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22:15, 27th April 2024 (GMT+0)

Pan Flute


Name: Pan Flute
Nickname: Clairvoyance
Alignment: Lawful Good
Age: 24 Height: 6'2" Weight: 240 lbs
Hair color: White Eyes: Green
Deity:

XP: 0
Class: Monk (Level 1)

Initiative: +   Speed: 30'   Vision: Darkvision 60
Passive Perception: 15, Passive Investigation: 10

AC: 10 (Unarmored) + 2 (Wis) + 2 (Dex) +2 (prof/race) = 16
Save Proficiencies: Strength (0+2): 2, Dexterity (2+2): 4

HP: 10 (hit dice: 1d8+2(con*lvl))

STR: 10
CON: 14 (12+2)
DEX: 15 (13+2)
INT: 10
WIS: 14
CHA: 14

Proficiency Bonus: +2
Ki save DC: 8+2(proficiency)+2(Wis) = 12

Melee Attack: 2(Prof)+2(Dex) = 4 (action and bonus action)
 Unarmed: 1d4+2 bludgeoning or slashing
 (Simple weapons, shortswords)
 War Fans*: 1d6+2 slashing / bludgeoning

Ranged Attack: 2(Prof)+2(Dex) = 4
 (Simple weapons)
 War Fans*: 1d6+2 slashing (Ranged 20/40)



Skill Proficiencies: (B=Background,C=Class,R=Race)
C Acrobatics (Dex): 2(prof)+2(Dex)= 4
  Animal Handling (Wis): 2
  Arcana (Int): 0
B Athletics (Str): 2(prof)+0(Str)=2
  Deception (Cha): 2
  History (Int): 0
C Insight (Wis): 2(prof)+2(Wis)=4
  Intimidation (Cha):
R Investigation (Int): 2(prof)+0(Int) <- scent
B Medicine (Wis): 2(prof)+2(Wis)=4
B Nature (Int): 0
R Perception (Wis): 2(prof)+2(Wis)=4 <- scent
* Performance (Cha): 2(prof)+2(Cha)=4
  Persuasion (Cha): 2
  Religion (Int): 0
  Sleight of Hand (Dex): 2
  Stealth (Dex): 2
  Survival (Wis): 2

*The Performance skill is only considered proficient when dealing with cooking or brewing.
Scent: Has Proficiency to Perception and Investigation checks that rely on sense of smell.


Tool Proficiencies:
Herbalism Kit
Panflute

Ki Powers: [Points: 2] (Gained at Level 2)



BG Feature: The Healer’s Calm
Healers are almost universally seen positively. They can gain the trust of almost any intelligent creature that is sick or hurt if they present themselves as willing to help. Even hostile creatures will often let a healer approach them to render aid. This effect is instantly negated if the healer or their companions attacks, acts with hostility, or opening brandishes weapons.



Feats:
04)


Languages: Common (Race), Pandaren (Race)

Equipment:
Herbalism Kit (Proficient) <- BG
A badge that identifies Pan as a healer <- BG
Explorer’s Pack (worth 10 gp) <- Class
•Backpack
•Bedroll,
•Mess kit
•Tinderbox
•10 torches
•10 days of rations
•Waterskin
•50 feet of hempen rope strapped to the side
Musical Instrument (Panflute) (Proficient) <- Class
10 darts <- Class
Pair of War Fans (10gp each)
Belt pouch containing 0 gp (20gp-20gp for fans) <-BG



Monk Proficiencies
Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History,
Insight, Religion, and Stealth
Equipment:
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a shortsword or (b) any simple weapon
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• 10 darts

Background: Healer
Skill Proficiencies: Medicine and either Nature or Investigation
Tool Proficiencies: Healer’s Kit and Herbalism Kit
Languages: One of your choice
Equipment: Healer’s Kit or Herbalism Kit, a badge or article of clothing that identifies you as a healer, pouch with 20 Gold Pieces.

Traits: You don’t get into this business unless you like people. I have never met someone I couldn’t relate to in some way.
Ideals: Service. My calling is to help alleviate the suffering of the sick and wounded that fill the world. (Good)
Bonds: My parents taught me martial and healing arts. It is my duty to teach these to my children some day.
Flaws: I care so much about the people who come to me that when I can’t help, it is a devastating blow.

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Pandafolk
 +2 Con; +2 Cha or Dex
 Languages: Common and Pandaen
 Bouncy: Pandafolks can add their Proficiency Bonus to their AC, with or without armor. This stacks to other proficiency bonuses to AC. They are also resistant to falling damage (taking half damage on a fall.)
 Unarmed Strike: Pandafolks are proficient with Unarmed Strike. Unarmed Strike is a finesse 'weapon,' meaning that you can use STR or DEX mod plus your Proficiency to attack. Hits take 1d4+STR slashinging damage. This feature is compatible with the Monk's **Unarmed Strike** with the difference being the addition of your STR in damage and the slashing type.
 Darkvision 60
 Scent: Has Proficiency to Perception and Investigation checks that rely on sense of smell.
 Gourmand: Proficient in Perform when it applies to cooking or brewing. If proficient in the Perform skill, then checks on Cooking and Brewing are down with Advantage.
 Inner Peace: Similar to an Elven trance, although it takes 5 Hours to count as an Extended Rest.
 Armor Inproficiency: Regardless of Class, Pandafolk cannot be proficient in Medium or Heavy Armor.
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Two-Weapon Fighting (Normal)
When you take the Attack action and attack with a light
melee weapon that you’re holding in one hand, you can
use a bonus action to attack with a different light melee
weapon that you’re holding in the other hand. You don’t
add your ability m odifier to the damage of the bonus
attack, unless that modifier is negative.
If either w eapon has the thrown property, you
can throw the weapon, instead of making a melee
attack with it.

Two-Weapon Fighting (Ranger Only)
When you engage in two-weapon fighting, you can add
your ability m odifier to the damage of the second attack.