for it. Are his injuries self-inflicted or real? Are they serious or superficial? CSHP: 37/37 [B]Hit Dice: 5/5[/B] Ki Points: 5/5 AC: 18/20 (+4 dex, +4 Unarmored defense, +2 Agile parry) Initiative:+4 Speed: 40 Languages: Lisezian (Common), Lai-Nu Saves: Str +5 Dex +9 Con +2 Int +1 Wis +4 Cha +1 Skills: Athletics +5 Acrobatics +7 Stealth +7 Perception +7 Insight +7 Handle Animal +7 Investigate +4 Survival +4 Magic Items: Orb of the Dryad (Uncommon Wondrous Item, must be attuned by a Monk or Druid):[spoiler=Orb of the Dryad] While attuned to this object you can have it float in any place in a 5' radius around you. You can command it to shed light. This provides Bright light in a 20' radius and dim light for an additional 20'. As an Action you can make the orb float in a straight line to a creature within 100'. The orb becomes ethereal and heals every creature it passes through and the target for 1d4+1. When it arrives at your chosen target it stays and heals the target for 1d4+1 for the following 3 rounds. Afterward it returns to you if you are within 100'; otherwise it will stop hovering and drop. You can use this feature 1/day. When ethereal the orb can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood or dirt. Thorn of the North +1 bow (damage and to hit) and recharges 1d6+2 charges/day. Add +1d4 Thorn damage for barbed shots at the cost of 1 charge. [8/8] Twin Bolo-Tie This narrow blue necktie is worn around the throat. It gives the wearer the ability to use the Invoke Duplicity ability of the Trickery Domain Channel Divinity Feature twice per day, but not in the same encounter. Special Abilities: 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. 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.[/spoiler] 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: You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. 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 with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. 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 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: [B]Ki save DC = 8 + your proficiency bonus + your Wisdom modifier = 14[/B] [B]Flurry of Blows.[/B] Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. [B]Patient Defense.[/B] You can spend 1 ki point to take the Dodge action as a bonus action on your turn. [B]Step of the Wind.[/B] You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.[/spoiler] Ki Save DC 14 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. Ki-Fueled Attack Also at 3rd level, if you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn. 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. Quickened Healing Also at 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus. Agile Parry If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated. Kensei's Shot You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current 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. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Feats: Sharpshooter You master fighting with two weapons, gaining the following benefits: • Attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.. • Your ranged weapon attacks ignore half cover and three-quarters cover.. • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage Magic Initiate Choose a class: Druid You get two cantrips and 1 first level spell. 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. • Cantrips: Thunderclap and Guidance • 1st Level: Faerie Fire Child of the Green Increase your Constitution or Wisdom by 1, to a maximum of 20. You are a member of the Green Brethren, led by the Druid Keepers of the Garden District. You gain proficiency in Handle Animal. If you are already proficient, your proficiency bonus is doubled. You have advantage on Charisma Skill checks and Saves vs Fey and Fey-cast spells and effects in the City of Cordoba. You can draw upon the vitality of the city to heal 1 HD as an action. You may use this ability again after a long rest, and no more than once per 24 hours. You may instead use this ability to confirm one death save as a non-action. Attacks: Thorn of the North Ranged 150'/600' +8 1d8+5 piercing +1d6 cold Melee +8 1d6+5 slashing +1d6 cold Bola 20'/60' +7 1d4+2 blunt + grappled condition dc 10 strength to break out or 5 damage caused Dart +7 1d4+4 piercing Martial Arts +7 1d6+4 blunt Sharpshooter -5 to hit/+10 damage Kensei's Shot +1d4 damage to ranged attacks Reactions: 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 a range of 20/60 using 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. Spells: Cantrips: Thunderclap, Guidance 1st Level: Faerie Fire 1/1 Gear: 1,200 gp (Deposited in Twine Street account) 25gp (in pouch) (15) Arrows (3) Blunt Arrows Bladed Bow "Thorn of the North - [I]+1 Longbow with a flexible vine and barbed payload.[/I] Upgraded with Mithril Blades x1 Blue Heal Potion x1 Potion of Greater Healing x1 Green Acid Bomb x10 Darts Short Sword Explorer's Pack Bolas x4 Manacles Manacles Torch Horn BLM Uniform (Blue and white Skirt and blouse, no armor) Expensive blue dress w/ jewelry accents (Between Noble and Royal Quality) Forearm Guard Gloves Makeup Hair Ties Standard issue BLM Uniform and Boots
  2. Isabella Olivia Violet "Cold Case" HP: 37/37 Hit Dice: 5/5 Ki Points: 5/5 AC: 18/20 (+4 dex, +4 Unarmored defense, +2 Agile parry) Initiative: +4 Speed: 40 Languages: Lisezian (Common), Lai-Nu Saves: Str +5 Dex +9 Con +2 Int +1 Wis +4 Cha +1 Skills: Athletics +5 Acrobatics +7 Stealth +7 Perception +7 Insight +7 Handle Animal +7 Investigate +4 Survival +4 Magic Items: Orb of the Dryad (Uncommon Wondrous Item, must be attuned by a Monk or Druid):[spoiler=Orb of the Dryad] While attuned to this object you can have it float in any place in a 5' radius around you. You can command it to shed light. This provides Bright light in a 20' radius and dim light for an additional 20'. As an Action you can make the orb float in a straight line to a creature within 100'. The orb becomes ethereal and heals every creature it passes through and the target for 1d4+1. When it arrives at your chosen target it stays and heals the target for 1d4+1 for the following 3 rounds. Afterward it returns to you if you are within 100'; otherwise it will stop hovering and drop. You can use this feature 1/day. When ethereal the orb can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood or dirt. Thorn of the North +1 bow (damage and to hit) and recharges 1d6+2 charges/day. Add +1d4 Thorn damage for barbed shots at the cost of 1 charge. [8/8] Twin Bolo-Tie This narrow blue necktie is worn around the throat. It gives the wearer the ability to use the Invoke Duplicity ability of the Trickery Domain Channel Divinity Feature twice per day, but not in the same encounter. Special Abilities: 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. 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.[/spoiler] 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: You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. 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 with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. 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 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 = 14 Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn. Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. Ki Save DC 14 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. Ki-Fueled Attack Also at 3rd level, if you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn. 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. Quickened Healing Also at 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus. Agile Parry If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated. Kensei's Shot You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current 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. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Feats: Sharpshooter You master fighting with two weapons, gaining the following benefits: • Attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.. • Your ranged weapon attacks ignore half cover and three-quarters cover.. • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage Magic Initiate Choose a class: Druid You get two cantrips and 1 first level spell. 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. • Cantrips: Thunderclap and Guidance • 1st Level: Faerie Fire Child of the Green Increase your Constitution or Wisdom by 1, to a maximum of 20. You are a member of the Green Brethren, led by the Druid Keepers of the Garden District. You gain proficiency in Handle Animal. If you are already proficient, your proficiency bonus is doubled. You have advantage on Charisma Skill checks and Saves vs Fey and Fey-cast spells and effects in the City of Cordoba. You can draw upon the vitality of the city to heal 1 HD as an action. You may use this ability again after a long rest, and no more than once per 24 hours. You may instead use this ability to confirm one death save as a non-action. Attacks: Thorn of the North Ranged 150'/600' +8 1d8+5 piercing +1d6 cold Melee +8 1d6+5 slashing +1d6 cold Bola 20'/60' +7 1d4+2 blunt + grappled condition dc 10 strength to break out or 5 damage caused Dart +7 1d4+4 piercing Martial Arts +7 1d6+4 blunt Sharpshooter -5 to hit/+10 damage Kensei's Shot +1d4 damage to ranged attacks Reactions: 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 a range of 20/60 using 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. Spells: Cantrips: Thunderclap, Guidance 1st Level: Faerie Fire 1/1 Gear: 1,200 gp (Deposited in Twine Street account) 25gp (in pouch) (15) Arrows (3) Blunt Arrows Bladed Bow "Thorn of the North - [I]+1 Longbow with a flexible vine and barbed payload.[/I] Upgraded with Mithril Blades x1 Blue Heal Potion x1 Potion of Greater Healing x1 Green Acid Bomb x10 Darts Short Sword Explorer's Pack Bolas x4 Manacles Manacles Torch Horn BLM Uniform (Blue and white Skirt and blouse, no armor) Expensive blue dress w/ jewelry accents (Between Noble and Royal Quality) Forearm Guard Gloves Makeup Hair Ties Standard issue BLM Uniform and Boots
  3. They heard the sounds of shattering glass and overturned tables as they approached. Cold Case already had her bladed bow in hand before she reached the door and she was working on regulating her breathing. What were they going to find on the other side? The floor of the shop was covered in debris and broken glass. A wild-haired gnome with a broom was actively chasing and swatting at a wooden bull, charging around and shattering objects at floor level. Another, a flying monstrosity that resembled a miniature dragon with a stinging tail, was swooping and jabbing at the gnome as he tried to thwart the bull's antics. Well, she wasn't expecting to find more toys tearing the place up. "Officers!! Help! They've all gone insane!" the shop keep wailed while valiantly defending himself with the broom of choice. "Aw hells!" Izzy said as she rushed into the shop and to the right, immediately dancing around one of the matching tables that flanked the entry. She had an arrow on the string and drew back to her ear, sighting the draconic toy as she maneuvered around the table. "Clear!" She said and took the shot. Cold Case kept her feet moving to set up another shot. The white-fletched missile buried itself into... OoCAction: Taking the Attack action to fire two arrows at WV. Bonus: Using Kensei Shot to get the additional damage buff! Movement: Moves 10' SE and takes the first shot. Moves 5' E and takes the second shot. Moves 10' E and uses the table as a guard for the bull. CSHP: 37/37 [B]Hit Dice: 5/5[/B] Ki Points: 5/5 AC: 18/20 (+4 dex, +4 Unarmored defense, +2 Agile parry) Initiative: +4 Speed: 40 Languages: Lisezian (Common), Lai-Nu Saves: Str +5 Dex[ +9 Con +2 Int +1 Wis +4 Cha +1 Skills: Athletics +5 Acrobatics +7 Stealth +7 Perception +7 Insight +7 Handle Animal +7 Investigate +4 Survival +4 Magic Items: Orb of the Dryad (Uncommon Wondrous Item, must be attuned by a Monk or Druid):[spoiler=Orb of the Dryad] While attuned to this object you can have it float in any place in a 5' radius around you. You can command it to shed light. This provides Bright light in a 20' radius and dim light for an additional 20'. As an Action you can make the orb float in a straight line to a creature within 100'. The orb becomes ethereal and heals every creature it passes through and the target for 1d4+1. When it arrives at your chosen target it stays and heals the target for 1d4+1 for the following 3 rounds. Afterward it returns to you if you are within 100'; otherwise it will stop hovering and drop. You can use this feature 1/day. When ethereal the orb can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood or dirt. Thorn of the North +1 bow (damage and to hit) and recharges 1d6+2 charges/day. Add +1d4 Thorn damage for barbed shots at the cost of 1 charge. [8/8] Twin Bolo-Tie This narrow blue necktie is worn around the throat. It gives the wearer the ability to use the Invoke Duplicity ability of the Trickery Domain Channel Divinity Feature twice per day, but not in the same encounter. Special Abilities: 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. 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.[/spoiler] 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: You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. 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 with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. 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 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: [B]Ki save DC = 8 + your proficiency bonus + your Wisdom modifier = 14[/B] [B]Flurry of Blows.[/B] Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. [B]Patient Defense.[/B] You can spend 1 ki point to take the Dodge action as a bonus action on your turn. [B]Step of the Wind.[/B] You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.[/spoiler] Ki Save DC 14 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. Ki-Fueled Attack Also at 3rd level, if you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn. 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. Quickened Healing Also at 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus. Agile Parry If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated. Kensei's Shot You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current 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. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Feats: Sharpshooter You master fighting with two weapons, gaining the following benefits: • Attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.. • Your ranged weapon attacks ignore half cover and three-quarters cover.. • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage Magic Initiate Choose a class: Druid You get two cantrips and 1 first level spell. 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. • Cantrips: Thunderclap and Guidance • 1st Level: Faerie Fire Child of the Green Increase your Constitution or Wisdom by 1, to a maximum of 20. You are a member of the Green Brethren, led by the Druid Keepers of the Garden District. You gain proficiency in Handle Animal. If you are already proficient, your proficiency bonus is doubled. You have advantage on Charisma Skill checks and Saves vs Fey and Fey-cast spells and effects in the City of Cordoba. You can draw upon the vitality of the city to heal 1 HD as an action. You may use this ability again after a long rest, and no more than once per 24 hours. You may instead use this ability to confirm one death save as a non-action. Attacks: Thorn of the North Ranged 150'/600' +8 1d8+5 piercing +1d6 cold Melee +8 1d6+5 slashing +1d6 cold Bola 20'/60' +7 1d4+2 blunt + grappled condition dc 10 strength to break out or 5 damage caused Dart +7 1d4+4 piercing Martial Arts +7 1d6+4 blunt Sharpshooter -5 to hit/+10 damage Kensei's Shot +1d4 damage to ranged attacks Reactions: 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 a range of 20/60 using 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. Spells: Cantrips: Thunderclap, Guidance 1st Level: Faerie Fire 1/1 Gear: 1,200 gp (Deposited in Twine Street account) 25gp (in pouch) (15) Arrows (3) Blunt Arrows Bladed Bow "Thorn of the North - [I]+1 Longbow with a flexible vine and barbed payload.[/I] Upgraded with Mithril Blades x1 Blue Heal Potion x1 Potion of Greater Healing x1 Green Acid Bomb x10 Darts Short Sword Explorer's Pack Bolas x4 Manacles Manacles Torch Horn BLM Uniform (Blue and white Skirt and blouse, no armor) Expensive blue dress w/ jewelry accents (Between Noble and Royal Quality) Forearm Guard Gloves Makeup Hair Ties Standard issue BLM Uniform and Boots
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