Player name: Leoinpharoh
Char name:Micheal Leoin Pharoh
Class:Monk
Paragon Path: (decide at lvl 11)
Epic Destiny: (decided at lvl 21)
Level:6
Exp: 7,850/10,000
Race:Human
Size:Medium
Age:20
Gender:Male
Height:5'9"
Weight:175 lb.
Character Background: Leoin lived at the monastery in Podina for most of his life, learning their ways. As a final rite of passage, Leoin was sent out into the world to do as much good as he could. He then finds himself traveling, with many people, and fighting life threatening creatures. He is looking for that final feat that will tell him that he is a man, so that he may return to the monastery with pride. He doesn't know how or why he was at the monastery to begin with, only that he was put there for a good reason.
He had become trained in his fists, and the staff is his favorite weapon. If all else fails, he will go to blows, with just his fists, but prefers not to.
Appearance: Black hair, deep brown eyes, wears light clothing to cover his chest and legs, light leather boots. Carries a staff on his back and always one in his hand. Inside his cloak that he wears, he has many shurikan that he uses when far from the enemy.
Mannerisms: Favorite saying- "Fail." "Only fools fight alone."
Personality Traits: Quiet and usually keeps to himself, though if around girls, can't seem to shut up. In a fight, he is serious at all times and will protect his friends even if it means his life.
Alignment: Lawful Good
Deity: None
Adventuring Company: (I will be creating this group soon fyi) The Guardians
Companions meet:None
Initiative | total | dex | 1/2 lvl | misc |
Initiative | 11
| 8
| 3
| 0 |
Speed (square) | Total | Base | Armour | Item | Misc |
Speed (square) | 7 | 6 | 0 | 0 | 1(2 at lvl11 |
Abilities
Ability | ability score | ability mod | ability mod 1/2 lvl |
strength | 10 | 0 | 3
|
constitution | 16 | 3 | 6
|
dexterity | 20 | 5 | 8
|
intelligence | 8 | -1 | 2 |
wisdom | 14 | 2 | 5
|
charisma | 12 | 1 | 4
|
Max HP:28 Bloodied:14 Healing Surge Value: 7 Surges/Day:10
Skills
Skill Name | Ability used | Total Bonus | Ability Mod 1/2 lvl | Trained( 5) | Armour Pen | Misc. |
Acrobatics | dex | 13
| 8
| X | 0 | 0 |
Arcana | int | 2
| 2
| 0 | 0 | 0 |
Athletics | str | 0 | 0 | 0 | 0 | 0 |
Bluff | cha | 1 | 4
| 0 | 0 | 0 |
Diplomacy | cha | 1 | 4
| 0 | 0 | 0 |
Dungeoneering | wis | 2 | 6
| 0 | 0 | 0 |
Endurance | con | 11
| 6
| X | 0 | 0 |
Heal | wis | 10
| 5
| X | 0 | 0 |
History | int | -1 | 2
| 0 | 0 | 0 |
Insight | wis | 2 | 5
| 0 | 0 | 0 |
Intimidate | cha | 1 | 4
| 0 | 0 | 0 |
Nature | wis | 2 | 5
| 0 | 0 | 0 |
Perception | wis | 10
| 5
| X | 0 | 0 |
Religion | int | -1 | 2
| 0 | 0 | 0 |
Stealth | dex | 13 | 8
| X | 0 | 0 |
Streetwise | cha | 1 | 4
| 0 | 0 | 0 |
Thievery | dex | 5 | 8
| 0 | 0 | 0 |
Defense
Defense Name | Total Score | 10 1/2 lvl | Ability mod/ Armour on Ac | Class | Feat | Enh | Misc | Misc |
Armour Class | 22
| 13 | 4 | 2 | 3 | 0 | 0 | 0 |
Fortitude | 18 | 13 | 3 | 1 | 0 | 0 | 1 Racial | 0 |
Reflex | 19 | 13 | 4 | 1 | 0 | 0 | 1 Racial | 0 |
Will | 17 | 13 | 2 | 1 | 0 | 0 | 1 Racial | 0 |
Race Features:
Bonus At-Will Power: You know one extra at-will power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
Bonus Skill: You gain training in one additional skill from your class skill list.
Human Defense Bonuses: 1 to Fortitude, Reflex, and Will defenses.
Class/ Path/ Destiny Features:
UNARMED COMBATANT
You can make unarmed attacks with much greater effectiveness than most other combatants can. When you make a weapon attack such as a melee basic attack. you can use the monk unarmed strike, which is a weapon in the unarmed weapon group. This weapon has the off-hand weapon property and a 3 proficiency bonus. and it deals 1d8 damage. You must have a hand free to use your monk unarmed strike, even if you're kicking, kneeing, elbowing, or head-butting a target. Your monk unarmed strike can't be turned into a magic weapon. but it can benefit from a magic ki focus if you have one
UNARMORED DEFENSE
While you are wearing cloth armor or no armor and
aren't using a shield, you gain a 2 bonus to AC.
Monastery School: Iron Soul
Benefits-
Flurry of Blows: You gain the iron soul fury of blows power.
Mental Arsenal: While wielding a weapon other than one in the unarmed weapon group, you gain a 1 shield bonus to AC.
Languages Known: Common, Elven
Sense
Passive Sense | Total | Base | Skill Bonus |
Passive Insight | 12 | 10 | 2 |
Passive Perception | 17 | 10 | 7 |
Ability used | Total Bonus | 1/2 lvl | Ability | Class | Prof | Feat | Enh | Misc |
(str normally) | | | | | | | | |
(will tell if something else is used) | | | | | | | | |
Damage Workspace
Ability Used | Damage (_d_ Mod) | Ability mod | Feat | Enh | Misc | Misc |
... | | | | | | |
... | | | | | | |
Basic Attack
Attack | Defense | Weapon or power | Damage (_d_) |
... | | | |
... | | | |
... | | | |
... | | | |
Feats: Un-armored Agility, Iron Parry, Fluid Motion, Action Surge, unfailing vigor
At will Powers:
- Iron Soul Flurry of Blows:
You follow up an initial assault with a quick strike that disorients your enemy, curtailing its combat options.
At-Will Psionic
Free Action (Special) Melee 1
Trigger: You hit with an attack during your turn
Target: One creature
Level 11: One or two creatures
Level 21: Each enemy adjacent to you
Effect: The target takes damage equal to 2 your Constitution modifier, and it cannot shift until the start of your next turn. If the target was not a target of the triggering attack, it also can’t make opportunity attacks until the end of your turn.
Special: You can use this power only once per round.
- Dragon's Tail:
Your hand lashes out like a dragon's tail and with the lightest touch, unleashes power that knocks your foe to the ground.
At-Will Full DISCipline, Implement, Psionic
Attack Technique
Standard Action Melee touch
Target: One creature
Attack: Dexteriry vs. Fortitude
Hit: 1d6 Dexterity modifier damage. and you knock the target prone.
Level 21: 2d6 Dexterity modifier damage.
Movement Technique
Move Action Melee 1
Target: One ally or one prone enemy
Effect: You swap places with the target.
- Five Storms:
You move like a whirlwind, spinning as you unleash an array of kicks and punches, which slam into your foes like a storm crashing onto the shore.
At-Will Full Discipline, Implement, Psionic
Attack Technique
Standard Action Close burst 1
Target: Each enemy you can see In burst
Attack: Dexterity vs. Reflex
Hit: 1 d8 Dexterity modifier damage.
level 21: 2d8 Dexterity modifier damage.
Movement Technique
Move Action Personal
Effect: You shift 2 squares.
- Lion’s Den:
You jab, step to the side, then assume an offensive posture from which you can sting any foe that draws near.
At-Will Full Discipline, Implement, Psionic
Attack Technique
Standard-Action Melee touch
Target:One creature
Attack: Dexterity vs. Reflex
Hit: 1d6 Dexterity modifier damage. Until the start of your next turn, as a free action, you can deal damage equal to your Constitution modifier to any enemy that enters a square adjacent to you.
Level 21: 2d6 Dexterity modifier damage.
Movement Technique
Move Action Personal
Effect: You shift 1 square and gain a 1 power bonus to all defenses until the start of your next turn.
Encounter powers:
- Swift River Floods:
Your crashing attack throws your foe off balance to hinder its movement, letting you slip away like fast flowing water.
Encounter Full Discipline, Implement, Psionic
Attack Technique
Standard Action Melee touch
Target: øne creature
Attack: Dexterity vs. Reflex
Hit: 2d8 Dexterity modifier damage, and the target is slowed until the end of your next turn.
Iron Soul: If you make the attack using a mace or a staff, the target takes extra damage equal to your Constitution modifier.
Movement Technique
Move Action Personal
Effect: You shift 2 squares.
- Enduring Champion:
You focus your pain into a point at the end of your fist. As you strike you deliver your ills to your enemy
Encounter Full DiScipline, Implement, Psionic
Attack Technique
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2d10 Del(terlty modifier damage. You can make a saving throw against one effect that a save can end, with a bonus equal to your Wisdom modifier. If you save. not only does the effect end, but the target takes damage equal to your Wisdom modifier.
Movement Technique
Move Action Personal
Effect: You move your speed 2. Each time you are attacked during this movement, you gain a 1 bonus to speed until the end of your next turn.
Daily powers:
- Whirling Mantis Step:
With swift steps and overwhelming leverage, you shove aside your foes and cripple them with vicious kicks.
Daily Implement, Psionic
Standard Action Melee touch
Effect: You shift your speed. If you enter a square adjacent to any enemy during this shift, you slide that enemy 1 square. You can slide each enemy only once during the shift. After the shift, make the following attack.
Target; One, two, or three creatures
Attack: Dexterity vs. Fortitude
Hit: 2d10 Dexterity modifier damage, and the target is
slowed (save ends).
Miss; Half damage, and the target is slowed until the end
of your next turn.
- Thunderbolt Surge:
You hurl a ball of rolling thunder, into the thick of combat, blasting one foe and knocking nearby creatures to the ground.
Daily + Implement, Psionic, Thunder
Standard Action Ranged 5
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2d10 + Dexterity modifier thunder damage, and each creature adjacent to the target falls prone.
Miss: Half damage.
Utility Powers:
- Fall of Wind:
You have meditated on the nature of the air around you and can control it to cushion your fall.
At-Will Psionic
Free Action Personal
Trigger: You fall
Effect: You reduce the damageyou.take from falling by 5 one-half your level.
- Iron Heart Endurance:
The pain of your injuries lets you clear your mind of all distractions,fortifying your fighting spirit.
Encounter + Psionic
Minor Action Personal
Requirement: You must be bloodied.
Effect: You gain temporary hit points equal to twice your Constitution modifier.
Rituals
N/A
Magic equipment:(describe its effect beside it in ()
Equipment: Cloth armor, Two quarterstaves, 20 shuriken 20 rations, bedroll, flint and steel, 2 flasks, 50g