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#Post#: 31--------------------------------------------------
Shin Twong Fu
By: Shin Date: July 7, 2016, 1:50 am
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Shin Twong Fu
Halfling (Lightfoot) Male
Monk 1
XP: 435/900
Inspiration: 0
Alignment: Lawful Evil
Age: 25
Size: Small
Speed: 35 feet
Languages: Halfling, Common, Draconic & Giant
HP: 18/18 (1d8 hit dice)
AC: 15 (Unarmored defence 10+DEX+WIS)
Str:8 (-1)
Dex:16 (+3)
Con:13 (+1)
Int:10 (+0)
Wis:15 (+2)
Cha:13 (+1)
Proficiency: +2
Ki Points: 2
Unarmed Strike: +5 to hit with 1d4 + 3 bludgeoning damage
Short sword: +5 to hit with 1d6 + 3 piercing damage
Dart: +5 to hit with 1d4 + 3 piercing damage
Proficiencies:
Weapons: Simple Weapons, Short Swords, Monk Weapons
Armour: None,
Tools: Jeweler's Tools,
Saves: Strength & Dexterity
Skills: Acrobatics, Insight, Religion & Stealth
Features:
Lucky - When you roll a 1 on an attack roll, ability check, or
saving throw, you can reroll the die and must use the new roll.
Brave - You have advantage on saving throws against being
frightened.
Halfling Nimbleness - You can move through the space of any
creature that is of a size larger than yours.
Naturally Stealthy - You can attempt to hide even when you are
obscured only by a creature that is at least one size larger
than you.
Unarmored Defence - Beginning at 1st level, while you are
wearing no armor and not wielding a shield, your AC equals 10 +
your Dexterity modifier + your Wisdom modifier.
Martial Arts - Your practice of martial arts gives you mastery
of combat styles that use unarmed strikes and monk weapons,
which are shortswords and any simple melee weapons that doesn't
have the two-handed or heavy property.
You gain the following benefits while you are unarmed or
wielding only monk weapons and you aren't wearing armor or
wielding a shield.
• You can use Dexterity instead of Strength for the attack and
damage rolls of your unarmed strikes and monk weapons.
• You can roll a d4 in place of the normal damage of your
unarmed strike or monk weapon.
• When you use the Attack action with an unarmed strike or a
monk weapon on your turn, you can make one unarmed strike as a
bonus action. For example, if you take the Attack action and
attack with a quarterstaff, you can also make an unarmed strike
as a bonus action, assuming you haven't already taken a bonus
action this turn.
Certain monasteries use specialized forms of the monk
weapons. For example, you might use a club that is two lengths
of wood connected by a short chain (called a nunchaku) or a
sickle with a shorter, straighter blade (called a kama).
Ki:
Starting at 2nd level, your training allows you to harness the
mystic energy of ki. Your access to this energy is represented
by a number of ki points. Your monk level determines the number
of points you have, as shown in the Ki Points column of the Monk
table.
You can spend these points to fuel various ki features. You
start knowing three such features: Flurry of Blows, Patient
Defense, and Step of the Wind. You learn more ki features as you
gain levels in this class.
When you spend a ki point, it is unavailable until you
finish a short or long rest, at the end of which you draw all of
your expended ki back into yourself. You must spend at least 30
minutes of the rest meditating to regain your ki points.
Some of your ki features require your target to make a
saving throw to resist the feature's effects. The saving throw
DC is calculated as follows: Ki save DC = 8 + your proficiency
bonus + your Wisdom modifier
Flurry of Blows:
Immediately after you take the Attack action on your turn, you
can spend 1 ki point to make two unarmed strikes as a bonus
action.
Patient Defence:
You can spend 1 ki point to take the Dodge action as a bonus
action on your turn.
Step of the Wind:
You can spend 1 ki point to take the Disengage or Dash action as
a bonus action on your turn, and your jump distance is doubled
for the turn.
Unarmoured Movement:
Starting at 2nd level, your speed increases by 10 feet while you
are not wearing armor or wielding a shield. This bonus increases
when you reach certain monk levels, as shown in the Monk table.
At 9th level, you gain the ability to move along vertical
surfaces and across liquids on your turn without falling during
the move.
Origin: Acolyte/Assassin
Shelter of the Faithful:
As an acolyte, you command the respect of those who share your
faith, and you can perform the religious ceremonies of your
deity. You and your adventuring companions can expect to receive
free healing and care at a temple, shrine, or other established
presence of your faith, though you must provide any material
components needed for spells. Those who share your religion will
support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your
chosen deity or pantheon, and you have a residence there. This
could be the temple where you used to serve, if you remain on
good terms with it, or a temple where you have found a new home.
While near your temple, you can call upon the priests for
assistance, provided the assistance you ask for is not hazardous
and you remain in good standing with your temple.
Personality Trait: I commit completely to a cause and can be
counted on to see everything through.
Ideals: Family is the only thing that matters.
Bond: I will find those responsible.
Flaws: People had better show me respect or I will teach them
respect, particularly those "big" folk who think they are so
special.
#Post#: 131--------------------------------------------------
Re: Shin Twong Fu
By: Shin Date: August 7, 2016, 5:02 am
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Inventory:
Items -
0 CP, 8 SP, 0 EP, 13 GP, 0 PP
Short Sword,
Darts (10),
a backpack,
a bedroll,
a mess kit,
a tinderbox,
10 torches,
10 days of rations,
a waterskin.
50 feet of hempen rope
A holy symbol (a gift to you when you entered the priesthood),
a prayer book or prayer wheel,
5 sticks of incense,
vestments,
a set of common clothes,
a belt pouch
A weeks supply of fresh water and dry bread and meat
I took 1gp from myself for the weeks food/water I used and
replaced at the town.
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