Difference between revisions of "XCrawl:Sparkle Motion:Sifu Bloodfang"
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== Bio == | == Bio == | ||
− | [[File:Bloodfang.jpg]] | + | [[File:Bloodfang.jpg]]<br> |
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. | ||
Line 15: | Line 15: | ||
== Combat Block == | == Combat Block == | ||
− | Half-orc Monk | + | Half-orc Monk 6<br> |
− | '''HP:''' | + | '''HP:''' 48 '''Bloodied:''' 24 '''Healing Surges:''' 8 '''Surge Value:''' 12<br> |
− | '''AC:''' | + | '''AC:''' 20 '''Fort:''' 18 '''Reflex:''' 19 '''Will:''' 18<br> |
− | '''Speed:''' 6 '''Initiative:''' + | + | '''Speed:''' 6 '''Initiative:''' +10 '''Passive Insight:''' 15 '''Passive Perception:''' 20<br> |
'''Vision:''' Low-light | '''Vision:''' Low-light | ||
== Ability Scores == | == Ability Scores == | ||
− | Strength 17 +3/+ | + | Strength 17 +3/+6<br> |
− | Constitution 11 +0/+ | + | Constitution 11 +0/+3<br> |
− | Dexterity 19 +4/+ | + | Dexterity 19 +4/+7<br> |
− | Intelligence 10 +0/+ | + | Intelligence 10 +0/+3<br> |
− | Wisdom 14 +2/+ | + | Wisdom 14 +2/+5<br> |
− | Charisma 10 +0/+ | + | Charisma 10 +0/+3<br> |
== Skills == | == Skills == | ||
'''Trained'''<br> | '''Trained'''<br> | ||
− | Acrobatics + | + | Acrobatics +12, Athletics +13, Heal +10, Perception +10<br> |
'''Untrained'''<br> | '''Untrained'''<br> | ||
− | Arcana + | + | 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> |
+ | |||
== 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): + | + | *Melee Basic Attack (Monk Unarmed Strike): +11 vs. AC, 1d8+4 damage |
− | *Ranged Basic Attack (Sling): + | + | *Ranged Basic Attack (Sling): +11 vs. AC, 1d6+5 damage, Range 10/20 |
− | *Stone Fist Flurry of Blows: Free Action, Melee 1, One creature. Once per round, deal | + | *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. |
− | *Crane's Wings (Attack Technique): Standard Action, Melee touch, One creature. + | + | *Crane's Wings (Attack Technique): Standard Action, Melee touch, One creature. +9 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. Jump distance not limited by speed. | + | *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. |
− | *Five Storms (Attack Technique): Standard Action, Close burst 1, Each enemy you can see in burst. + | + | *Five Storms (Attack Technique): Standard Action, Close burst 1, Each enemy you can see in burst. +9 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. | ||
− | *Rising Storm (Attack Technique): Standard Action, Melee touch, One creature. + | + | *Quicksilver Motion: Free Action Utility. You move your speed (special: can only use this as first or last action of your turn). |
+ | *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. + | + | *Eternal Mountain (Attack Technique): Standard Action, Close burst 1, Each enemy in burst. +9 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. + | + | *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. |
− | *Resonating Fist: Standard Action, Melee touch, One creature. + | + | *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. |
== Equipment == | == Equipment == |
Latest revision as of 17:43, 28 September 2011
A character for XCrawl: Sparkle Motion.
Contents
Bio[edit]
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.
Profile[edit]
Role: Striker
Monastic Tradition: Stone Fist
Character Tags: Punch you through a wall. And you, too.
Likes: Hitting things, pizza, meditation
Dislikes: Showoffs, fancy liquor, meditation
Combat Block[edit]
Half-orc Monk 6
HP: 48 Bloodied: 24 Healing Surges: 8 Surge Value: 12
AC: 20 Fort: 18 Reflex: 19 Will: 18
Speed: 6 Initiative: +10 Passive Insight: 15 Passive Perception: 20
Vision: Low-light
Ability Scores[edit]
Strength 17 +3/+6
Constitution 11 +0/+3
Dexterity 19 +4/+7
Intelligence 10 +0/+3
Wisdom 14 +2/+5
Charisma 10 +0/+3
Skills[edit]
Trained
Acrobatics +12, Athletics +13, Heal +10, Perception +10
Untrained
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
Feats[edit]
Level 1: Thirst for Battle - +1 healing surge, +3 feat bonus to Initiative
Level 2: Violent Awakening - Deal extra damage to Flurry of Blows target when both Flurry of Blows and Furious Assault are triggered
Level 4: Crack the Mountain - Enemy is slowed (save ends) when hit by a monk daily power
Level 6: Crashing Tempest Style - +2 to Flurry of Blows damage when wielding a club
Feat User Choice: Versatile Expertise (Ki Focuses & Unarmed) - +1 to hit with Ki Focuses or Unarmed attacks
Powers[edit]
At-Will[edit]
- Melee Basic Attack (Monk Unarmed Strike): +11 vs. AC, 1d8+4 damage
- Ranged Basic Attack (Sling): +11 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.
- Crane's Wings (Attack Technique): Standard Action, Melee touch, One creature. +9 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.
- Five Storms (Attack Technique): Standard Action, Close burst 1, Each enemy you can see in burst. +9 vs. Reflex, 1d8+5 damage.
- Five Storms (Movement Technique): Move Action, Personal. Shift two squares.
Encounter[edit]
- 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.
- Quicksilver Motion: Free Action Utility. You move your speed (special: can only use this as first or last action of your turn).
- 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.
- Eternal Mountain (Attack Technique): Standard Action, Close burst 1, Each enemy in burst. +9 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.
Daily[edit]
- 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.
- 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.
Equipment[edit]
- Cloth armor (dojo uniform)
- Sling
- 20 sling bullets
- Iron Body Ki Focus +1 (when you hit a target with an attack, gain resist 3 to all of that target's attacks until end of your next turn)
Adventurer's Kit, Climber's Kit, Healing Potion (x2)