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About Tol Greave◆= 1 Action, ◆◆= 2 Action Activity, ◆◆◆= 3 Action Activity
Ancestry: Human:
Hit Points: 8 Size: Medium Speed: 25 feet Ability Boosts: Two free ability boosts (Strength, Charisma) 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). Heritage: Planar Scion: Tiefling:
You descend from fiends or bear the mark of the fiendish realms, manifesting as some unusual feature that belies your heritage, such as horns or a tail. You gain the tiefling trait, in addition to the traits from your ancestry. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from tiefling feats and feats from your ancestry whenever you gain an ancestry feat. Background: Osprey Barnraiser:
A person cannot live on fish alone, which is why you work with Elder Bo'mel on her farm. Elder Ordwi asked you to accompany her to Iron Harbor because she values your input on evaluating how the village might be making use of their natural resources. Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost - Dexterity. You're trained in the Nature skill and the Architecture Lore skill. You gain the Natural Medicine skill feat. 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
Initial Proficiencies:
Saving Throws
Skills
Attacks
Defenses
Class DC: Trained in monk class DC Ancestry: Human Ability Boosts: Str, Cha
Race Human (Tiefling)
DEFENSE
OFFENSE
RANGED
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
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
FEATS
Class Feats:
As long as your Speed is at least 20 feet while in Tiger Stance, you can Step 10 feet. Wolf Stance ◆
If you’re flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the trip trait. General Feats: - Skill Feats: Natural Medicine
Battle Medicine
SKILLS (Class: Acrobatics, Diplomacy, Intimidation, Survival; Background: Nature, Lore: Architecture)
EQUIPMENT
Misc. Equipment:
Explorer’s clothing, 1 sp, Bulk L Bandolier x2, 2 sp
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