About Vance CarterDescription: Spoiler:
Height 5 ft. 8 in. Weight: 170lbs. Eyes: amber Hair: none though it would be black Skin: Tanned Vance is toned. Snake tattoos run down his arms twisting around, the head landing on the back of his hands. He wears pants and simple footwear scar on left leg
Personality:
Vance feels that perhaps people talk too much. That things can be said with few words and there is not point to use fancy language. Very aware of his surroundings, he understands the importance of working in teams, he believes everyone has something to bring to the table and group peace will help in the midst of battle. That a good group gains a flow and will work seamlessly together. When one obtains a sense of enlightenment they become the same. Mind and body working together. Reacting instantly and appropriately to a given situation. Vances goal to his perfect his mind and body. He doesn’t need to use weapons to fight for he is the weapon. This deos not mean he goes looking for a fight, but he will when it is necessary to do so. Background: Spoiler:
As a young child Vance was brought to the Monks because his parents could not take care of him. When he got older the monks told him he was welcome to stay but he could leave if he wanted. He stayed and trained with them untill recently when he went oon a journey. He aims to travel in order to help himselfbecome perfect in mind, body and spirit and reach total enlightenment. Defense Spoiler:
===== Defense ===== AC= 18 (10 base, +3 Dex, +4 Wis +1Dodge) Touch ac= 17 (10 base, +3 dex, +4 Wis) Flat Footed ac= 14 (10 base, +4Wis) CMD= 17 (10 base, BaB +2, Str +2, Dex +3) HP: 20/20
Offense Spoiler:
Spd 30 ft. Initiative: +5(+3dex, +2 reactionary) Melee: +2BAB +2: Str Ranged: -----Melee-----
-----Ranged----- Heavy Crossbow: +5(+2BAB, +3DEX)
Statistics Spoiler:
Carrying Capacity:
Over head: 175
Traits Spoiler:
Bondsman: Sometimes the Houses require the services of creatures who do not fit the usual criteria for recruitment. These individuals are more like employees than members of a house. As a Bondsman you may choose a race outside the normal character creation guidelines. You gain an additional five points to divide between race and attribute points. You must choose a house you are bonded to at first level. When it comes time to graduate the academy and choose a house, you must choose the house you are bonded to. You cannot change allegiances. Reactionary +2 intiiative
Feats Spoiler:
Improved Unarmed Stike(Monk bonus) You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. Deflect Arrows(Monk Bonus) You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected. Dodge(monk bonus) You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Weapon Focus: Fist (Human-extra feat) You gain a +1 bonus on all attack rolls you make using the selected weapon Combat Reflexes: (1st level feat) You may make a number of additional attacks of opportunity per round equal to yourDexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. Skills Spoiler:
Skill points: 4 +Int(1) Ability AB+Rank+bonus+Feat+racial Acrobatics: 3+1+3= +7
Linguistics: 1+1+0=2
Racial Abilities Spoiler:
4- skilled 4-extra feat Class Features Spoiler:
Weapon and Armor Proficiencies:
AC Bonus
Class Abilities Spoiler:
Flurry of blows: At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects). Stunning Fist
Unarmed Strike At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.
Evasion: Reflex saving throws against an attack that normally deals half damage on a successful save, she instead takes no damage. Equipment Spoiler:
-Combat Gear: Armor: XXX Shield: XXX Head: Eyes: Neck: Shoulders: Waist: Body: Vest: Wrist: Hands: Ring: Ring: Feet: boots -General equipment: waterskin
/66lbs General Wealth
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