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(D&D 3.5 FR) Between Stars and Under Hills (Cast Thread)

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Amalric Dawnstrider

Class: Soulknife 8
Concept: Born to a clan of half giant migrant laborers, Amalric travels the world pursuing his dream to become harem king.
Race: Half Giant [+1 ECL bought off for 3,000 EXP]
Alignment Chaotic Good
Patron Deity: Lathander

Age: 37
Apparent: 24
Build: Broad and beefy.
Gender: Male
Sexualtiy: Polyamorous and dominant, but also romantic.
Height: 8’
Weight: 440lbs
Skin: Bronze
Hair: Black
Eyes: Liquid black.
Style:
History:
 
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Char sheet https://docs.google.com/document/d/1Oye8biwd3KBljCGnCUNukZJMUqJQj2tE5FTb9xxlxFU/edit
 
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Naruna Evensong

Class: Favored Soul 9
Concept:
EXP: 36,000
Next Level: 45,000
Race: Moon Elf
Region: Elven Court
Faith: Sehanine Moonbow

Age: 115
Apparent Age: 17
Build: Svelte, hard bodied, and buxom.
Gender: Female
Sexualtiy:
Height: 4’11”
Weight: 88lbs
Skin:
Hair:
Eyes:
Style:
History:
 
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Jelven Thrace (Torrun's cohort)
Class: Artificer 6
Concept:
Race: Aasimar, Lesser (Humanoid, Planetouched, Good)

Age: 27
Build: Barrel chested and beefy.
Gender: Male
Sexualtiy: Heterosexual swinger with dominant tendencies, not afraid to share.
Height: 6’1”
Weight: 200lbs
Skin: Bronze
Hair: Pitch black.
Eyes: Golden
Style:
History: From a Prime referred to as Eberon, Jelven Thrace served in the Last War for two years before it’s end. He lost several close friends during that conflict, and always felt a little bothered that they were always out on the battlefield where he was usually safe in a workshop. (Usually.)
This lead to contemplate mortality, souls, and such. Rather than degenerate into a gothic slump, he traded valuable magic items to a Horizon Walker for a map to a series of portals. He first visited the Land of the Dead. Sure enough the souls of the departed existed in a dull grey state of constant apathy. It seemed a horrible waste, to be blessed with an eternal spark and know that you would spend the rest of eternity in a place like that. So Jelven embarked on a quest to find a god--preferably Dol Arrah--and present to her a series of ideas about how the gods might better the lot of the dead.
The gods of Eberron proved quite elusive.
Ultimately guided by a man who might or might not have been the Traveler, Jelven found his way beyond the Planes of Syberis. Here he located Mystra,a goddess of Magic from a Prime called Aber Toril. The goddess was intrigued ,and after three days granted him a personal audience and a night of passion.
Jelven offered his soul to Mystra in Faerunian fashion, hoping to receive entry into Her afterlife upon his death. His goddess then directed him to a lovely redheaded woman, an extremely talent wizard. He works for her out of love, lust, and friendship, and in hopes that together they can achieve the strength necessary to achieve his ultimate goal--to return to Syberis and build by their own arate an afterlife for the dead of Eberron.
 
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She wears her hair in a bun as shown below
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Dnd 3.5

Name: Lia Zie

Age: 25

Gender: Female

Class: Monk 9

Region: Dalelands

Languages: Common, Chondothan, Sylvan, Dwarven,

Race: Human

▪ Humanoid (Human)

▪ Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.

▪ Human base land speed is 30 feet.

▪ 1 extra feat at 1st level.

▪ 4 extra skill points at 1st level and 1 extra skill point at each additional level.

▪ Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.

▪ Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.


Stats (42 point buy)

Strength

16

Constitution

14

Dexterity

16

Intelligence

14

Wisdom

16

Charisma

8

Armor Class: 18 (Monk’s Belt: 19)

Speed: 60 feet. (Monk’s Belt: 70 feet)

Saves

Fortitude

+9

Reflex

+10

Will

+10

Hit Points

Hit Die

79

9d8

BAB: +6/1

Attacks

Weapon

(Hit) Damage

Masterwork Quarterstaff

(+3)

Unarmed Strike

(+4) 1d10+3

Monk’s Belt, Amulet of Mighty Fists Unarmed Strike

(+5) 2d8+4

Inventory: 34 gp, Monk’s Belt, Bracers of Armor +3, Amulet of Mighty Fists, bag of holding (Type 3), 50 foot silk rope, waterskin, ever burning torch (5) , monk’s outfit,

Light


Medium


Heavy


Skills:

  • Spot(Wis): 9 ranks
  • Listen(Wis): 9 ranks
  • Climb(Str): 9 ranks
  • Jump(Str): 9 ranks
  • Swim(Str): 9 ranks
  • Tumble(Dex): 9 ranks
  • Escape Artist: 9 ranks
  • Sense Motive: 9 ranks
  • Knowledge(Arcana): 6 ranks
  • Knowledge(Religion): 6 ranks
Feats:

  • (Regional) Luck Of heroes: You receive a +1 luck bonus on all saving throws and a +1 luck bonus to Armor Class.
  • (Human)
  1. Dodge
  2. Mobility
  3. Power Attack
  4. Weapon Focus: Unarmed Strike
Monk Bonus Feats

  • Improved Unarmed Strike
  • Combat Reflexes
  • Improved Trip
Level Features:

  • Level 1 Feat
  • Level 3 Feat
  • Level 4 ABI
  • Level 6 Feat
  • Level 8 ABI
  • Level 9 Feat
Class Features:

Weapon and Armor Proficiency

Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.

Monks are not proficient with any armor or shields

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)

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: 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 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. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) 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.

Greater Flurry

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.

Table: Small or Large Monk Unarmed Damage

Level

Damage

(Small Monk)

Damage

(Large Monk)

1st-3rd

1d4

1d8

4th-7th

1d6

2d6

8th-11th

1d8

2d8

12th-15th

1d10

3d6

16th-19th

2d6

3d8

20th

2d8

4d8

Unarmed Strike

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.

A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Bonus Feat

At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.

Evasion (Ex)

At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex)

At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Still Mind (Ex)

A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Ki Strike (Su)

At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Slow Fall (Ex)

At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

Purity of Body (Ex)

At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.

Wholeness of Body (Su)

At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.

Improved Evasion (Ex)

At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
 
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