Post by Ellis Strata on Jan 29, 2015 1:52:04 GMT -5
State: Olan Rauko - Ruby Captain - Combat/Brawler, Devout/Monk - 2d88 - 68 HP (44 + 5 Diehard + 3 WLP + 6 MoB, 9 Bru Dura (x3) - 21 DDC (10 Qck, Monk tat) - Weakness: Unholy - Flaws: Easygoing, Ignorant, Musclebound
Vitals
Name: Olan Rauko
Screen Name: swordofatrophy
Alignment: Lawful Good
Race: Aasimar
Size: Medium
Racial Weakness: Unholy
You take twice the amount of damage from your weakness unless otherwise specified.
Description: 6'2" 227 ibs, Brown hair, Brown eyes
A visual analogy of a gentle giant, standing over six feet with two hundred plus pounds of compact muscle and a serious expression. His face is sharp, stern, with deep brown eyes that seem to look nowhere, but miss nothing. Spiked brown hair, a strong jaw, the compacted frame of a veteran of a thousand battles. Loose fitting garb befitting a martial artist.
Personality:
His outer looks can be intimidation, but beneath the granite exterior burns the honorable heart of a warrior, and protector. He uses his skills to uphold honor and justice where-ever his journey carries his steps. Digging further, streaming through the blood is the honor of a celestial, a noble dignity that holds within it's own purpose and code. Though he has serious issues with avoiding temptation.
Star Sign
Date: 10/29
Sign: Unicorn
Bonus: You are able to push your body beyond it's limits giving you the ability to jump higher than a normal creature of your type, and the ability to climb well. You are not afraid of heights. You pass one Jump or Climb check a day.
Under: Half Moon
Bonus: You gain a +1 to any checks that require Endurance.
Languages: Common, Celestial (free), Zyonish, Sark
Country of Origin: Zyon
Chosen Deity: None
Storyline: Obsidian Heart Adventuring Company
Classes and Professions.
Primary Class: Combat
Class Bonus: Extra 1d Attack, once per combat. So if you are 2d, you'd roll a 3d. A 3d rolls a 4d, and if you are one of the lucky few that eventually gain 4d, you'd roll a 5d!
Primary Profession: Brawler
Class Skill: "Brawler's Rage" During combat, you get +5 DMG to unarmed physical attacks. You may also take an unarmed defense tech +3 DEF (at no cost).
Secondary Class: Devout
Class Bonus: "Holy (or Unholy) Symbol" A devout gains a holy symbol of any material and shape they desire, it can even be tattooed upon them. This holy symbol, when worn, gives the devout a +2 to any saves made against magic spells cast upon them as they are chosen and protected by their deity or spiritual guide.
Secondary Profession: Monk
Class Skill: "Chi Blow" A skilled, and trained monk can use an unarmed attack that channels their special chi powers through their body and into their hands/feet. This attack is boosted by the monk's supernatural powers and gives a +5 DMG to all unarmed damage rolls. Their attacks can be counted as magical so that they bypass an DR/magic. They also gain a free one-handed unarmed tech or one-handed monk weapon (at no cost).
Traits
Strength [13]*
Quickness [10]
Endurance [0]
Willpower [3]
Intelligence [6]
Perception [0]
Charisma [0]
+1 Str (25 Reputation)
Reputation.
Reputation: 32
Reputation Bonus: +2 to Intimidate / Gather Info - -2 to Bluff /Diplomacy
Skills.
Race Skills
(racial) Celestial Heritage: Your ancestry includes angels or demons. This gives you a charmed existence, and allows you to pass one save / check once per day without rolling. You are also able to tell if someone is lying or telling the truth as long as they do not have an ability that blocks such a thing.
(racial) Divine Health: You have been blessed by a deity with resistance to diseases, viruses and illness. They simply cannot get sick.
(racial) Diehard: You have the ability to stay within combat longer than normal. You gain 5 extra hp. You may take this skill as many times as you desire. This is an innate skill.
(flaw) Double Tech: You may use two unarmed techs in combat. You may attack one opponent, or split your attack to hit two targets. For two targets, you would roll your combat dice and divide the damage by 2, and then 1 tech damage goes to one person, the second tech damage to the other. You may not use a weapon or invocation with this skill, only unarmed attacks with "techniques" you've purchased. This is an innate skill.
Class/Profession Skills
(combat) Combat Affinity: Innate Fighting Style, Can use combat maneuver
(devout) Brutish Durability: This skill makes you harder to kill. Each time you rank up a gemstone, you may add 3 hp. This is NOT retroactive, it starts when you take the skill, so please mark on your dossier the gemstone you take this skill. This is an innate skill. (Sapphire)
(topaz - Brawler bonus) Chin Music: There is a spot, on the jaw, that if struck just right, puts the assaulted into dream land. As a Brawler, you've learned to master this skill. In one quick flash you set knuckles or foot to that spot and knock your target clean out, stunning them. Use once per combat, target loses turn from Brawler's attack. Willpower save against brawler's DC10 + Strength each round.
(ruby - Monk bonus) Calm Mind: The monk does not allow for the doubts, fears, or whims of modern day society interrupt their focus while on a task. Even in the chaos of battle they can keep their focus upon the task despite any losses they are their party may suffer. This state of calm allows for a monk to have a greater focus in battle, thus granting a +2 to their damage throughout combat. At Emerald it increases to +3, at Ruby +4 and at Obsidian +5.
Flavor Skills
(flavor crystal) Celestial Wings: An aasimar is able to grow angelic wings, or a tiefling is able to grow devilish wings, allowing them to fly temporarily.
(flavor crystal) Daredevil Athlete: You are capable of pulling off amazing stunts. Three times per day, you can immediately gain a +5 bonus on a single Acrobatics or Athletics, Escape or Ride check. Must be stated BEFORE you roll for check.
(flavor crystal) Drunken Fighter: A brawler, fighter or monk takes no penalties to combat while they are drunk. This is an innate skill.
(flavor topaz) Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
(flavor amber) Strong Stomach: You cannot become nauseated. If you are exposed to an effect or condition that would normally make you nauseated, merely feel a bit sick.
(flavor sapphire) Intimidating: You have a knack for creating fear and loathing in those around you, giving you a +5 to all Intimidation rolls.
(flavor emerald) Mind Over Body: You are able to use your Intelligence modifier to add to your hit points instead of your Endurance modifier. This is an innate skill.
(flavor ruby) Water Splitting Stone: A monk, when striking an object, may add not only their Strength bonus but their Intelligence bonus to any hit they make upon a non-living object such as a door or chest.
(Reputation: 20 Flavor Skill) Ledge Walker: You can move at full speed without need of an Acrobatics check when you are balancing on narrow surfaces.
(Reputation: 25 Flavor Skill) Muscle Reactions: Your muscles are always tense, ready to start swinging. You may add your Strength (STR) bonus to your initiative checks in addition to anything else you are allowed to use such as Quickness (QCK) and Lightning Initiative. This is an innate skill.
(crystal) Alert: You gain a +5 to Spot and Listen Checks.
(crystal) Acrobatic: You have excellent coordination, and can take a +5 to all Acrobatics Checks.
(crystal) Blindfight: The ability to act and react while blinded / in complete darkness. You do not see things, but you hear / smell / react to what is around you. You can melee fight without seeing your foes.
(crystal) Power Attack: This fighting style values the power behind the blow to do the most damage over placement, the force enough to be felt through defenses. Allowing a fighter to use their strength instead of their quickness to add to their melee strike. This is an innate skill.
(crystal) Sidestep: You are skilled enough in acrobatics that you can simply dodge an incoming melee attack, taking no damage once per combat.
(topaz) Jawbreaker: You deliver a powerful strike to the mouth, breaking teeth and bone. When you make a successful strike against an opponent, you can cripple that opponent’s mouth, dealing normal unarmed damage as well as stunning them for one round. Also, until they heal of the damage inflicted on that attack, the target is unable to use its mouth to attack, speak clearly, and employ verbal spell components. A creature that has no discernible mouth is immune to the effects of this skill. Once per combat.
(topaz) Bonebreaker: When your opponent is unable to adequately defend against them, your precise unarmed strikes break bone and tear tissue. When you make a successful strike against an opponent that is stunned, you may add in half of your Strength or Quickness bonus in addition to your normal bonuses for any unarmed attack you make in combat against a stunned target.
(topaz) Bruised Armor: Due to punches and cuts on a Brawler's body, they gain a +3 DEF when wearing light or no armor throughout combat. At Emerald it bumps to +4, and at Obsidian it is +5 DEF.
(amber) Bloodlust: The sound of painful grunts, the pain of new wounds, the scent of blood in the air. You are in the thick of it, there is no escape for your enemy. Your anger is at full tilt, unable to control yourself you lunge forwards with nightmarish strength. You may roll your combat dice twice, once per combat.
(amber) Retribution: Once per combat, as a reaction, you can make a single melee attack against an enemy who has just caused you damage, no strike roll needed.
(amber) Steel Skin: You have learned how to parry while unarmed, enabling you to block sword blows with your open hand. When you do so, you avoid damage to your own hand or body. Taking no damage from the blow. You must be unarmed, and attacked with a weapon to use this skill. Once per combat.
(sapphire) Dead End: You know what your opponent is going to do. You can see how they adjust their grip upon their weapon, how they shift the weight in their stance, the look of concentration before a non-regged spell, the reaching for an arrow, the twisting of fingers, how they eye where they wish to strike you. As they act against you, the fool, they were already stopped. Before they can finish their attack you lash out and stop them cold with a terrible strike. Once per combat, you may turn the damage meant for you back upon your attacker.
(sapphire) Flicker Jab: The Brawler uses a quick jab to a weak point in his opponent's stance, bypassing any mundane defenses for that one attack. The target may still evade, reflect, etc but any mundane armor defenses are bypassed.
(sapphire) Stare Down: When you render an opponent unconscious or dead, you may choose one target of the same or lower gemstone rank than you that is still standing to immediately intimidate with just a stare. You may roll an Intimidate Check, if you pass the check by 5 or more points, your target drops his weapon or stops what he is doing and surrenders. Once per combat.
(emerald) Block and Punch: This skill allows a brawler to block an incoming melee weapon or unarmed attack taking only half damage, and then immediately make a counterattack upon the same target. Strike is rolled and the attack proceeds as normal. Once per combat.
(emerald) Trap Wrecker: You can disarm a mundane trap with brute force. Once per adventure, if a trap has been detected and found, a brawler may simply disarm the trap by smashing the thing to bits with their brute force.
(emerald) Unarmed Master: You are an expert at hitting hard and powerful unarmed blows to your enemies. You may now double your Strength (or QCK with Dex Fighter) . This is an innate skill and replaces Unarmed Focus or Two-Handed Tech.
(ruby) Greater Dual Wield: You get an extra attack with your main hand weapon, giving you a total of three attacks in one turn. You may still attack two different persons, or just attack one person. If you attack one person, the most you can roll is 6d (2d, 2d, 2d or any combination that makes 6d). This gives you three rolls of your weapon damage. Divide damage per the rules for Dual-Wield, choosing one target for the third extra weapon damage. This is an innate skill.
(ruby) (Open)
(ruby) Savage Barrage: Often times a Brawler is witnessed cutting across the battlefield or arena in a bloody line. His attacks falling upon any that stumble into his path. When the Brawler is in medium armor or less he may attack up to 1d4 additional enemies in his turn once per combat.
(Reputation 30 Bonus Skill) Pincushion: When struck by arrow, bolt or dart, the brawler can ignore the first 5 points of damage from the attack, on top of any other defense he may have.
[Teamwork] Tag Team Fighting: If you hit an opponent with a melee attack, until your next turn, the next melee strike roll made by any ally with the Tag Team Fighting skill as well gets a +2 bonus to their strike roll against any opponent.
Skill Checks.
Spot: (Alert 5)(PER 0) = +5
Listen: (Alert 5)(PER 0) = +5
Search: (PER 0)(Investigator 5) = +5
Locate Traps: (PER 0) = +0
Disable Traps: (QCK 10) = +10
Lockpicking: (QCK 10) = +10
Escape: (QCK 10) = +10
Acrobatics: (Acrobatic 5)(QCK 10) = +15
Athletics: (END 0) or (STR 12) = +0/+12
Diplomacy: (CHA 0)(Rep -2) = -2
Intimidation: (STR 12)(Intimidating 5)(Easygoing -2)(Rep 2) = +17
Bluff: (CHA 0)(Easygoing -2)(Rep -2) = -4
Disguise: (CHA 0) = +0
Stealth (Hide, Move Silent): (QCK 10) = +10
Insight: (PER 0)(Investigator 5) = +5
Handle Animal: (CHA 0) = +0
Ride: (QCK 10) = +10
Swim: (STR 12) or (END 0) = +12/+0
Appraise: (PER 0) = +0
Gather Info: (CHA 0)(Investigator 5)(Rep 2) = +7
Use Object: (QCK 10) = +10
Save against Disease/Poison: (END 0)(Star 1) = +1
Willpower Save: (WLP 3) = +3
Flaws.
Easygoing: You are naturally friendly. Others feel comfortable around you, but this trait also makes it more difficult for you to be pushy or suspicious.
Penalty: You gain a -2 penalty on Intimidate and Bluff Checks.
Ignorant: You have been raised with a lack of knowledge and information about certain facts.
Penalty: You cannot take any Knowledge skills, or make any knowledge checks, even unskilled checks about knowledge.
Musclebound: You are strong, but all those muscles make it more difficult for you to move as quickly as you should.
Penalty: You can never have more than 10 Quickness.
Weaponry.
Primary Weapon: Sosetsuken (1d10, Paragon x2 One handed Tech)
Enchantments:
Ominous Fist ☼ ☼ ☼
An ominous tech trails a shadowy haze behind every stroke, and moans a menacing dirge in battle. It gives a +3 to Intimidate checks during combat, and on a successful hit, causes the creature to be stricken with fear for one round if they fail a Willpower Save of DC15. This power can be used once per target during any given combat.
Earthburst Fist ☼ ☼
An earthen burst tech functions as an earth tech that also explodes with earth for extra damage once per combat. The earth does not harm the wielder. In addition to being sheathed with the earth element (See Earth Enchantment), an earth burst tech deals an extra 1d5 points of earth damage on a successful hit.
Secondary Weapon: Sosetsuken (1d10, Paragon x2 One handed Tech)
Enchantments:
Mighty Wallop ☼ ☼ ☼
This is an improvement to your technique that you can use once per combat, it adds 1d5 extra damage and stuns the target (1 rd lose turn) if they fail their Willpower DC15.
Thunderclap ☼ ☼
A thunderclap tech releases a loud thundering sonic boom for extra damage once per combat. The thunderclap does not harm the wielder or allies. This tech deals an extra 1d5 points of sonic damage on a successful hit.
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Armaments.
Head: Fizzwinken's Scanning Defensive Optical Bandeau
This leather and cloth band is worn around the head, and it is studded with bronze and steel. Wearing this band allows you to see in every direction, granting immunity to sneak attacks, as well as +5 bonus on all vision-based Perception checks. It also grants one evade from any mundane or magical attack that can be evaded, once per adventure. In a fight or brawl, it also functions once.
Face: Defensive Charm +6 (Mag/Mun)
Language Comprehension
This enchantment can be placed on an item that will grant it's wearer the ability to speak and understand languages much like Polylingual, but you are also able to read written languages as well.
Eyes:
Neck:
Torso:
Body (Armor): 'Sosetsuken"+20 Medium Unarmed Tech
Enchantments:
Magically Warded
This enchantment on your armor tech enables your Armor Slot Item up to +13 DEF to count against magical attacks. Whatever defense your Armor Slot Item has, is its magical defense as well. So a +10 (mundane) would have +10 (magical) with this enchantment.
Natural Wall ☼☼
The body has a natural energy that flows and courses through it. Masters of this technique have learned how to dampen or amplify their own energy via emotional memories, rage or deep meditation. There natural energy or force is used to disrupt the flow of magic towards them. Once per day, it can be called on to reflect a spell back at its caster. The target of this reflection gets a save against whatever the original spell DC.
Healing ☼
A healing tech helps stop the flow of blood from the wearer's wounds, the body's metabolism automatically taking control and acting in near supernatural fashion to keep the person alive. It gives 10 hit points of healing throughout one combat, and can be broken down, such as giving 5 healing one round, and 2 another, and 3 another. This healing can be done as a free action upon your turn.
No Fear ☼
You are one tough bastard, and very little frightens you. This grants immunity to fear effects.
Deepsea ☼
This enables the user of this tech to be able to swim without penalty, breathe underwater and converse with sea creatures that speak a language.
Cloak:
Waist: Cord of Stubborn Resolve [Waist]
When fastened about the waist, this stout length of rope grants great stamina. Any effect which would cause the wearer to become fatigued instead deals 1d4 points of nonlethal damage (you cannot defend against this damage). Any effect that would cause exhaustion causes 1d4 points of nonlethal damage and leaves them fatigued instead.
[Worth: 2,000gp]
Arms/Wrist: +7 (Mag/Mun) Wrist cuff
Phantom
This enchantment can be placed on an item to allow you to strike, whether unarmed or with a weapon, incorporeal creatures.
Hands: Weighted Gloves 8,000gp
These gloves have a thick padding of material over the knuckles and backhand forming a void in between which is typically filled with sand. These gloves add +3 to all unarmed damage.
Feet:
Body Modification: Monk's Tattoo -
This tattoo is usually of an animal or beast considered important to the monks of a given monastery or school. Examples include tiger, dragon, snake, crane, monkey, and so on. The tattoo improves the unarmed strike damage, Def DC, and Defense of the monk recipient. You must start with Stage I, and work your way up, as the tattoo is improved upon. Each Stage is 6,000gp. This tattoo takes up your body modification slot, when you upgrade you simply state which stage of the upgrade you have. You gain the new ability along with any others you've already gained when you upgrade. You cannot get any other tattoo in the same slot as Monk's Tattoo even if the inkantationist has the skill that allows two in one slot.
Stage I: This gives a monk an additional +5 DMG to their unarmed strike bonus.
Stage II: This gives the monk a +4 to their Defense, this defense rating cannot raise above your normal cap. It defends against mundane or magical attacks.
Stage III: This gives the monk a +1 bonus to their Def DC while in combat, this does not give any Quickness trait points, just the defense DC.
Rings: (Up to two active)
1. Ring of Regeneration [Ring]
This ring regenerates healing points of 1d4 each round. On your turn that round, roll for your healing first then proceed. This ring also regenerates lost limbs, though it takes 24 hours for the full regeneration.
[Worth: 8000gp]
2.
Scale of the Rainbow Serpent: This brilliant, vibrant piece of scale has every imaginable color upon it. This small piece of scale takes the place of one of your fingernails, as if it has grown there. When desired, and a certain color is called from the scale, it erupts in a rainbow. Each color of the rainbow has its own ability. You may use ONLY one color from the scale per combat.
Red: This creates a blast of fire to your enemy, catching them on fire. They take 2 non-defendable damage each round, unless they take a round to douse themselves with enough water to put it out.
Yellow: This blast of energy deals 1d5 acid damage to your opponent, acid defense only.
Green: This removes one status effect from a target, such as a lose turn, or frightened, or sickened. It is up to the DM if this works on every effect, so ask your DM.
Orange: This heals your target of up to 10 points of damage.
Blue: This color covers your weapon, and any allies who wish, with ice so that the weapon does cold damage.
Violet: This blast does damage to undead only, causing them to freeze in place and take no actions for one round, if they fail a Willpower save of DC15.
[This is not a slot item, it has become part of your body and may be listed as "free item". It can be peeled off and removed, your nail will grow back, but once it is peeled off it disappears in a burst of radiance and it is lost forever. It cannot be sold or passed onto anyone else. It is a boon for meeting a creature most have never even known existed.]
[Worth: Priceless]
Inactive Rings
Ioun Stones.
Items and Gear.
Consumables: (Up to five types, no limit on how much of each type.)
1. 1 Lump of Alchemical clay - A multipurpose glob of clay, this can be molded and hardened (with a little bit of water) into a hand sized tool. (Hammer, chisel, prybar, etc), providing +2 to any check required where the tool would be needed or helpful.
2. 1 Potion of firesand - This red shimmering liquid burns to the touch, doing 2d4 fire damage when thrown. A quickness save with DC: 15 is needed from the hit target not to catch fire and take that damage again the next round. Small amounts of this liquid can also be used to start fires.
3. 1 Potion of Super Sticky Magic Adhesive - Super glue in a potion, hardens when exposed to air. Enough in this bottle for about 10 minor uses, or 3 major ones.
4. 1 Potion of Bubbly Burny Acid - This yellow bubbly potion acts as both an attack item (doing 2d4 acid damage) or as a weapon coating, that lets the weapon do +1d5 acid damage on the next attack. There are six doses for this purpose.
5. All Seeing Eye - A small brown orb with a painting of an eye on it. It sees everything, but rarely tells the owner of anything. Once, it will pop out, and auto pass a Listen/Spot check for the user, but only when the holder is unaware of what he/she is looking/listening for. (i.e. prevents ambush, sneak attacks) Upon doing this, the orb dissolves into dust. One Use.
Magical Pack Items (Up to five magical / wondrous items.)
1. Shadow Falconer's Glove [Hand]
This elbow-length, heavy leather glove’s fine embroidery is marred by dozens of claw marks. Once per day on command, its wearer can gesture toward a creature within 30 feet. When he does, a featureless silhouette of a bird of prey appears, swoops toward the target, and attempts to disarm or remove an item from the target's hands. The target may make a strength check to attempt to hold onto the item, DC10 + Strength of the wearer of the glove. The shadow falcon is a magical effect, not a creature. If the hand wearing the glove is empty, the shadow falcon brings the item to the wearer’s hand. If the gloved hand is occupied, the shadow falcon deposits the item on the ground in an unoccupied space adjacent to the wearer. The shadow falcon then disappears. This can be used 3 times a day, but only once per combat.
[Worth: 4,500gp]
2.
3.
4.
5.
Mundane (non-magical pack Items)
Travel Supplies: Bedroll, rations, a tent, 20 foot of rope.
Climbing Pitons
Magical items left in storage at the Obsidian Heart Inne
Conch of Tidal Summons
This beautiful shell is streaked with a rainbow of color. It can be blown like a trumpet, and it creates a mournful, low-pitched tone that carries for miles when the wind is right. It has the ability to summon creatures of the tides to do the user's bidding (non-combat). Summoning a creature with a conch of tidal summons takes a full round if done in combat for some reason. Anyone can use the item to summon 1d4+1 sea cats or 1d4+1 monstrous crabs. If the user is a bard, she can instead summon 1d3 orca whales. All creatures follow the spoken instructions of the one who holds the conch. The conch summons creatures once per day.
Silvern Shifting Braid [Head]
(Shapeshifting Skill)
Shifter braids are worn braided into one's own hair, taking the head slot. Their magic does not trigger until worn by a shapeshifter who has shifted. Once triggered, the effects of the magic last until the shifter stops his shifting ability. This braid causes all attacks made by the shifter to be considered "silver".
[Worth: 2,000gp]
Goggles of Clarification [Eyes]
These goggles contain a lens of slightly rippled blue glass that turn clear under water, allowing you to see without hindrance by removing normal underwater penalties to vision, and they provide a +3 bonus to Perception checks while underwater. The lens is roughly circular, 3 inches in diameter and a quarter inch thick, with a brass frame around it. The goggles impede sight above water, imposing a -3 to all Perception checks made while out of the water.
[Worth: 2000gp]
Satchel of Sea-Walking
This eel-hide leather pouch is always filled with an unspeakably foul-tasting coarse salt. If you toss a handful onto the surface of an unoccupied 5-ft area of water, that area becomes solid for 1 minute, resembling greenish-blue glass. This square is buoyant, can support 750 lb. worth of weight, and has 10 hp. When the duration expires, the hardened water cracks ominously and returns to a liquid state. If the satchel is opened underwater, the pouch is irrevocably destroyed as the contents permanently harden.
Panacea of Amun-Re [Torso]
Ancient strips of cloth make up this ragged, tattered and dirty shirt. When the wearer has on this magical item, when damage is taken it tightens enough to stop the blood flow and then heals the wearer up to 10 hp a day. This can be spread out, as long as the healing does not go over 10hp in one day's time.
Black Dragon New Year's Rocket (Consumable)
Papered with silver leaf and inscribed with a mass of obsidian runes on every surface, this rocket is large enough to require a hefty spear-like stick for aiming. It weighs more than most other fireworks and produces quite the show. When ignited, this silver rocket streaks forward in a straight line for 150 feet, or until it strikes an object, at which point it explodes as a 3d6 ball of cold shadow, damaging all enemies in the area.
Rank and Statistics.
Rank: Ruby Captain
Dice: 2d88
Experience Points: 754
Gold: 84,476
Rezzes: 5/5
Defense DC: 21 (10 + 10 Quickness + Monk tattoo)
Defense: 30/30 (4 Monk tattoo, 20 Defense Tech/13 Mag, 7 Wristlet, 6 Charm)
Hit Points: 68 (Half Dice = 44, Endurance(MoB) = 6, Willpower = 3, Diehard = 5, Brutish Durability = 9)
Initiative Roll: +18 (10 QCK, 13 MR, -5 Armor)
Attack - Double tech - Sosetsuken 1d10 Unarmed Tech (Paragon*2) - Sosetsuken 1d10 Unarmed Tech (Paragon*2)
Attack roll: 1d20 + 13 (13 Str Power Attack)
Combat Dice roll: 2d86
Weapon Damage: 2d10
Damage Bonus: +48 (13 Str, 13 Unarmed Master, 5 Brawler's Rage, 5 Chi Blow, 4 Calm Mind, 3 Weighted Gloves, 5 Monk Tattoo)
Attack Specials:
Attack - Ranged
Attack roll:
Combat Dice roll:
Weapon Damage:
Damage Bonus:
Attack Specials: