Editing XCrawl:Sparkle Motion:Sifu Bloodfang

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== Bio ==
 
== Bio ==
[[File:Bloodfang.jpg]]<br>
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Bloodfang is an instructor in a local dojo. It's falling on hard times and could use a cash infusion, and he's turned to XCrawl as a way to pick up the slack. Plus, inner peace is all well and good but now and then you just need to hit something until it falls down.
 
Bloodfang is an instructor in a local dojo. It's falling on hard times and could use a cash infusion, and he's turned to XCrawl as a way to pick up the slack. Plus, inner peace is all well and good but now and then you just need to hit something until it falls down.
  
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== Combat Block ==
 
== Combat Block ==
  
Half-orc Monk 6<br>
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Half-orc Monk 5<br>
'''HP:''' 48 '''Bloodied:''' 24 '''Healing Surges:''' 8 '''Surge Value:''' 12<br>
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'''HP:''' 43 '''Bloodied:''' 21 '''Healing Surges:''' 8 '''Surge Value:''' 10<br>
'''AC:''' 20 '''Fort:''' 18 '''Reflex:''' 19 '''Will:''' 18<br>
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'''AC:''' 19 '''Fort:''' 17 '''Reflex:''' 18 '''Will:''' 17<br>
'''Speed:''' 6 '''Initiative:''' +10 '''Passive Insight:''' 15 '''Passive Perception:''' 20<br>
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'''Speed:''' 6 '''Initiative:''' +9 '''Passive Insight:''' 14 '''Passive Perception:''' 19<br>
 
'''Vision:''' Low-light
 
'''Vision:''' Low-light
  
 
== Ability Scores ==
 
== Ability Scores ==
Strength 17 +3/+6<br>
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Strength 17 +3/+5<br>
Constitution 11 +0/+3<br>
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Constitution 11 +0/+2<br>
Dexterity 19 +4/+7<br>
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Dexterity 19 +4/+6<br>
Intelligence 10 +0/+3<br>
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Intelligence 10 +0/+2<br>
Wisdom 14 +2/+5<br>
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Wisdom 14 +2/+4<br>
Charisma 10 +0/+3<br>
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Charisma 10 +0/+2<br>
  
 
== Skills ==
 
== Skills ==
 
'''Trained'''<br>
 
'''Trained'''<br>
Acrobatics +12, Athletics +13, Heal +10, Perception +10<br>
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Acrobatics +11, Athletics +12, Heal +9, Perception +9<br>
 
'''Untrained'''<br>
 
'''Untrained'''<br>
Arcana +3, Bluff +3, Diplomacy +3, Dungeoneering +5, Endurance +7, History +3, Insight +5, Intimidate +5, Nature +5, Religion +3, Stealth +7, Streetwise +3, Thievery +7<br>
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Arcana +2, Bluff +2, Diplomacy +2, Dungeoneering +4, Endurance +6, History +2, Insight +4, Intimidate +4, Nature +4, Religion +2, Stealth +6, Streetwise +2, Thievery +6<br>
 
 
 
== Feats ==
 
== Feats ==
 
Level 1: Thirst for Battle - +1 healing surge, +3 feat bonus to Initiative<br>
 
Level 1: Thirst for Battle - +1 healing surge, +3 feat bonus to Initiative<br>
 
Level 2: Violent Awakening - Deal extra damage to Flurry of Blows target when both Flurry of Blows and Furious Assault are triggered<br>
 
Level 2: Violent Awakening - Deal extra damage to Flurry of Blows target when both Flurry of Blows and Furious Assault are triggered<br>
 
Level 4: Crack the Mountain - Enemy is slowed (save ends) when hit by a monk daily power<br>
 
Level 4: Crack the Mountain - Enemy is slowed (save ends) when hit by a monk daily power<br>
Level 6: Crashing Tempest Style - +2 to Flurry of Blows damage when wielding a club<br>
 
 
Feat User Choice: Versatile Expertise (Ki Focuses & Unarmed) - +1 to hit with Ki Focuses or Unarmed attacks<br>
 
Feat User Choice: Versatile Expertise (Ki Focuses & Unarmed) - +1 to hit with Ki Focuses or Unarmed attacks<br>
  
 
== Powers ==
 
== Powers ==
 
====At-Will====
 
====At-Will====
*Melee Basic Attack (Monk Unarmed Strike): +11 vs. AC, 1d8+4 damage
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*Melee Basic Attack (Monk Unarmed Strike): +10 vs. AC, 1d8+4 damage
*Ranged Basic Attack (Sling): +11 vs. AC, 1d6+5 damage, Range 10/20
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*Ranged Basic Attack (Sling): +10 vs. AC, 1d6+5 damage, Range 10/20
*Stone Fist Flurry of Blows: Free Action, Melee 1, One creature. Once per round, deal 8 damage to one creature when you hit with an attack. +2 damage if the target of Flurry of Blows is not the target of the triggering attack.
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*Stone Fist Flurry of Blows: Free Action, Melee 1, One creature. Once per round, deal 6 damage to one creature when you hit with an attack. +2 damage if the target of Flurry of Blows is not the target of the triggering attack.
*Crane's Wings (Attack Technique): Standard Action, Melee touch, One creature. +9 vs. Fort, 1d10+5 damage and push the target 1 square.
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*Crane's Wings (Attack Technique): Standard Action, Melee touch, One creature. +8 vs. Fort, 1d10+5 damage and push the target 1 square.
*Crane's Wings (Movement Technique): Move Action, Personal. Make an Athletics check with a +5 power bonus to jump, and considered to have a running start. Jump distance not limited by speed.
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*Crane's Wings (Movement Technique): Move Action, Personal. Make an Athletics check with a +5 power bonus to jump. Jump distance not limited by speed.
*Five Storms (Attack Technique): Standard Action, Close burst 1, Each enemy you can see in burst. +9 vs. Reflex, 1d8+5 damage.
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*Five Storms (Attack Technique): Standard Action, Close burst 1, Each enemy you can see in burst. +8 vs. Reflex, 1d8+5 damage.
 
*Five Storms (Movement Technique): Move Action, Personal. Shift two squares.
 
*Five Storms (Movement Technique): Move Action, Personal. Shift two squares.
 
 
====Encounter====
 
====Encounter====
 
*Furious Assault: Free Action, Personal. When you hit an enemy, the attack does an additional 1d8 damage.
 
*Furious Assault: Free Action, Personal. When you hit an enemy, the attack does an additional 1d8 damage.
 
*Careful Stride: Move Action Utility. Until the end of the turn, you can ignore difficult terrain and treat liquid as if it were solid ground. In addition, move your speed.
 
*Careful Stride: Move Action Utility. Until the end of the turn, you can ignore difficult terrain and treat liquid as if it were solid ground. In addition, move your speed.
*Quicksilver Motion: Free Action Utility. You move your speed (special: can only use this as first or last action of your turn).
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*Rising Storm (Attack Technique): Standard Action, Melee touch, One creature. +8 vs. Fort, 2d8+5 thunder damage and every enemy adjacent to the target takes thunder damage equal to your STR mod (+3).
*Rising Storm (Attack Technique): Standard Action, Melee touch, One creature. +9 vs. Fort, 2d8+5 thunder damage and every enemy adjacent to the target takes thunder damage equal to your STR mod (+3).
 
 
*Rising Storm (Movement Technique): Move Action, Personal. Fly your speed. If you don't land at the end of the movement, you fall.
 
*Rising Storm (Movement Technique): Move Action, Personal. Fly your speed. If you don't land at the end of the movement, you fall.
*Eternal Mountain (Attack Technique): Standard Action, Close burst 1, Each enemy in burst. +9 vs. Fort, 2d8+5 damage and knock the target prone.
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*Eternal Mountain (Attack Technique): Standard Action, Close burst 1, Each enemy in burst. +8 vs. Fort, 2d8+5 damage and knock the target prone.
 
*Eternal Mountain (Movement Technique): Move Action, Personal. Shift 2 squares and gain resistance to all damage equal to your STR mod (+3) until end of your next turn.
 
*Eternal Mountain (Movement Technique): Move Action, Personal. Shift 2 squares and gain resistance to all damage equal to your STR mod (+3) until end of your next turn.
 
 
====Daily====
 
====Daily====
*Masterful Spiral: Standard Action, Close burst 2, Each enemy in burst. +9 vs. Reflex, 3d8+5 force damage (half on miss). Enter the spiral stance: until the stance ends, range of melee touch attacks increases by 1.
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*Masterful Spiral: Standard Action, Close burst 2, Each enemy in burst. +8 vs. Reflex, 3d8+5 force damage (half on miss). Enter the spiral stance: until the stance ends, range of melee touch attacks increases by 1.
*Resonating Fist: Standard Action, Melee touch, One creature. +9 vs. Fort, 2d6+5 damage and enemy gains vulnerability to all damage equal to your STR mod (+3) (save ends). When you hit the target with an attack, it takes a -2 penalty to its next saving throw against this power. Miss: 2d6+5 damage.
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*Resonating Fist: Standard Action, Melee touch, One creature. +8 vs. Fort, 2d6+5 damage and enemy gains vulnerability to all damage equal to your STR mod (+3) (save ends). When you hit the target with an attack, it takes a -2 penalty to its next saving throw against this power. Miss: 2d6+5 damage.
  
 
== Equipment ==
 
== Equipment ==

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