Tyco Lang Nuer (Remake)

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Tyco Lang Nuer (Remake)

Mensaje por Nex189 el Vie Oct 07, 2016 10:49 pm

Name: Tyco Lang Nuer
Race: Faunus (Monstruous Humanoid)
Language: Common
Age: 31
Level: 21
Class: Monk 2/ Psychic Warrior 19
Aligment: Lawful Neutral
Size: Medium


Strength: 34/10 (52/22)
Dexterity: 22/6 (34/12)
Constitution: 25/7 (37/13)
Intelligence: 14/2
Wisdom: 28/9 (34/12)
Charisma: 20/5 (26/Cool

Fort: 7/3/11/5/5/3: 34 (40)
Will: 6/3/6/5/5/3: 28 (31)
Ref: 6/3/6/5/5/3: 28 (34)

HP:  265
BAB: 15/10/5
Attack: 45 (15 + 22 str + 5 Enhancement + 3)
Full attack: 45/40/35 Flurry of Blows:  43/43/43/43/38/33
Unarmed Damage: 6d8 + 22 + 10 + 5 (Fire)
AC: 74 (Base 10/Dex +12/Wis+12/AC Bonus +4/+3 Skin/+ 5 Ring 1/ + 5 Ring 2/ + 5 Cloak/ + 10 Vest/ + 8 Shroud) (93)
Initiative: +20 (12+4+2+2)
Movement: 30ft (40 when focused)
Energy Resistance: 30

Buffs in Effect: Tongues, Sustenace y Persistent True Seeing, Inertial Armor +13AC, Persistent Schism, Personal Mind Blank, Overland Flight, Persistent Force Screen +6AC

Equipment: (300gp)
-Initiative Collision Holy Sure Striking Amulet of natural attacks +5/+6 Con/ +6 Wis: 142.600
-Belt of Battle Str +6/+6 Con: 84.000
+2 Initiative
3 Charges

-Fanged Ring/ +5 AC: 55.000gp

-Tome of Gainful Exercise +4 (110.000)

-Cloak of Resistance 5 + Energy resistance 30/+5 AC: 100.000

-Impervious Vest/+5 Saves/ +5 Natural Armor: 109.000
+5 Armor AC

-Handy Haversack 2.000

-Gauntlets of Heartfelt Blows +6 Dex/+6 Str/+6 Cha: 184.000

-Bracers of Armor +8/+6 Str/+6 Dex 137.000

-Ring of Freedom of Movement/ +5 AC: 90.000

-Skin of the Hero: (77.500)
+3 Ac
+3 Attack
+3 Saves

-Ghost Shroud/+4 natural armor AC/ +3 Armor Bonus (45.000)
+1 Ac
Weapons have Ghost Touch


-Low-Light vision up to 90
-+2 str
-+2 Dex
-+1 Con
-Racial Bonus:
-+2 Survival
-+2 Spot
-+2 Listen

The Passive Way: The Passive Way focuses on making your opponent overreach himself or underestimate your skill.
1st-Level Skill Bonus: Bluff.
1st-Level Feat: Combat Expertise.
2nd-Level Feat: Improved Trip.
6th-Level Feat: Improved Feint.
6th-Level Bonus Ability: You gain a +4 bonus on Strength checks made to trip an opponent who is denied his Dexterity bonus to Armor Class.
Prerequisites: Bluff 4 ranks, Sense Motive 4 ranks, Skill Focus (Bluff).

Weapon and Armor Proficiency: Monks are proficient with certain basic peasant weapons and some special weapons that are part of monk training. The weapons with which a monk is proficient are club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. (See Chapter 7: Equipment for descriptions of these weapons.) Monks are not proficient with any armor or shields—in fact, many of the monk's special powers require unfettered movement. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.

AC Bonus (Ex): A monk is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a —2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table 3—10: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to —1, and at 9th level it disappears. A monk must use a full attack action (see page 143) to strike with a flurry of blows.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. For example, at 6th level, the monk Ember could make one attack with her unarmed strike at an attack bonus of +3 and one attack with a special monk weapon at an attack bonus of +3. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1-1/2 or × 1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can't use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so. For example, an 8th-level monk could make two attacks with the quarterstaff (one with each end) at a +5 attack bonus and one with an unarmed strike at a +0 attack bonus, or she could attack with one end of the quarterstaff and one unarmed strike each at a +5 attack bonus, and with the other end of the quarterstaff at a +0 attack bonus, or she could attack with one end of the quarterstaff and one unarmed strike at a +5 attack bonus each, and with the other end of the quarterstaff at a +0 attack bonus. She cannot, however, wield any other weapon at the same time that she uses a quarterstaff.
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

Unarmed Strike: Monks are highly trained in fighting unarmed, giving them considerable advantages when doing so. At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons (such as the magic fang and magic weapon spells). A monk also deals more damage with her unarmed strikes than a normal person would.

Evasion (Ex): A monk of 2nd level or higher can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk (such as one who is unconscious or paralysed) does not gain the benefit of evasion.

Power Points/Day: A psychic warrior's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table 2—4: The Psychic Warrior. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table 2—1: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. A 1st-level psychic warrior gains no power points for his class level, but he gains bonus power points (if he is entitled to any), and can manifest the single power he knows with those power points.

Powers Known: A psychic warrior begins play knowing one psychic warrior power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power.
Choose the powers known from the psychic warrior power list. (Exception: The feats Expanded Knowledge, page 46, and Epic Expanded Knowledge, page 34, do allow a psychic warrior to learn powers from the lists of other classes.) A psychic warrior can manifest any power that has a power point cost equal to or lower than his manifester level.
The total number of powers a psychic warrior can manifest in a day is limited only by his daily power points. In other words, a 11th-level psychic warrior (with a total of 35 power points) could manifest a power costing 1 power point 35 times in one day, a power costing 5 power points 7 times in one day, or any combination of power point costs that does not exceed 35 power points in total.
A psychic warrior simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against psychic warrior powers is 10 + the power's level + the psychic warrior's Wisdom modifier. For example, the saving throw against a 6th-level power has a DC of 16 + Wis modifier.

Maximum Power Level Known: A psychic warrior begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers—for example, a 4th-level psychic warrior can learn powers of 2nd level or lower, a 7th-level psychic warrior can learn powers of 3rd level or lower, and so on.
To learn or manifest a power, a psychic warrior must have a Wisdom score of at least 10 + the power's level. For example, a psychic warrior with a Wisdom score of 13 can manifest powers of 3rd level or lower.

Powers:  (103+54: 157 PP)

Level 1:
-Claws of the Beast (1)
-Inertial Armor (1)
-Dimension Hop (1)
-Expansion (Created Power: Greater Expansion) (1)
-Force Screen (1)
-Far Hand (1)
-Know Direction and Location (1)
-Psionic Grease (1)

Level 2:
-Hustle (3)
-Sustenance (3)
-Psionic's Lion's Charge (3)
-Animal Affinity (3)
-Tongues (3)
-Read Thoughts (3)
-Energy Missile (3)

Level 3:
-Dimension Slide (5)
-Telekinetic Force (5)
-Telekinetic Thrust (5)
-Energy Burst (5)
-Energy Cone (5)

Level 4:
-Inertial Barrier (7)
-Schism (7)
-Detect Remote Viewing (7)
-Energy Adaptation (7)
-Telekinetic Maneuver (7)
-Psionic Modify Memory (7)

Level 5:
-Adapt Body (9)
-Psionic Teleport (9)
-Mind Probe (9)
-Fiery Discorporation (9)
-Plane Shift (9)
-True seeing, psionic (9)
-Major Creation (9)

Level 6:
-Form of Doom (11)
-Mind Blank, Personal (11)
-Evade Burst (11)
-Overland Flight (11)
-Restoration Psionic (11)

-Shaky (-2 Ranged Attacks)
-Bestial Instinct (-2 Unless Unarmed or Natural weapon)

Level 1: Able Learner
Level 1 Monk Bonus Feat: Combat Expertise
Flaw (Shaky): Monastic Training (Psychic Warrior)
Flaw (Bestial Instinct): Combat Reflexes
Level 2 Monk Bonus Feat: Improved Trip
Level 3: Tashalatora
Level 3 Bonus Feat: Knock-Down
Level 2 Psychic Warrior bonus feat: Variant (Mantled Warrior: Freedom Mantle.)
Level 6: Snap Kick
Level 5 bonus Feat: Extend Power
Level 9: Improved Natural Attack (Unarmed Strike)
Level 8 Bonus Feat: Improved Initiative
Level 12: Beast Strike
Level 11 Bonus Feat: Persistent Power
Level 15: Multiattack
Level 14 Bonus Feat: Power Attack
Level 18: Improved Bull Rush
Level 17 Bonus Feat: Shock Trooper
Level 21: Expanded Knowledge (Temporal Acceleration)

Skills: 83
Autohypnosis: 5/9/2: 16
Concentration: 7/13: 20
Spot: 24/9/2: 35
Listen: 23/9/2: 34
Bluff: 0/4/2: 6
Survival: 0/9/2: 11
Sense Motive: 24/9: 33

Mensajes : 4412
Fecha de inscripción : 14/01/2016

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