Gunrak Monk

Monk

Description:

Niveau 16

Stat: STR 16 CON 11 DEX 24 INT 8 WIS 22 CHA 9

Initiative +17 AC 34 FORT 29 REF 31 WILL 30

HP 119 – Bloodied 59 – Surge value 29

13 healing surges

Skills

Acrobatics +22

Arcana +7

Athletics +21

Bluff +7

Diplomacy +7

Dungeoneering +14

Endurance +8

Heal +14

History +7

Insight +14

Intimidate +7

Nature +14

Perception +19

Religion +7

Stealth +17

Streetwise +7

Thievery +20

Langages : Commun, deep Speech

Feats importants

Weapon Expertise

Improved Monk Unarmed Strike (d10 sur melee basic attack)

Melle training (Dexterity)

Weapon focus

Toughness

Paragon defense

Unarmored Agility (+2 AC while wearing cloth or no armor)

Githzerai Mobility (+7 all defense against opportunity attack)

Zuoken’s centering (HP, HS base on wisdom + use wisdom for strengh check)

Eyes in the back of your head (don’t grant combat advantage from being flanked)

ACTION POINT: Any effect that daze, restrain, slow, or immobilize you end.

AT WILL

Crane’s Wings: DEX VS Fort (+24) DMG: 1d10+7 + push target 2 square

Movement technique: You make an athletic check to jump with +5. You are considered to have a running start, and the distance of the jump isn’t limited by your speed.

Spécial: Une fois par round, when you hit during your turn, +8 dmg against 1 or 2 creature and slide target 1 square adjacent to you, or 1 square in any direction if the target wasn’t targeted by the triggering attack.

Dancing cobra: DEX VS REF (+24) DMG: 1d10+7. If the target has made an opportunity attack against you during this turn, the target take +6 dmg.

Movement technique: You move your speed +2

Spécial: Une fois par round, when you hit during your turn, +8 dmg against 1 or 2 creature and slide target 1 square adjacent to you, or 1 square in any direction if the target wasn’t targeted by the triggering attack.

Spider Technique: You climb your speed. During the movement, you can move across overhanging surfaces, like ceilings, but you fall if you end you turn on sich a surface.

Agile recovery: Minor: You stand up.

Rrathmal Pursuit: Immediat Inter. Trigger: An adjacent enemy shifts away from you. Effect: You shift your speed to a square adjacent to the triggering enemy.

ENCOUNTER

Drunken Monkey: DEX VS Will (+24) DMG: 1d8+7 + slide target 1 square. The target then make a melee basic attack as a free action against one enemy of your choice. The target gain +6 to attack roll.

Movement technique: You move your speed +2. during this movement, you ignore difficult terrain and gain +6 to all defense against opportunity attack.

Spécial: Une fois par round, when you hit during your turn, +8 dmg against 1 or 2 creature and slide target 1 square adjacent to you, or 1 square in any direction if the target wasn’t targeted by the triggering attack.

Enduring champion: DEX VS FOR (+24) DMG: 2d10+7 + You can make a saving throw against one effect that a save can end, with +6. Iy you save, the effect end and the target take 6 dmg.

Movement technique: You move your speed +2. Each time you are attacked during this movement, you gain +1 bonus to speed until the end of your next turn.

Spécial: Une fois par round, when you hit during your turn, +8 dmg against 1 or 2 creature and slide target 1 square adjacent to you, or 1 square in any direction if the target wasn’t targeted by the triggering attack.

Step Between the worlds: DEX VS Will (+24) DMG: 3d6+7 + teleport the target 6 squares.

Movement technique: You teleport 8 square.

Spécial: Une fois par round, when you hit during your turn, +8 dmg against 1 or 2 creature and slide target 1 square adjacent to you, or 1 square in any direction if the target wasn’t targeted by the triggering attack.

Trace Chance: Standard, ranged 5, one creature, you gain +2 bonus to the attack roll of the next at-will melee attack you make against the target before the end of your next turn. If that attack hits, it is automatically a critical hit.

Iron mind: Imm inter. Trigger: you are hit by an attack. Effect: +2 all defense until the end of your next turn.

Second wind: +29HP +2 all defense until the start of you next turn.

DAILY

Spinning Leopard Maneuver: Effect: you shift your speed and can make the following attack once against each enemy that you move adjacent to during the shift. DEX VS REF (+24) 3d8+7 Miss: Half dmg

Spécial: Une fois par round, when you hit during your turn, +8 dmg against 1 or 2 creature and slide target 1 square adjacent to you, or 1 square in any direction if the target wasn’t targeted by the triggering attack.

Crane Dance: DEX VS REF (+24) Taget: 1,2,3 or 4 creature DMG: 2d8+7 and knock prone Miss: half dmg. effect: you shift 2 squares afetr each attack.

Spécial: Une fois par round, when you hit during your turn, +8 dmg against 1 or 2 creature and slide target 1 square adjacent to you, or 1 square in any direction if the target wasn’t targeted by the triggering attack.

Dancer of the sea battle: effect: you shift your speed and can make the following attack once against each enemy you move adjacent to during the shift. DEX VS FOR (+24) DMG: 3d10+7 and knock prone Miss: half dmg

Spécial: Une fois par round, when you hit during your turn, +8 dmg against 1 or 2 creature and slide target 1 square adjacent to you, or 1 square in any direction if the target wasn’t targeted by the triggering attack.

Master of winds stance: Minor: Effect: Une til the stance ends, when you are pulled, pushed, or slide by an enemy, you can use a free action at the end of the forced movement to shift the same number of squares that you were moved.

Centered Defense: Minor: effect: Until the stance ends, you gain a +2 power bonus to all defenses.

Items spécial

Phylactery of action: Encounter: Reroll a saving throw against any effect on you that applies one or more of these condition: dazed, immobilized, petrified, restrained, or stunned.

Catstep boot: 1/2 dmg sur falling dmg + always land on feet Daylie: Free +5 to next athletic or acrobatic check.

Amulet protection: +4

Rope of climbing

Ever burning Torch

Item avec un use

Glove of piercing: Daily: Minor: ignore resist 10 or lower pour l’encounter

Citrine solitaire: Free: Encounter: After you get a critical hit, you can spend an healing surge

Mask of tears: Free: Daily: An enemy bloodied you, you or an ally can spend an healing surge

Ring of fireblazing: as std ignit unattend combustible objects, Daily: Close blast 3: HIT CON/CHA +4 VS REF, DMG 1d10 + CON/CHA +5 ungo Fire (miss 1/2) SI 1 milestone (10 ungo), miss (1/2 + 5 ungo)

Ring of ramming: when you push a target, you increase the distance by 1 square. Daily, Force: STD. Make an attack: ranged 10, +24 VS FOR; on a hit, the target take 3s10 force dmg and is pushed 2 square. If you’ve reach at least 1 milestone today, a hit deals 5d10 force dmg and push 4 squares.

Radiant temple Uniform Feyweave Armor +4. +2 item bonus to stealth checks. encounter: Free: Trigger: you shift 1 or more squares. effect: You shift an additional 2 squares.

Emerald Flame Ki Focus +4. Crit: 4d6. Daylie, Fire: Emmediate Reac. Trigger: you are hit by an attack. effect: Any ennemy adjacent to you take 10 fire dmg. Then you shift 2 squares.

Tonatuh Sun Blessing: If deal dmg to enemy vuln to radiant, +wis or +con extra dmg. Daily: Minor: an ally with 5 sqr can spend an healing surge + 1d6 +2 to save

Bio:

La charmante ville de Sasserine possède un magnifique monastère où plusieurs moines s’y retrouve pour s’entraîner et se cultiver. Ce monastère possède également une petite biliothèque qui possède de véritable petits bijoux. Ces livres ne peuvent être consulter que par les moines du monastères et quelques personnes bien privilégié. C’est d’ailleurs pour cette raison que je me suis entretenu à quelque reprise avec la charmante dame Vanderboren. J’ai également eu la chance de rencontrer à quelques reprise les charmantes Léanne et Hallya qui ont très bien su faire jouer leur relation pour avoir accès à ce savoir unique et si précieux.

Je déteste tout ceux qui se prennet pour le centre de l’univers et qui croit qu’ils sont invincible, surtout lorsqu’il sagit de noble sans scrupule qui se cache derrière leur titre de noblesse. Le premier exemple qui me vient à l’esprit c’est ce crapaud de Meravenchi.

Lors de mes nombreuses beuveries, j’ai eu l’occasion de rencontrer un maître nain qui n’avais certe aucune difficulter, comme tout les nains d’ailleurs, à gagner tout les concours et défis qui lui était proposer. Ce dernier ne croyais cependant pas que de simple poings pouvait devenir aussi puissant qu’un gros marteau ou qu’un hache. De plus, j’ai du lui montrer à quelque reprises que rien ne sert d’être en grosse armure de métal ou même d’utiliser un bouclier lorsque l’on c’est être vif. Le tout se finissant souvent par une bonne bière et une bonne tape sur l’épaule.

Lorsqu’il m’a raconter qu’il partait à l’aventure et lorsqu’il m’a dit avec qui il partait, je n’ai pas pu m’empêcher de lui demander s’il accepterait que je me joigne à leur groupe d’aventurier. L’aventure, il n’y a que ça de vrai et les défis bien sûr.

Gunrak Monk

Savage Tide d'Antoine Antoineql MAN