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:: a :: the shadow monk


DarkAngel

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Posted (edited)

Sabian.jpeg.62bc5a6a1a71276dc5d30b5553b7e2f0.jpegCity Watchmen Waterdeep port authourity, human var, adult male LN Fighter, Champion 5
GEAR... Helm, chainmail +1, shield +1, crossbow, longsword +2 / mace +2, belt, bolt case
Champion... Defense (+1 AC), second wind (1d10+5), action surge (0), improved crit 19-20, Extra Attack


chainmail, shield (AC 18.. 21, hp 46) second wind (1d10+5) cond.. normal 
init +3 Stats... STR 16, DEX 15, CON 16, INT 11, WIS 14, CHA 14 ... Prof +3 saves.. STR +6, CON +6
feats... Shield Master, Crossbow Expert, Charger... Passive perception: 15


Combat Options -- Crossbow, light +5 (1d8+3) AC 18 or Longsword +2, versatile +8 (1d8+5) AC 21 with shield

*PRONE*

Some crazy foreigner with moves he had never seen before had just pacified his squad after leaping out of the darkness. The watchman was a veteran to many fights, but this one had been the most terrifying. He wasn't sure that the other guys were going to make it... they're wounds were pretty bad.

The watchman found himself in a tricky predicament as he lay upon his back with his crossbow a short distance away.

...

spacer.pngLiang Lin pauses after her last foe drops to the ground... there was still one conscious. Turning to consider the wounded but alive watchman she *flicks* the blood from her blade and addresses him.

"Get up slowly... take off your sword belt and slide it over to me..."

The shadow monk circled him as she considered the battlefield, she was going to take all their swords... it was her thing.

...

"OK...OK..." the Watchman knew when he'd been beaten, and hoped he would somehow survive this mess.

He undid his sword belt buckle as he laid upon his back, and left it upon the ground as he rose slowly with his hands in the air...

1

 

Wall of thorns

2

 

pursuing
Red Knell

3

 

Wall of thorns
DEAD

4

 

Wall of thorns
DEAD

5

 

Wall of thorns
DEAD

6

 

Shatter
DEAD

7

 

pursuing
Red Knell

8

 

pursuing
Red Knell

9

 

???

 

10

 

???

 

gone for
healing
longsword
shield
crossbow crossbow crossbow crossbow longsword
shield
longsword
shield
longsword
shield
longsword
shield
wounds
15 piercing
29 slashng

 
wounds
0 shielded
wounds
31 slashing
40 lightning
wounds
28 slashing
40 lightning
wounds
18 slashing
40 lightning
wounds
6 thunder
40 lightning
wounds
4 thunder
12 slashing
wounds
6 thunder
wounds wounds

11

 

covering
Cellar

12

 

grappled by Violet
DEAD

13

Sabian.jpeg.62bc5a6a1a71276dc5d30b5553b7e2f0.jpeg

Bazaar

14

 

VAPORIZED

15

Sabian.jpeg.62bc5a6a1a71276dc5d30b5553b7e2f0.jpeg

Bazaar

16

Sabian.jpeg.62bc5a6a1a71276dc5d30b5553b7e2f0.jpeg

vs
Shadow monk
PRONE

17

 

vs Liang lin
DEAD

18

 

vs Liang lin
DEAD

19

 

vs
Shadow monk
DEAD

20

 

vs
Shadow monk
DEAD / KO

crossbow swinging crossbow crossbow crossbow crossbow crossbow crossbow crossbow crossbow
wounds
6 thunder
9 blunt

wounds
6 thunder
41 blunt

wounds
6 thunder
2nd wind 8
13 fire dam
wounds
12 thunder
2nd wind 11
26 fire dam
40 lightning
wounds
12 blunt
6 thunder
Rallying Cry 10
13 fire dam
wounds
12 thunder
Rallying Cry 10
11 piercing
12 blunt
2nd wind 6
wounds
12 thunder
16 piercing
23 blunt
wounds
38 piercing
9 blunt
wounds
12 necrotic
35 piercing
2nd wind 15
wounds
34 slashing
Rallying Cry 10
16 piercing
16 blunt

Champion

Charger

When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).


Crossbow Expert

Thanks to extensive practice with the crossbow, you gain the following benefits:

  • You ignore the loading quality of crossbows with which you are proficient.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.

Shield Master

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

  • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
  • If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

 

 

Actions .. OoC

Actions (init 15)

vs Liang Lin (1)

  • Attack or Surrender

in Darkness (2) can't see

  • Free Passive perception fail

All

  • Immediate - improved crit 19 - 20

.. Status updating ..

 

Edited by DarkAngel (see edit history)
Name
Opposed adv. CHA vs WIS
9; 3
keep(2d20,highest)-2;1d20+2 [4,11]; [4,11,1]
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Grusk Hammerfist

Grusk.png.1df68b3bc2fd2b7c0a66549cfd2cd6a6.pngGrusk Hammerfist Smuggler
Young adult 6'1" male half-orc, Paladin of Conquest 5 CN

 

Stats

Init +2, +1 mithril breastplate (AC 17, HP 59/59)

conditions normal, base move..30', swim and climb 30'

Skills Athletics +8, Insight +4, Deception +5, Intimidation +5, Persuasion +5


stats.. STR 21, DEX 14, CON 16, INT 11, WIS 12, CHA 14

saves STR +5, DEX +2, CON +3, INT +0, WIS +4, CHA +5 ..spells.. CHA..prof.. +3

spell... Casting +5, Save DC 13 

prepared (4) Cure Wounds, Divine Favor, Thunderous Smite, Lesser Restoration, Prayer of Healing slots (4/2)

Perishables Potion of Greater Healing, 40 Arrows


Half-Orc Traits: Darkvision, Menacing, Relentless Endurance, Savage Attacks

Paladin Traits: Divine Sense, Lay on Hands, Divine Smite, Fighting Style, Spellcasting, Divine Health, Sacred Oath, Extra Attack, Aura of Protection

 

Appearance: An intimidating mountain of muscle standing at 6'1" tall. He generally is wearing some worn, but nice pants tucked into the tops of his leather boots with a thick belt around his waist holding them up. A dagger hangs from the belt. On the top he wears a sleeveless shirt of fair quality and a bandana on his head. Aside from the large bow and large quiver on his back he carries no other weapons. There are several tattoos on his arms and he walks with more of a bounce to his step than his large size would have one expect.

 

 


As he finally closes on the docks, he slows down and takes a moment to scan the docks for signs of trouble. Like the guards that were shooting at them earlier. If all is clear then he will row up to the dock, tie off and look for another boat to use to row back out once Lin arrives. All the while trying to keep an eye out for the guards or others who might cause trouble. While he has no problem bashing in a few heads while he waits, he has no intention of trying to take on a whole squad.

 


OoC...Actions

ooc:


Actions

Attack -

Move -

Bonus -

Reaction -

Immediate -

 

Combat options

Paladin: Oath of Conquest 6
Combat

Divine Favor: Bonus Action, Adds 1d4 radiant damage to his attacks, Duration: Concentration, up to 1 minute
Thunderous Smite: Bonus Action, Adds, 2d6 Thunder damage to next successful hit with a melee weapon, Strength save DC 13 or be pushed 10' away and knocked prone, Duration: Concentration, up to 1 minute
 

Options

melee.. Unarmed Attack, +9 to hit, 1d8+6 damage
melee.. Dagger, +8 to hit, 1d4+5 damage
melee..

ranged.. Longbow, +6 to hit, 2d6+5, Range: 150/600
ranged.. Dagger, +8 to hit, 1d4+5 damage
ranged..
ranged..

 

Preferred technique - unarmed combat

attack.. +9 to hit, 1d8+6 damage
extra attack.. +9 to hit, 1d8+6 damage
move.. will close with enemy if none are adjacent
bonus..
reaction..

 

other preferred weapons

  •  
  •  
  •  
  •  
  •  
  •  

 

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Posted (edited)

spacer.png

the Bazaar Pier

The storm continued with strong winds picking up as the rain stops falling from the sky as Grusk secures the longboat to the Pier. It is dark and windy all of a sudden, Grusk's darkvision gives him no trouble as he scans the area looking for any sign of Liang Lin... or any potential threats.

Then he see's something moving in one of the rowboats...


@Draidden perception check required as part of your next post.

Edited by DarkAngel (see edit history)
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Grusk Hammerfist

Grusk.png.1df68b3bc2fd2b7c0a66549cfd2cd6a6.pngGrusk Hammerfist Smuggler
Young adult 6'1" male half-orc, Paladin of Conquest 5 CN

 

Stats

Init +2, +1 mithril breastplate (AC 17, HP 59/59)

conditions normal, base move..30', swim and climb 30'

Skills Athletics +8, Insight +4, Deception +5, Intimidation +5, Persuasion +5


stats.. STR 21, DEX 14, CON 16, INT 11, WIS 12, CHA 14

saves STR +5, DEX +2, CON +3, INT +0, WIS +4, CHA +5 ..spells.. CHA..prof.. +3

spell... Casting +5, Save DC 13 

prepared (4) Cure Wounds, Divine Favor, Thunderous Smite, Lesser Restoration, Prayer of Healing slots (4/2)

Perishables Potion of Greater Healing, 40 Arrows


Half-Orc Traits: Darkvision, Menacing, Relentless Endurance, Savage Attacks

Paladin Traits: Divine Sense, Lay on Hands, Divine Smite, Fighting Style, Spellcasting, Divine Health, Sacred Oath, Extra Attack, Aura of Protection

 

Appearance: An intimidating mountain of muscle standing at 6'1" tall. He generally is wearing some worn, but nice pants tucked into the tops of his leather boots with a thick belt around his waist holding them up. A dagger hangs from the belt. On the top he wears a sleeveless shirt of fair quality and a bandana on his head. Aside from the large bow and large quiver on his back he carries no other weapons. There are several tattoos on his arms and he walks with more of a bounce to his step than his large size would have one expect.

 

 


Scanning the docks, he sees what appears to be movement in one of the row boats. He tenses, ready for a fight, as he moves slowly closer to get a better look. He does his best to scan the rest of the docks also for other possible threats.

He is not sure if he is happy about the end of the rain or not. On the one hand it lets him see better. But on the other it lets others see better also.

 


OoC...Actions

ooc:


Actions

Attack -

Move -

Bonus -

Reaction -

Immediate -

 

Combat options

Paladin: Oath of Conquest 6
Combat

Divine Favor: Bonus Action, Adds 1d4 radiant damage to his attacks, Duration: Concentration, up to 1 minute
Thunderous Smite: Bonus Action, Adds, 2d6 Thunder damage to next successful hit with a melee weapon, Strength save DC 13 or be pushed 10' away and knocked prone, Duration: Concentration, up to 1 minute
 

Options

melee.. Unarmed Attack, +9 to hit, 1d8+6 damage
melee.. Dagger, +8 to hit, 1d4+5 damage
melee..

ranged.. Longbow, +6 to hit, 2d6+5, Range: 150/600
ranged.. Dagger, +8 to hit, 1d4+5 damage
ranged..
ranged..

 

Preferred technique - unarmed combat

attack.. +9 to hit, 1d8+6 damage
extra attack.. +9 to hit, 1d8+6 damage
move.. will close with enemy if none are adjacent
bonus..
reaction..

 

other preferred weapons

  •  
  •  
  •  
  •  
  •  
  •  

 

Edited by Draidden (see edit history)
Name
Perception check
21
1d20+1 20
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Posted (edited)

msb.jpeg.e15b0fdb145bb920f774d98d315a270b.jpegLiang Lin Pirate, Foreigner, Ship's Cook... Martial Artist, Capt. Daughter's minder
Adult 5'8 female human variant monk, CN shadow 7... Deflect missiles 1d10+10 ..move 45'

unarmored defense (AC 17, hp 52) unarmed 1d6+5.. Ki (3..7)... Shadow step 60'...cond. wounded
human traits... Chef skills.. Athletics +6, Perception +7, Acrobatics +6, Insight +7, Stealth +6


stats.. STR 16, DEX 17, CON 14, INT 12, WIS 18, CHA 8 ..saves.. STR +6, DEX +6 ..KI.. WIS..prof.. +3


The shadow monk was in the water hidden by the rowboat as Grusk slowly moves forward to get a better look.

Inside the rowboat a bound and bloodied watchman in chainmail wriggles around next to three weapons belts coiled around longswords beneath a Waterdeep watchmans shield. He seems unable to see in the darkness... obviously at a disadvantage to Grusk.

Liang Lin's head rises above the far side of the rowboat as she notices the silhouette of Grusk within the darkness of night.

"... oh you've come back for me... I have a prisoner for questioning ... and some swords. Over there needs a quick search. Clean up and bring back anything you find for the Captain. I'll wait for you here..."

Liang Lin points to the spot where a fireball had exploded earlier, and an unfortunate watchman had been vaporized by a lightning bolt.


 

 

OOC...Actions

main hand: shortsword +2, vicious weapon of certain death
off hand: wraps of unarmed prowess +2


buff.. Strike of the Hill Giant (+1d6) .. Con save DC 14 or knocked prone

 

Actions - (examples)

  • Attack Extra attack
    - Shortsword +8 (1d6+5)
    - Shortsword +8 (1d6+5)
  • Bonus KI +1, Flurry of Blows
    - Wraps +2, unarmed +8 (1d6+5)

=======================================================

  • Reaction - ???

ooc:

Gear

Gear - mundane

Costume, 50' silken rope w/ grappling hook, wide sash, leather soft shoes

magic item - *attuned (3)

  • Wraps of unarmed prowess* +2 (rare)
  • Shortsword +2, vicious weapon of certain death* (very rare)
  • Clothes of mending (common)

 

Chef

Chef

Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with cook’s utensils if you don’t already have it.
  • As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
  • With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.

Shadow Monk

Shadow Monk .. 7


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.

Ki-Fueled Attack (Optional)

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

(reaction) when you fall reduce any falling damage by 35 hp (5 x monk level).

Quickened Healing (Optional)

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.

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.

Focused Aim (Optional)

Also at 5th level, when you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.

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.

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.

 

@Draidden

Edited by DarkAngel (see edit history)
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Grusk Hammerfist

Grusk.png.1df68b3bc2fd2b7c0a66549cfd2cd6a6.pngGrusk Hammerfist Smuggler
Young adult 6'1" male half-orc, Paladin of Conquest 5 CN

 

Stats

Init +2, +1 mithril breastplate (AC 17, HP 59/59)

conditions normal, base move..30', swim and climb 30'

Skills Athletics +8, Insight +4, Deception +5, Intimidation +5, Persuasion +5


stats.. STR 21, DEX 14, CON 16, INT 11, WIS 12, CHA 14

saves STR +5, DEX +2, CON +3, INT +0, WIS +4, CHA +5 ..spells.. CHA..prof.. +3

spell... Casting +5, Save DC 13 

prepared (4) Cure Wounds, Divine Favor, Thunderous Smite, Lesser Restoration, Prayer of Healing slots (4/2)

Perishables Potion of Greater Healing, 40 Arrows


Half-Orc Traits: Darkvision, Menacing, Relentless Endurance, Savage Attacks

Paladin Traits: Divine Sense, Lay on Hands, Divine Smite, Fighting Style, Spellcasting, Divine Health, Sacred Oath, Extra Attack, Aura of Protection

 

Appearance: An intimidating mountain of muscle standing at 6'1" tall. He generally is wearing some worn, but nice pants tucked into the tops of his leather boots with a thick belt around his waist holding them up. A dagger hangs from the belt. On the top he wears a sleeveless shirt of fair quality and a bandana on his head. Aside from the large bow and large quiver on his back he carries no other weapons. There are several tattoos on his arms and he walks with more of a bounce to his step than his large size would have one expect.

 

 


He turns and looks at the spot she is pointing to and shakes his head as he moves over tot he body. He glances around to make sure no one is looking, even though he is sure someone most likely is. He then stoops and searches the body and the area around it, taking anything of value. He glances around to see if there is anything else in the area. Specifically weapons of the guards. Those crossbows looked pretty nasty and he suspected enchanted due to how accurate these guys were. He then picks up the body and carries it back to the boat. He dumps in next to the bound guard.

We can dispose of it, once we are further out to sea. Dump it in the water here and it will most likely just float back up on shore somewhere.

He gets into position to start rowing and then glances at Liang.

Do you want to join me in the boat or are you going to swim back out to the ship alongside?

Once given the go ahead he rows back out to the ship.


OoC...Actions

ooc:


Actions

Attack -

Move -

Bonus -

Reaction -

Immediate -

 

Combat options

Paladin: Oath of Conquest 6
Combat

Divine Favor: Bonus Action, Adds 1d4 radiant damage to his attacks, Duration: Concentration, up to 1 minute
Thunderous Smite: Bonus Action, Adds, 2d6 Thunder damage to next successful hit with a melee weapon, Strength save DC 13 or be pushed 10' away and knocked prone, Duration: Concentration, up to 1 minute
 

Options

melee.. Unarmed Attack, +9 to hit, 1d8+6 damage
melee.. Dagger, +8 to hit, 1d4+5 damage
melee..

ranged.. Longbow, +6 to hit, 2d6+5, Range: 150/600
ranged.. Dagger, +8 to hit, 1d4+5 damage
ranged..
ranged..

 

Preferred technique - unarmed combat

attack.. +9 to hit, 1d8+6 damage
extra attack.. +9 to hit, 1d8+6 damage
move.. will close with enemy if none are adjacent
bonus..
reaction..

 

other preferred weapons

  •  
  •  
  •  
  •  
  •  
  •  

 

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Share on other sites

Posted (edited)

msb.jpeg.e15b0fdb145bb920f774d98d315a270b.jpegLiang Lin Pirate, Foreigner, Ship's Cook... Martial Artist, Capt. Daughter's minder
Adult 5'8 female human variant monk, CN shadow 7... Deflect missiles 1d10+10 ..move 45'

unarmored defense (AC 17, hp 52) unarmed 1d6+5.. Ki (3..7)... Shadow step 60'...cond. wounded
human traits... Chef skills.. Athletics +6, Perception +7, Acrobatics +6, Insight +7, Stealth +6


stats.. STR 16, DEX 17, CON 14, INT 12, WIS 18, CHA 8 ..saves.. STR +6, DEX +6 ..KI.. WIS..prof.. +3


By the time Grusk returns, Liang Lin is already in the rowboat dripping wet in the cool night air. it was a warm part of the year from a long drought, but tonight over Waterdeep harbour a storm had blown in from far out at sea and thunder and lightning were in the dark clouds circling overhead. Rain started pelting down making everything wet again...

*THUMP*

The remains of the vaporized watchman was not pretty, the corpse was dumped unceremoniously in the boat next to the still alive watchman, who didn't seem to appreciate it. He was tied up with black silk rope secured with a small grappling hook to the wooden seat boards.

Liang Lin's head notices the type of mortal wound that the poor bastard had endured, burnt armor had fused onto the body and his eyes had rolled back in his head revealing the whites of his eyes. There was also the still smouldering and scorching crossbow which began to hiss as raindrops fell upon the metal sections. Lastly the watchmans helmet looked like it must have received the full blast of the lightning bolt as it was disfigured and had a new dark blue hue.

...

Grusk begins to row out into the darkness of waterdeep harbour.

"... A few momento's from our shore leave in Waterdeep... this one is for the Preacher..."

Liang Lin picked up the helmet which belonged to the vaporized watchman, Njardun was afterall a marine too and could do with a helmet for battle.


 

 

OOC...Actions

main hand: shortsword +2, vicious weapon of certain death
off hand: wraps of unarmed prowess +2


buff.. Strike of the Hill Giant (+1d6) .. Con save DC 14 or knocked prone

 

Actions - (examples)

  • Attack Extra attack
    - Shortsword +8 (1d6+5)
    - Shortsword +8 (1d6+5)
  • Bonus KI +1, Flurry of Blows
    - Wraps +2, unarmed +8 (1d6+5)

=======================================================

  • Reaction - ???

ooc:

Gear

Gear - mundane

Costume, 50' silken rope w/ grappling hook, wide sash, leather soft shoes

magic item - *attuned (3)

  • Wraps of unarmed prowess* +2 (rare)
  • Shortsword +2, vicious weapon of certain death* (very rare)
  • Clothes of mending (common)

 

Chef

Chef

Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with cook’s utensils if you don’t already have it.
  • As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
  • With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.

Shadow Monk

Shadow Monk .. 7


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.

Ki-Fueled Attack (Optional)

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

(reaction) when you fall reduce any falling damage by 35 hp (5 x monk level).

Quickened Healing (Optional)

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.

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.

Focused Aim (Optional)

Also at 5th level, when you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.

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.

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.

 

@Draidden

Booty

Gear acquired from Waterdeep in rowboat

  • Weapons belt with longsword +2 in scabbard (3)
  • Waterdeep port authourity steel shield
  • Cloth bag of cooking ingredients
  • Citywatchman prisoner in chainmail +1
    deceased Citywatchman in chainmail +1
  • Disfigured and discolored helmet
  • Crossbow's (2)
    - Blackened and smouldering
    - high quality
  • Crossbow bolt case (2)
    - burnt case 9 bolts
    - leather case 12 bolts

 

Edited by DarkAngel (see edit history)
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Grusk Hammerfist

Grusk.png.1df68b3bc2fd2b7c0a66549cfd2cd6a6.pngGrusk Hammerfist Smuggler
Young adult 6'1" male half-orc, Paladin of Conquest 5 CN

 

Stats

Init +2, +1 mithril breastplate (AC 17, HP 59/59)

conditions normal, base move..30', swim and climb 30'

Skills Athletics +8, Insight +4, Deception +5, Intimidation +5, Persuasion +5


stats.. STR 21, DEX 14, CON 16, INT 11, WIS 12, CHA 14

saves STR +5, DEX +2, CON +3, INT +0, WIS +4, CHA +5 ..spells.. CHA..prof.. +3

spell... Casting +5, Save DC 13 

prepared (4) Cure Wounds, Divine Favor, Thunderous Smite, Lesser Restoration, Prayer of Healing slots (4/2)

Perishables Potion of Greater Healing, 40 Arrows


Half-Orc Traits: Darkvision, Menacing, Relentless Endurance, Savage Attacks

Paladin Traits: Divine Sense, Lay on Hands, Divine Smite, Fighting Style, Spellcasting, Divine Health, Sacred Oath, Extra Attack, Aura of Protection

 

Appearance: An intimidating mountain of muscle standing at 6'1" tall. He generally is wearing some worn, but nice pants tucked into the tops of his leather boots with a thick belt around his waist holding them up. A dagger hangs from the belt. On the top he wears a sleeveless shirt of fair quality and a bandana on his head. Aside from the large bow and large quiver on his back he carries no other weapons. There are several tattoos on his arms and he walks with more of a bounce to his step than his large size would have one expect.

 

 


It is always nice to have momentos to help remember past events. Although I think it will be a long time before I forget this night.

He rows on, getting them back to the ship as quickly as he can.


OoC...Actions

ooc:


Actions

Attack -

Move -

Bonus -

Reaction -

Immediate -

 

Combat options

Paladin: Oath of Conquest 6
Combat

Divine Favor: Bonus Action, Adds 1d4 radiant damage to his attacks, Duration: Concentration, up to 1 minute
Thunderous Smite: Bonus Action, Adds, 2d6 Thunder damage to next successful hit with a melee weapon, Strength save DC 13 or be pushed 10' away and knocked prone, Duration: Concentration, up to 1 minute
 

Options

melee.. Unarmed Attack, +9 to hit, 1d8+6 damage
melee.. Dagger, +8 to hit, 1d4+5 damage
melee..

ranged.. Longbow, +6 to hit, 2d6+5, Range: 150/600
ranged.. Dagger, +8 to hit, 1d4+5 damage
ranged..
ranged..

 

Preferred technique - unarmed combat

attack.. +9 to hit, 1d8+6 damage
extra attack.. +9 to hit, 1d8+6 damage
move.. will close with enemy if none are adjacent
bonus..
reaction..

 

other preferred weapons

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Edited by Draidden (see edit history)
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