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11:38, 27th April 2024 (GMT+0)

Raichel

Raichel, level 1 Razorclaw Shifter Monk/Sorcerer Hybrid
Age: 16, Height: 5' 4", Weight: 120 lb.
Initiative +5, Perception 13, Insight 13, Low-light vision

Centered Flurry of Blows: When you hit with an attack, the target takes 5 extra damage and you slide the target. If the target was the one who you hit, you must slide them 1 square to a square adjacent to you. If not, you can slide the target 1 square in any direction. You can use this once per round.

Storm Soul: You gain resist 5 thunder and resist 5 lightning. While resistance is active, you arcane powers ignore all targets' resistance to that damage type up to the value of your resistance. If you are hit by an attack, you can end this resistance as an immediate interrupt to gain a +4 power bonus to all defenses until the end of your next turn. If you do, the resistance returns after you take a short or extended rest.

[Utility] Fall of Wind: You reduce the damage you take from falling by 5 + one-half your level.

HP 27; Bloodied 13; Surges 6; value: 6
AC 18; Fortitude 11, Reflex 16; Will 15
Resist 5 Thunder
Resist 5 Lightning
Speed 6
[M] Basic Melee (Standard; At-Will) * Basic Melee
Quarterstaff: +3 vs. AC; 1d8+0 dmg.
[R] Lightning Strike (Standard; At-Will) * Ranged 10
+5 vs. Ref; 1d8+7 lightning dmg. An enemy of your choice within 10 of the target takes lightning dmg equal to dex mod (4).
Storm Magic: You can apply your Storm Power bonus either to the damage roll against the target or to the damage taken by the enemy within 10 of the target.
[C] Five Storms (Standard; At-Will) * Close burst 1
Target: Each enemy you see in burst
+6 vs. Ref; 1d8+4 dmg.
Move Technique: You shift 2 squares.
[P] Razorclaw Shifting (Minor; Encounter) * Personal
Trigger: You must be bloodied.
Effect: Until end of encounter, your speed increases by 2 and you gain +1 bonus to AC and Reflex.
[R] Thunder Slam (Standard; Encounter) * Ranged 10
+5 vs. Fort; 2d10+7 thunder dmg. Push the target 3 squares.
[R] Shocking Magnetism (Standard; Daily) * Ranged 10
Target: One or two creatures
+5 vs. Reflex; 3d6 + Charisma modifier lightning damage, and you pull the target a number of squares equal to your Dexterity modifier (4).
Effect: Until the end of the encounter, each creature that starts its turn adjacent to you takes lightning damage equal to your Dexterity modifier (4). You can dismiss the effect as a free action.
Alignment: Good; Languages: Common, Dwarven, (Secret Language)
(* = Trained in that skill)
12 Acrobatics*, 1 Arcana, 6 Athletics*, 4 Bluff, 4 Diplomacy,
3 Dungeoneering, 6 Endurance*, 3 Heal, 1 History, 3 Insight, 4 Intimidate,
5 Nature, 3 Perception, 1 Religion, 7 Stealth, 4 Streetwise, 5 Thievery
Str 10(0) Dex 18(4) Wis 14(2)
Con 10(0) Int 10(0) Cha 16(3)
Equipment: S.A.K., Quarterstaff, Ki Focus, Flute, Tent, Breaching Clothes (+1), Gold (65 gp)


Feats:
01) Hybrid Talent (Storm Soul)
02) Unarmored Agility

Future Feats:
04) Staff Expertise - +1 feat bonus to implement and weapon attack powers with staff (+2 at 11th lvl, +3 at 21st lvl). Ranged or Area implement attacks with staff don't provoke AoO. Melee weapon attacks with staff get +1 reach.

06) Staff Fighting
Prerequisite: Wis 13, proficient with a quarterstaff Benefit: You can treat the quarterstaff as a double weapon. As a double weapon, the staff deals 1d8/1d8 damage and gains the defensive and offhand properties. For more on double weapons, see Adventurer's Vault, pagel0.

Disciple of Law?


Future Powers:
06) Quicksilver Motion? Echoing Thunder?

Background Benefit: Explorer/Guide
Add an extra language of your choice
Add Nature to your class skill list, and you gain a +2 bonus to Nature checks.

Character description/personality:
(Coming)


Combat tactics:
(Coming)


Character background:
(Coming)








Magic item get!
Staff of Tongues (520) Know Supernal

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CENTERED iNTUITION
Prerequisite: 11th level, monk, Centered Breath class feature
Benefit: When you roll initiative, you can roll twice and use either result. If you roll the same number both times, you gain a +5 bonus to your initiative check.

CONFOUNDING TECHNIQUE
Prerequisite: 11th level, monk
Benefit: You can swap places with an ally adjacent to you as a move action. This movement does not provoke opportunity attacks.

DRIviNG RAIN
Prerequisite: 11th level, monk
Benefit: You gain a feat bonus to bull rush attack rolls equal to your ki focus’s enhancement bonus. When you hit with a bull rush, you push the target a number of squares equal to your speed, then shift into any unoccupied square adjacent to the target at the end of the push.

MASTER’S INSTRUCTION
Prerequisite: 11th level, monk
Benefit: When you use a monk encounter attack power and miss at least one target, one ally you can see gains a +2 bonus to his or her next attack roll against one target you missed with the attack power before the end of your next turn.

PSYCHIC WAIL
Prerequisite: 11th level, any psionic class
Benefit: When you reduce an enemy to 0 hit points with a psychic attack, one enemy you can see within 5 squares of the first enemy grants combat advantage to you until the end of your next turn.

STILL WATER
Prerequisite: 11th level, monk
Benefit: If you hit an enemy using a monk at-will attack power while all your encounter powers are expended, you gain a +2 bonus to AC until the start of your next turn.

WAKiNG SENSES
Prerequisite: 11th level, monk
Benefit: You never take a penalty to Perception checks when you are blinded, deafened, or sleeping.

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FORM MASTERY
Prerequisite: 21st level, monk
Benefit: When you spend an action point to take an extra action, you also regain the use of a monk encounter attack power. You can use this encounter power as your extra action.

KEEP YOUR FEET
Prerequisite: 21st level, monk
Benefit: When you are knocked prone, you can stand up as an immediate reaction.

PURE MIND
Prerequisite: 21st level
Benefit: You gain resist 10 psychic and a +2 feat bonus to Will.

TRUE FREEDOM
Prerequisite: 21st level, monk
Benefit: When you are grabbed, you can make an escape attempt as an immediate reaction.



Possible armor:
Bloodthread Armor (1k) - +2 item to AC and saves while bloodied.
Summoned Armor +2 (1800) - Duh. Starts at level 6, so... no lvl 1 version.