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About Sefracreature origin: fey Build: Centered Breath Monk
AC: 20 Fort: 13 Reflex: 17 Will: 15
Passive Insight: 14
TRAINED SKILLS
UNTRAINED SKILLS
RACE FEATURES
FEATS
Close Burst 1:
ooo oxo ooo Close Burst 2:
ooooo ooooo ooxoo ooooo ooooo Close Blast 2:
oo oo x AT WILL POWERS Centered Flurry of Blows:
free action, melee 1, 1 creature, Trigger: You hit with an attack during your turn. Effect: The target takes damage equal to 2 + your Wisdom mod (+3), and you slide it 1 square to a square adjacent to you, or 1 square in any direction if the target wasn't targeted by the triggering attack. Usable once per round. Monk at-will 1 Five Storms:
Close burst 1, Each enemy in burst, +8 vs ref; 1d8+6
move technique: move action, you shift 2 squares. Monk at-will 1 Steel Wind:
Close blast 2, each enemy you can see in blast, +8 vs ref, 1d8+6
movement technique: you are no longer marked. you move your speed + 2 Base Melee Attack:
Unarmed +6 vs ac; 1d8+1 Base Ranged Attack:
Longbow +9 vs ac; 1d10+6 Agile Recovery:
minor, You stand up ENCOUNTER POWERS Monk encounter 1 Drunken Monkey:
+8 vs will, 1d8+6, The target then makes a melee basic attack as a free action against one enemy of your choice. The target gains a bonus to the attack roll equal to your Wisdom mod (+3)
movement technique: move action, you move your speed +2, During this movement you ignore difficult terrain and gain a power bonus to all defenses against opportunity attacks. The bonus equals your Wisdom mod (+3) Second Wind:
standard action, 1/encounter, you spend a healing surge and regain hit points. You gain a +2 bonus to all defenses until the start of your next turn Elven Accuracy:
Free action, 1/encounter, Reroll an attack roll. Use the second roll, even if it's lower. Monk encounter 3 Eternal Mountain:
close burst 1, each enemy in burst, +8 vs fort, 2d8+6 and you knock the target prone DAILY POWERS Monk daily 1 Masterful Spiral:
Close burst 2, each enemy in burst, +8 vs ref, 3d8+6 force damage. miss: half damage, effect: You assume the spiral stance. Until the stance ends, your reach with melee touch attacks increases by 1[
movement technique: you gain resistance to all damage equal to your str mod until the end of your next turn. In addition you shift 2 squares. ITEMS
Iron Body Ki Focus +1:
Critical: +1d10 damage per plus
Property: If you hit an opponent with an attack using this ki focus, you gain resistance to all of that target’s attacks equal to 2 + this implement’s enhancement bonus until the end of your next turn. Monk Unarmed Strike Cloth Armor (Basic Clothing) Adventurer's Kit -a backpack - a bedroll - flint and steel - a belt pouch - two sunrods - ten days of rations - a 50' hemp rope - a waterskin 10 additional days of rations 2nd waterskin Ki Focus Thieves' Tools Longbow Arrows (60) Dagger Plain looking white horse saddle bags Belt of Vigor +1 41 gp BACKGROUND Growing up in a small community outside the city of Greengold. Sefra was often found in quite contemplation with her sister Terra in the forested areas around the city.
During my travels I met a traveling monk by the name of Dram, who taught me the ways of inner meditation and protecting those who cannot protect themselves. Dram was a master of the Centered Breath technique, he taught her to use her opponents strengths against them, to them them off balance. Sefra eagerly returned home to use what she was taught. Terra brought back a friend she had made by the name of Quinn, who has introduced us to a band of adventurers. Actively seeking the Brightness we left with them to seek our fortune and see what life had to offer. Being a family centric people Terra and Sefra were called home when their mother fell ill. After seeing to the rites and passages and hoping she found her Brightness before passing, we decided to track down our friends and rejoin their noble endevor, and maybe start a new settlement in the wilderness for her Elven brethern. |
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