Chung Po

Ansen of the Red Temple's page

2 posts. Organized Play character for The Roxtar.


Full Name

Ansen Felspar

Classes/Levels

Classes/Levels : NG Human Monk 8 | HP 112 | AC25 | Fort 15E Ref 17M Will 17E | Speed 40ft | Perc +16/Init +18 |

Gender

Bot:
Will usually try to move in close, then Flurry of maneuvers, to grab, then kick an opponent. (will need to adjust for MAP) [dice=Athletics, Grapple]1d20+19[/dice] [dice=Dragon Tail]1d20+17[/dice]

Size

Medium

Special Abilities

Flurry of Blows, Powerful Fist

Deity

Sarenrae

Languages

Common

Strength 19
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 18
Charisma 10

About Ansen of the Red Temple

Basic Info:

Name: Ansen of the Red Temple
Player: Alex
Ancestry : Human
Background : Field Medic
Class: Monk
Alignment: Neutral Good

Ability Scores:

HP : 112 (anc 8/class 10/con/toughness)
Str: 19
Dex: 14
Con: 14
Int: 10
Wis: 18
Cha: 10

Skills:

Acrobatics +15E
Arcana +8
Athletics +19M
Crafting +8
Deception +8
Diplomacy +8
Intimidate +8
Medicine +14T
Nature +12
Occultism +8
Performance +8
Religion +12
Society +8
Stealth +13T
Survival +14T
Thievery +10
Scouting Lore +10T
Warfare Lore +10T

Combat Info:

Unarmed
1d20+17
2d6+4+2

Dragon Tail (unarmed, backswing, non-lethal)
1d20+17
2d10+4+2

Perception: +16E (+2 circumstance to init)
AC: 25
Fort: +15E
Ref: +17M (success = crit success)
Will: +17E

Equipment:

Weapon
Handwraps of Mighty Blows
-Potency
-Striking
Longspear
Dagger

Armor
Explorer's Clothing
-Armor Potency +1
-Resilient

Misc Gear:
Adventurer's Pack
Bandolier
Healer's Tools
Grappling Hook
Tent (pup)
Clothing (fine, winter)
Antidote, lesser x2
Antiplague, lesser x2
Healing potion, minor x2
Healing potion, lesser
Wayfinder of Rescue
Pearly White Spindle aeon stone
Cloak of Elvenkind
Boots of Elvenkind
Ring of the Ram
Lifting Belt

Background:

You're trained in the Medicine skill, and the Warfare Lore skill. You gain the Battle Medicine skill feat.

Ancestry Feats and Abilities:

Versatile Heritage - Toughness
Natural Ambition - Ki Strike
Clever Improvisor - allows using untrained skills as trained and gain Untrained Improvisation feat

Skill Feats:

Battle Medicine
Titan Wrestler
Rapid Mantel
Forager
Quick Climber
Cat Fall (Swords School bonus)

General Feats:

Incredible Initiative
Fast Recovery (resting restores 2x HP, recover from poison and disease faster)

Class Feats and Abilities:

Flurry of Blows
Powerful Fist
Dragon Stance
Stunning Fist
Mystic Strikes
Incredible Movement
Flurry of Maneuvers
Alertness
Expert Strikes
Whirling Throw
Path to Perfection
Weapon Specialization
Abundant Step

Item info:

-----Wayfinder of Rescue
As a standard wayfinder, but once per day you can activate it to cast heal on a creature other than yourself, using either the one-action or two-action version of heal as a 1st-level spell.

-----Aeon Stone (Pearly White Spindle)
When you invest this aeon stone, it slowly starts healing your wounds, restoring 1 HP every minute.

The resonant power grants you resistance 1 to negative damage.

-----Boots of Elvenkind
These tall, pointed boots are made from soft, supple black or green leather and are decorated with trim and buckles of gold. When worn, the boots allow you to move more nimbly, granting you a +1 item bonus to Acrobatics checks.

Activate Free Action envision; Frequency once per hour; Effect Until the end of your turn, you ignore difficult terrain when moving on the ground. If you’re wearing a cloak of elvenkind, you also gain a +5-foot status bonus to your land Speed until the end of your turn.

-----Cloak of Elvenkind
This cloak is deep green with a voluminous hood, embroidered with gold trim and symbols significant in elven culture. The cloak allows you to cast the ghost sound cantrip as an arcane innate spell. When you adjust the cloak’s clasp (an Interact action), the cloak transforms to match the environment around you and muffles your sounds, granting you a +1 item bonus to Stealth checks.

Activate Two Actions Interact; Frequency once per day; Effect You draw the hood up and gain the effects of invisibility, with the spell’s normal duration or until you pull the hood back down, whichever comes first. If you’re also wearing boots of elvenkind, you can activate this ability twice per day.

-----Ring of the Ram
This heavy iron ring is shaped to look like the head of a ram, with curling horns.

Activate Single Action or more (Interact); Frequency once per minute; Effect A ram-shaped blast of force slams into one foe that you can see within 60 feet. The number of actions you spend to Activate this Item (from 1 to 3) determines the intensity of the force. The blow deals 2d6 force damage per action spent and pushes the target 5 feet per action spent. The target must attempt a DC 22 Fortitude save.

Critical Success The target is unaffected.
Success The target takes half damage and is pushed half the distance.
Failure The target takes full damage and is pushed the full distance.
Critical Failure The target takes double damage and is pushed twice the distance.