Grazzt

Tol Greave's page

172 posts. Alias of Oceanshieldwolf.


Race

HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. |

Classes/Levels

Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

Gender

Male Human (Tiefling) Monk 2 |

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

About Tol Greave

◆= 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, 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
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

Ancestry: Human Ability Boosts: Str, Cha
Background: Osprey Barnraiser Ability Boosts: Con, Dex
Class: Monk Ability Boosts: Str
Four free ability boosts: Str, Dex, Con, Cha

Race Human (Tiefling)
Class Monk 2
Ability Scores: Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 14
Perception: +3 (T/E/M/L)
Speed: 25 ft.
Languages: Common
Background: Osprey Barnraiser

DEFENSE
AC 18
Saving Throws: Fort +8 (T/E/M/L), Ref +8 (T/E/M/L), Will +6(T/E/M/L)
HP: 32 (8 Ancestry + 20 Class + 4 Con = 32)

OFFENSE
MELEE
Unarmed Attack, Fist ◆: 1d20 + 7 (T/E/M/L), 1d6 + 3 B
Unarmed Attack. Wolf Jaw ◆: 1d20 + 7 (T/E/M/L), 1d8 +3 P (Brawling) (Agile, backstabber, finesse, nonlethal, unarmed) (Trip if flanking)
Unarmed Attack. Tiger Claw ◆: 1d20 + 7 (T/E/M/L), 1d8 +3 S (Brawling) (Agile, finesse, nonlethal, unarmed) (On crit gives 1d4 Persistent bleeding damage)
Longspear ◆: 1d20 + 7 (T/E/M/L), 1d8 + 3 P (Reach)
Dagger ◆: 1d20 + 7 (T/E/M/L), 1d4 + 3 S (Agile, finesse, thrown 10', versatile)

RANGED
Spear ◆: 1d20 + 6 (T/E/M/L), 1d6 + 3 P 20 ft.
Dagger ◆:1d20 + 6 (T/E/M/L), 1d4 + 3 P 10 ft.
Club ◆: 1d20 + 6 (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:
Fiendish Eyes
You can see in the darkness as easily as a fiend. You gain darkvision.

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: Natural Medicine
You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.

Battle Medicine
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

SKILLS (Class: Acrobatics, Diplomacy, Intimidation, Survival; Background: Nature, Lore: Architecture)
Acrobatics: +6 (T/E/M/L)
Arcana: +0 (T/E/M/L)
Athletics: +3 (T/E/M/L)
Crafting: +0 (T/E/M/L)
Deception: +2 (T/E/M/L)
Diplomacy: +6 (T/E/M/L)
Intimidation: +6 (T/E/M/L)
Lore: +0 (T/E/M/L)
Lore (Architecture): +4 (T/E/M/L)
Medicine: +0 (T/E/M/L)
Nature: +4 (T/E/M/L)
Occultism: +0 (T/E/M/L)
Performance: +0 (T/E/M/L)
Religion: +0 (T/E/M/L)
Society: +0 (T/E/M/L)
Stealth: +2 (T/E/M/L)
Survival: +4 (T/E/M/L)
Thievery: +2 (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

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