Noburo

Cloud Tawa's page

30 posts. Alias of Oceanshieldwolf.


Full Name

Cloud Tawa

Race

HP 20/20| AC: 17 | Fort: +7; Ref: +7; Will: +6 | Init: +2 | Per +4 | Spd 25 ft. |

Classes/Levels

Hero Points: 1 | ◆ ↺ ◇

Gender

CG Male Human Monk 1 |

Strength 16
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 12
Charisma 10

About Cloud Tawa

◆= 1 Action, ◆◆= 2 Action Activity, ◆◆◆= 3 Action Activity
◇= Free Action, ↺= Reaction

Ancestry: Human:

Hit Points: 8
Size: Medium
Speed: 25 feet
Ability Boosts: Two free ability boosts (Strength, Dexterity)
Languages: Common
Additional languages equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).

Background: Outskirt Dweller:

While Willowshore is a lovely small town, even a population of 200 is a bit much for you. Whether you grew up in the town’s outskirts, or you grew frustrated and overwhelmed with town life and decided to move to the fringes, you’re only really at home when you’re surrounded by nature. You don’t look down on those who live in town, and you might be among the hunters, trappers, fishers, or herbalists who provide important support to those who lack such forestry skills.

Your home is on the outskirts of Willowshore and might not even be represented by an actual building on the map. With the GM’s permission, you might even dwell in a small building further out in the Willowshore hinterlands, but no further than a couple of miles from town.

During the Reenactment Festival, you likely showed up late and weren’t intending to stay for long, but your friends and allies (the other PCs) convinced you to stick around. You were chosen to be an abductee during the Reenactment Festival at the last minute when someone else had to back out (perhaps as a result of overindulging during the feast), and your friends (the other PCs) convinced you to join them on what would be a fun, shared experience. And since it involves sleeping out under the stars in the woods, well, that’s a pretty lovely way to end an evening!
Choose two ability boosts.

One must be to Dexterity or Wisdom, and one is a free ability boost - Constitution

You’re trained in the Nature skill and the Hunting Lore skill. You gain the Terrain Expertise (forest) skill feat.

Seasonal Boon [free-action] Trigger You’re about to roll initiative; Effect Something about the situation triggers your defenses, allowing you to react to sudden peril more quickly. You gain a status bonus to your initiative roll equal to the number of seasons since you’ve started Season of Ghosts (+1 during the first adventure, up to a maximum of +4 during the fourth and final adventure). If you can communicate a warning to other PCs, they gain this bonus to their initiative as well.

Background Adjustment: Foundling, Mysterious:

Foundling: You aren’t a native to Willowshore, but you did grow up in the town. You might have adoptive parents, or you could’ve grown up on the streets. Choose one of the following to replace the bonus feat you otherwise would’ve gained from your background.

Mysterious: You keep secrets, and very few in Willowshore (if anyone) know your history before you settled in the town, in part because you’ve taken to learning about Willowshore by watching rather than engaging in conversation. You gain the Streetwise skill feat.

[spoiler=Class: Monk]
Key Ability: STRENGTH OR DEXTERITY
At 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.

Hit Points: 10 plus your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.

Initial Proficiencies:
Perception
Trained in Perception

Saving Throws
Expert in Fortitude
Expert in Reflex
Expert in Will

Skills

Trained in a number of skills equal to 4 plus your Intelligence modifier

Attacks
Trained in simple weapons
Trained in unarmed attacks

Defenses
Untrained in all armor
Expert in unarmored defense

Class DC
Trained in monk class DC

Four free ability boosts: Str, Dex, Con, Wis

Name Cloud Tawa
Alignment CG
Race Human
Class Monk 1
Ability Scores: Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 10
Perception: +4(T/E/M/L)
Speed: 25 ft.
Languages: Common
Background: Outskirt Dweller (Mysterious Foundling)

DEFENSE
AC 17
Saving Throws: Fort +7 (T/E/M/L), Ref +7 (T/E/M/L), Will +6(T/E/M/L)
HP: 20 (8 Ancestry + 10 Class + 2 Con = 20)

OFFENSE
MELEE
Unarmed Attack, Fist ◆: 1d20 + 6 (T/E/M/L), 1d6 + 3 B
Unarmed Attack, Tiger Claw ◆: 1d20 + 6 (T/E/M/L), 1d8 +3 S
Unarmed Attack. Wolf Jaw ◆: 1d20 + 6 (T/E/M/L), 1d8 +3 P
Longspear ◆: 1d20 + 6 (T/E/M/L), 1d8 + 3 P
Dagger ◆: 1d20 + 6 (T/E/M/L), 1d4 + 3 P/S

RANGED
Spear ◆: 1d20 + 4 (T/E/M/L), 1d6 + 3 P 20 ft.
Dagger ◆:1d20 + 4 (T/E/M/L), 1d4 + 3 P 10 ft.
Club ◆: 1d20 + 4 (T/E/M/L), 1d6 + 3 B 10 ft.

Key Terms for Monk abilities:

Key Terms
You'll see the following key terms in many monk abilities.

Flourish: Actions with this trait are special techniques that require too much exertion for you to perform frequently. You can use only 1 action with the flourish trait per turn.

Incapacitation: An ability with this trait can take a character out of the fight. But when you use an incapacitation effect against a creature of higher level than you, you reduce the degree of success of your attack roll by one step, and that creature improves the degree of success of its saving throws for that effect by one step.

Ki Spells: By tapping into a supernatural inner reserve called ki, you can create magical effects. Certain feats grant you special spells called ki spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell. When you gain your first ki spell, you also gain a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to meditate in order to reach inner peace.

When you first gain a ki spell, decide whether your ki spells are divine spells or occult spells. You become trained in spell attacks and spell DCs of that tradition and your key spellcasting ability is Wisdom.

Focus spells are automatically heightened to half your level rounded up. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points.

Stance: A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you take an action that has the stance trait, you can't take another one for 1 round. You can enter or be in a stance only in encounter mode.

Flurry of Blows
You can attack rapidly with fists, feet, elbows, knees, and other unarmed attacks. You gain the Flurry of Blows action.
Flurry of Blows ◆
Flourish, Monk 

Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.

Powerful Fist You know how to wield your fists as deadly weapons. The damage die for your fist increases to 1d6 instead of 1d4. Most people take a –2 circumstance penalty when making a lethal attack with nonlethal unarmed attacks, because they find it hard to use their fists with deadly force. You don't take this penalty when making a lethal attack with your fist or any other unarmed attacks.

FEATS
Ancestry Feats:
Natural Ambition
You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.

Class Feats:
Tiger Stance
You enter the stance of a tiger and can make tiger claw attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. On a critical success with your tiger claws, if you deal damage, the target takes 1d4 persistent bleed damage.

As long as your Speed is at least 20 feet while in Tiger Stance, you can Step 10 feet.

Wolf Stance
You enter the stance of a wolf, low to the ground with your hands held like fanged teeth. You can make wolf jaw unarmed attacks. These deal 1d8 piercing damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits.

If you’re flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the trip trait.

General Feats: -

Skill Feats: Streetwise
You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.

SKILLS (Acrobatics, Society, Survival, Thievery)
Acrobatics: +5 (T/E/M/L)
Arcana: +0 (T/E/M/L)
Athletics: +2 (T/E/M/L)
Crafting: +0 (T/E/M/L)
Deception: +0 (T/E/M/L)
Diplomacy: +0 (T/E/M/L)
Intimidation: +0 (T/E/M/L)
Lore: +0 (T/E/M/L)
Medicine: +2 (T/E/M/L)
Nature: +2 (T/E/M/L)
Occultism: +0 (T/E/M/L)
Performance: +0 (T/E/M/L)
Religion: +2 (T/E/M/L)
Society: +3 (T/E/M/L)
Stealth: +2 (T/E/M/L)
Survival: +4 (T/E/M/L)
Thievery: +5 (T/E/M/L)

EQUIPMENT
Longspear, 5 sp, 1d8 P, 2 Bulk, Reach
Dagger, 2 sp, 1d4 P, Bulk L, Agile, finesse, thrown 10 ft, versatile S
Spear x3, 3 sp, 3 Bulk, Thrown 20 ft
Club x2 , 0 sp, 1d6 B, 1 Bulk, Thrown 10 ft
Weapons/Armor Total Cost/Bulk: 1 gp/7 Bulk, 1 L

Misc. Equipment:
Adventurer’s Pack 7 sp, Bulk 2
(containing) bedroll,
two belt pouches,
10 pieces of chalk,
flint and steel,
50 feet of rope,
2 weeks' rations,
soap,
5 torches,
waterskin

Explorer’s clothing, 1 sp, Bulk L
Fine Helmet
Bandolier x2, 2 sp
Caltrops x5, 1.5 gp
Crowbar, 5 sp,
Grappling hook, 1 sp. Bulk L
Hammer, 1 sp, Bulk L
Healer’s tools, 5 gp
Pitons x6, 6 cp, Bulk L
Mirror, 1 gp
Musical instrument, flute, 8 sp
Mug, 1 sp
3 pints oil, 3 cp,
Sack (5), 1 cp