Difference between revisions of "XCrawl:Sparkle Motion:Sifu Bloodfang"

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== Ability Scores ==
 
== Ability Scores ==
Strength 17 +3/+5<br>
+
Strength 17 +3/+6<br>
Constitution 11 +0/+2<br>
+
Constitution 11 +0/+3<br>
Dexterity 19 +4/+6<br>
+
Dexterity 19 +4/+7<br>
Intelligence 10 +0/+2<br>
+
Intelligence 10 +0/+3<br>
Wisdom 14 +2/+4<br>
+
Wisdom 14 +2/+5<br>
Charisma 10 +0/+2<br>
+
Charisma 10 +0/+3<br>
  
 
== Skills ==
 
== Skills ==
 
'''Trained'''<br>
 
'''Trained'''<br>
Acrobatics +11, Athletics +12, Heal +9, Perception +9<br>
+
Acrobatics +12, Athletics +13, Heal +10, Perception +10<br>
 
'''Untrained'''<br>
 
'''Untrained'''<br>
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>
+
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): +10 vs. AC, 1d8+4 damage
+
*Melee Basic Attack (Monk Unarmed Strike): +11 vs. AC, 1d8+4 damage
*Ranged Basic Attack (Sling): +10 vs. AC, 1d6+5 damage, Range 10/20
+
*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 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.
+
*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. +8 vs. Fort, 1d10+5 damage and push the target 1 square.
+
*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. +8 vs. Reflex, 1d8+5 damage.
+
*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. +8 vs. Fort, 2d8+5 thunder damage and every enemy adjacent to the target takes thunder damage equal to your STR mod (+3).
+
*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. +8 vs. Fort, 2d8+5 damage and knock the target prone.
+
*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. +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.
+
*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. +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.
+
*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.

Bio[edit]

Bloodfang.jpg
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)

Invisible Castle Account[edit]

[| Morvannon]