Vorka

Pregenterated Beard's page

69 posts. Alias of Mjolbeard89.


Race

Playtest Pregen - Goblin Monk 5

Classes/Levels

|HP 71/71 |AC 20, TAC 19 | F:+9 R:+9 W:+5 | Perc +4 (darkvision), Stealth +9 | Speed 35 ft.

Gender

"Derek"

About Pregenterated Beard

Name: Derek
Ancestry and Background: Goblin (Laborer)
Level: 1 XP: 0
Alignment: TN
Age: 6 Gender: Male
Languages: Common/Taldane, Goblin
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STATISTICS
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Str 19, Dex 16, Con 16, Int 10, Wis 8, Cha 16
Perception (T): +4
Spell Pool: N/A
Speed: 35 Bulk Carried: 2, 0L
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DEFENSE
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HP: 71
AC: 20 TAC: 19
Fortitude: +9 Reflex: +9 Will: +4
Special: Gain a +1 conditional bonus to saving throws against paralysis and sleep while in Dragon Stance

Defense Proficiencies::
AC: Trained
TAC: Trained
FORT: Expert
REF: Expert
WILL: Expert
Unarmored: Expert
Light Armor: Untrained
Medium Armor: Untrained

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OFFENSE
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Melee: Unarmed Strike (Fist) +11 (2d6+4 (B), Agile/Finess/Nonlethal/Unarmed, Magic, Cold Iron, Silver); Unarmed Strike (Dragon's Tail) +11 (2d10+4 (B), Backswing/Nonlethal/Unarmed, Magic); Unarmed Strike (Wolf Jaw) +11 (2d8+4 P, Agile/Finess/Nonlethal/Unarmed, Magic)
Ranged: Dart +8 (1d4+4, Thrown 20', Agile)

Offense Proficiencies::
Unarmed Attacks: Expert
Simple Weapons: Trained
Martial Weapons: Untrained
Special Proficiencies: Untrained

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ACTIONS/REACTIONS
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FLURRY OF BLOWS (A)
Frequency Once per round.
Make two unarmed Strikes. If both hit the same creature, combine their damage and enhancements for the purpose of resistances and weaknesses.
DRAGON STANCE (A)
Requirements: You are unarmed
Effect: You enter the stance of a dragon and make powerful leg strikes like a lashing dragon’s tail. You can make dragon tail attacks. These deal 1d10 bludgeoning damage; are in the brawling group; and have the backswing, nonlethal, and unarmed traits.
While in Dragon Stance, you gain a +1 conditional bonus to saving throws against paralysis and sleep, and you can ignore difficult terrain while Striding.
WOLF STANCE
Requirement: You are unarmored.
Effect: 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 are agile, finesse, nonlethal, and unarmed.
While in Wolf Stance, your wolf jaw unarmed attacks also gain the forceful trait if you’re flanking the target.
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CLASS ABILITIES
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Flurry of Blows
You can attack rapidly with your fists. You gain the Flurry of Blows action.
Graceful Expertise
Your unarmored defense proficiency rank is expert.
Powerful Fist
When striking with your fist, you deal 1d6 damage instead of 1d4. You use your normal proficiency when making a lethal attack with a nonlethal unarmed attack.
Incredible Movement
You gain a +10-foot conditional bonus to your Speed whenever you’re not wearing armor. The bonus increases by 5 feet for every 3 monk levels you have beyond 3rd.
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Skills
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Skill: +Mod (Proficiency)
Acrobatics: +5 (T)
Arcana: +1 ()
Athletics: +10 (E)
Crafting: +1 ()
Deception: +1 ()
Diplomacy: +1 ()
Intimidation: +1 ()
Labor Lore +1 (T)
Medicine: +1 ()
Nature: +4 (T)
Occultism: +1 ()
Performance: +1 ()
Religion: +1 ()
Society: +1 ()
Stealth: +9 (E)
Survival: +1 ()
Thievery: +8 (T)

Armor Penalty: N/A
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FEATS
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Ancestry:
Very Sneaky
Taller folk rarely pay attention to the shadows at their feet, and you take full advantage of this. You can move 5 feet farther when you take the Sneak action, up to your Speed (see page 158).
In addition, if you critically succeed at a Stealth check against a creature and then attack that creature, your target remains flat-footed during your attack. The GM doesn’t reveal that your Stealth check resulted in a critical success until you declare your attack.
Flame Heart
As a result of either a childhood accident with
flames or an ongoing fascination with fire, your skin
has thickened, protecting you against burning. You gain resistance
to fire equal to half your level (minimum 1), and your flat check to
remove persistent fire damage (see page 323) is DC 15 instead of
DC 20 without requiring an action to reduce the DC.
Background:
Robust Recovery
Prerequisites: N/A
Your physiology is especially strong against diseases and poisons, and you have learned folk medicine that allows you to help others recover from them as well. When you treat a disease or a poison, or someone else uses one of these actions to benefit you, increase the circumstance bonus granted on a success to +4.
Class:
1 - Dragon Stance (Monk, Open, Stance)
Requirement: You are unarmored.
You enter the stance of a dragon and make powerful leg strikes like a lashing
dragon’s tail. You can make dragon tail attacks. These deal 1d10 bludgeoning
damage; are in the brawling group; and have the backswing, nonlethal, and unarmed traits.
While in Dragon Stance, you gain a +1 conditional bonus to saving throws against
paralysis and sleep, and you can ignore difficult terrain while Striding.
2 - Wolf Stance (Monk, Open Stance)
Requirement: You are unarmored.
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 are agile, finesse, nonlethal, and unarmed.
While in Wolf Stance, your wolf jaw unarmed attacks also gain the forceful trait if
you’re flanking the target.
4 - Brawling Focus
You gain access to the critical specialization effects of weapons of the
brawling group.
Skill:
2 - Cat Fall
Prerequisites: Trained in Acrobatics
Your catlike aerial acrobatics allow you to cushion
your fall. Treat all falls as if you fell 10 fewer feet. If you’re an
expert in Acrobatics, treat falls as 25 feet shorter. If you’re a
master in Acrobatics, treat them as 50 feet shorter. If you’re
legendary in Acrobatics, you always land on your feet and don’t
take damage, regardless of the distance of the fall.
4 - Powerful Leap
Prerequisites: Expert in Athletics
When you use the Leap action, you can jump
5 feet up with a vertical Leap, and you increase the distance
you can jump horizontally by 5 feet.
General
Assurance (Athletics)
Prerequisites trained in at least one skill
Even in the worst circumstances, you can
perform basic tasks with your skill. Choose a skill you’re
trained in when you first select this feat. You can forgo rolling
a skill check for your chosen skill to instead receive a result of
10 (do not apply any of your bonuses, penalties, or modifiers).
If you’re an expert in your chosen skill, you receive a result
of 15; if you’re a master, you receive a result of 20; and if
you’re legendary, you receive a result of 30.
Special You can select this feat multiple times. Each time you
do, you choose a different skill, and gain the benefits for the
chosen skill.
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Equipment
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+1 Hand wraps of Mighty Fists (4th level)
Bracers of Armor (Type 1 (2nd level))
Dart x5 (5L) 5cp
Waterskin (L) 5cp
Sack (x5) (L) 1cp
Hemp Rope 50' (1) 1sp
Rations (x4) (L) 20cp
Oil (1 pint) (-) 1cp
Flint and Steel (-) 5cp
Pup Tent (L) 8sp
Bedroll (L) 1cp
Mug (-) 1cp
Lesser Healing Potion (3rd level)
Minor Healing Potion (1st level)

Belt Pouch (-)
Money (-)

Sack: (Bulk 1.6/8)
Rations x4 (4L)
Hemp Rope (1)
Oil (-)
Flint and Steel (-)
Pup Tent (L)
Bedroll (L)
Mug (-)

Belt Pouch: (Bulk 4/4L)
Money
Gold: 50
Silver:
Copper:

Bulk capacity: 8
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BOT ME
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Downtime:
Exploration:
Encounter:

Starting Equipment note:
Gear and Wealth: Your character begins with 50 gold pieces (gp). In addition, you begin with the following permanent items.
One 4th-level item - +1 hand wraps of mighty fists
Two 3rd-level items - lesser healing potion, xyz
One 2nd-level item - bracers of armor type 1
Two 1st-level items - minor healing potion, xyz
Rarity: Your character may select one character option—a piece of equipment, a magic item, or a spell—that has the uncommon rarity. Any spell must appear on your class’s spell list; for example, a wizard cannot learn a bard’s inspire courage composition spell or a cleric’s fire ray domain spell, but he could learn non detection.