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

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== Bio ==
 
== Bio ==
 
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[[File: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.
 
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.
  

Revision as of 19:47, 21 July 2011

A character for XCrawl: Sparkle Motion.

Bio

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

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

Half-orc Monk 5
HP: 43 Bloodied: 21 Healing Surges: 8 Surge Value: 10
AC: 19 Fort: 17 Reflex: 18 Will: 17
Speed: 6 Initiative: +9 Passive Insight: 14 Passive Perception: 19
Vision: Low-light

Ability Scores

Strength 17 +3/+5
Constitution 11 +0/+2
Dexterity 19 +4/+6
Intelligence 10 +0/+2
Wisdom 14 +2/+4
Charisma 10 +0/+2

Skills

Trained
Acrobatics +11, Athletics +12, Heal +9, Perception +9
Untrained
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

Feats

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
Feat User Choice: Versatile Expertise (Ki Focuses & Unarmed) - +1 to hit with Ki Focuses or Unarmed attacks

Powers

At-Will

  • Melee Basic Attack (Monk Unarmed Strike): +10 vs. AC, 1d8+4 damage
  • 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 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. +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. 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 (Movement Technique): Move Action, Personal. Shift two squares.

Encounter

  • 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.
  • 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 (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 (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

  • 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. +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

  • 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

[| Morvannon]