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Revision as of 14:21, 14 September 2011



Summary

johnmeier1Quan Reah
XP 6059Male Elf Adventurer Monk 5
Medium natural humanoid (fey)
Initiative +7; Senses Passive Insight 14, Passive Perception 21
HP 37, Bloodied 18, Surge Value 9, Surges 7
AC 22; Fortitude 17, Reflex 19, Will 16
Saving Throws +2 vs poison
Speed 7
BasicMeleeUnarmed Strike (Cobra Strike Ki Focus +2) (Standard; at-will)
+9 vs AC; 1d8+6
BasicRangedShuriken(Cobra Strike Ki Focus +2) (Standard; at-will)
+12 vs AC; 1d4+7
CloseFive Storms (Attack) (Standard; at-will) ✦ Full Discipline, Implement, Psionic
Close Burst 1; Each enemy you can see in burst; +9 vs Reflex; 1d8+9 damage.
Five Storms (Move) (Move; at-will) ✦ Full Discipline, Implement, Psionic
Quan Reah shifts two squares.
MeleeDragon's Tail (Attack) (Standard; at-will) ✦ Full Discipline, Implement, Psionic
+9 vs Fortitude, 1d6+9 damage, the target is knocked prone
Dragon's Tail (Move) (Move; at-will) ✦ Full Discipline, Implement, Psionic
Target: One ally or one prone enemy. Effect: Quan Reah swaps places with the target.
MeleeCentered Flurry of Blows (Free; at-will)
Melee 1 Trigger: Quan Reah hits with an attack during his turn. Effect: The target takes 4 damage and and Quan Reah slides it 1 square to a square adjacent to him, or 1 square in any direction if the target wasn't targeted by the triggering attack.
MeleeDrunken Monkey (Attack) (Standard; encounter) ✦ Full Discipline, Implement, Psionic
+9 vs Will; 1d8+9 damage, and Quan Reah slides the target 1 square. The target then makes a melee basic attack as a free action against one enemy of his choice. The target gains a bonus of +2 to the attack roll.
Drunken Monkey (Move) (Move; encounter) ✦ Full Discipline, Implement, Psionic
Quan Reah moves 9 squares. During this movement, he ignores difficult terrain and gain a power bonus to all defenses against opportunity attacks of +2
MeleeEnduring Champion (Attack) (Standard; encounter) ✦ Full Discipline, Implement, Psionic
+9 vs Fortitude; 2d10+9 damage. Quan Reah can make a saving throw against one effect that a save can end, with a +2 bonus. If he saves, not only does the effect end, but the target takes 2 damage.
Enduring Champion (Move) (Move; encounter) ✦ Full Discipline, Implement, Psionic
Quan Reah moves 9 squares. Each time Quan Reah is attacked during this movement, he gains a +1 bonus to speed until the end of his next turn.
CloseMasterful Spiral (Standard; daily) ✦ Force, Implement, Psionic, Stance
Close Burst 2; All creatures in burst; +9 vs Reflex; 3d8+9 damage Miss: Half Damage Effect: Quan Reah assumes the spiral stance. Until the stance ends, his reach with melee touch attacks increases by 1.
MeleeSavage Rend (Standard; encounter) ✦ Beast Form, Implement, Primal
Melee Touch; +4 vs. Reflex; Hit: 1d8+2 damage and you slide the target 1 square.
Supreme Flurry (Free; daily) ✦ Psionic
Trigger: Quan Reah uses his Flurry of Blows power and resolves the effects of the power that triggered it. Effect: Quan Reah shifts half his speed and uses his Flurry of Blows power again.
Elven accuracy (Free; encounter)
Elf racial power. Reroll one attack roll- use the new roll, even if it is lower.
Wild Shape (Minor; at-will) ✦ Polymorph
Quan changes from his humanoid form to beast form or vice versa. When he changes from beast form back to his humanoid form, he can shift 1 square. While he is in beast form, he can't use attack, utility, or feat powers that lack the beast form keyword, although he can sustain such powers. He chooses a specific form whenever he uses wild shape to change into beast form. The beast form is his size, resembles a natural beast or a fey beast, and normally doesn't change his game statistics. His equipment becomes part of his beast form, but he drops anything he is holding, except implements he can use. He continues to gain the benefits of the equipment he wears. He can use the properties and the powers of implements as well as magic items that he wears, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of his beast form, it cannot be removed, and anything in a container that is part of his beast form is inaccessible. Special: He can use this power once per round.
Cobra Strike Ki Focus +2
Critical: +2d8. "Property:" Quan gains a +2 item bonus to saving throws against poison. Power (Daily, Poison): Free action when Quan hits an enemy with a melee attack using this ki focus. Effect: The enemy also takes ongoing 7 poison damage.


Necklace of Keys +1
(Daily * Teleportation): Minor Action. If you’re grabbed or restrained, you can teleport 3 squares.


Stoneskin Robes +1
(Encounter * Item): Minor Action. You gain 5 temporary hit points until the end of the encounter.
Unarmored Defense
+2 AC when wearing no armor or cloth armor.
Alignment Unaligned; Languages Common, Elven
Str 14 (+2)Dex 20 (+5)Wis 14 (+2)
Con 10 (+0)Int 8 (-1)Cha 10 (+0)
Skills Acrobatics +12, Athletics +9, Nature +11, Perception +11, Stealth +12, Thievery +14
Feats Unarmored Agility, Initiate of the Old Faith, Stinging Swarm
Equipment Cobra Strike Ki Focus +2, Shuriken, Necklace of Keys +1, Quarterstaff, Stoneskin Robes +1



Character Information

Background

Quan Reah was born among the Siyal Marrain in Valenar and began to learn their druidic ways from birth. As he grew up, Quan began to show a remarkable mischievous mindset and disrespect for his elders. When he was to come of age and take on the role of a full member of the Horse Watchers, he failed the tests of his knowledge and respect for ancestors. He was banished from his home with only the clothes on his back and his knowledge of nature to survive.

In the Ravar Orioth, the Jungle of Scimitars, he was taught the harshest rules of survival. He began to find an inner strength in his solitude and turned his mind's focus toward survival. Rather than become like beasts and vermin, though he still had his connect to them, he found a way to separate his mind from the hunger and pain of life. His body also became lean and strong with daily exercise and exertion.

In a ruined temple of the jungles, he found a rare artifact in the shape of a snake that allowed him to focus his mind even further and to strengthen his attacks against jungle predators. With this enhancements Quan began to wander further and further afield, always staying to the wilderness but venturing into other lands. Quan was always tempted by the comforts of civilization. Though he became able to survive wherever he wandered, he wanted more than just survival. Since he does not carry any posessions beyond the focus, he began by demanding food and drink wherever he went. After being chased out of small villages, he began to get more crafty, stealing forcefully or stealthily from others to get the money he needed when he wanted it. As a criminal he kept moving, always outside of the realm of civilization for most of the time.

Tairnadal Elf Like the Aereni, the Tairnadal elves fled Xen'drik before its destruction. They also worship their ancestors, but seek to emulate them as a form of reincarnation as opposed to resurrecting them as Deathless. Tairnadal have strong martial traditions, as evidence in the elves of Valenar, and are likely to take Martial classes or martially themed Arcane and Divine classes.

Appearance

Quan is a short, dirty fellow. His elven features are almost hidden by a headband and the dust covered robes he wears and mundane staff he carries. He is constantly surrounded by flies due to his unwashed nature and his affinity with nature.

Age: 50 Gender: Male Height: 5'6" Weight: 110 lbs.

Personality

Alignment: Unaligned

Quan is a simple of mind but also selfish. He does not keep many posessions save his prized magical items, squandering any money he gets as soon as he has it. He eats or drinks it away or spends in on women before returning to a meager subsistance. He is mocking and self centered, resorting to violence or theivery to meet immediate goals while deliberately eschewing longer term plans.

Hooks

  • Quan is very likely to be accused of a crime he actually committed, even if he may not remember it.
  • Quan will seek wealth, if only for immediate gratification.

Kicker

Quan cannot totally avoid civilization for it has pleasures he cannot resist: food, drink, and women. He has traveled to the Tower's Shard to drink away a recent "acquistion" of money, perhaps stolen, before returning to his wandering.

Wishlist

  • Feet - Rushing Cleats (AV) 2,600 GP

Mini-stats

[sblock=ministats] Status: Filth Fever (stage 1), bloodied, 5 temp hp

Init: +7 Speed: 7 Perception:21 Insight: 14

AC: 22 NAD:17/19/16

HP: 12/37 Surges: 0/7 Surge Value: 9 AP: 1

Languages: Common, Elven Str:14 Dex:20 Wis:14 Con:10 Int:8 Cha:10

Powers: At-Will: [color=green]Five Storms, Dragon's Tail, Centered Flurry of Blows, Wild Shape[/color]

Encounter: [color=red]Drunken Monkey, Enduring Champion, Swarming Locusts, Elven Accuracy, Stoneskin Robes[/color]

Daily: [color=gray][s]Masterful Spiral, Supreme Flurry, Cobra Strike Ki Focus[/s], Necklace of Keys[/color]

[Full Character Sheet http://leb.wikia.com/index.php?title=LEB:PC:Quan_Reah_(johnmeier1)] [/sblock]


Equipment

Coins: 36gp Encumbrance: 8lbs Normal Load: 140lbs Heavy Load: 280lbs Maximum Drag Load: 700lbs

Equipment Name Price Weight
Stoneskin Robes +1 680gp 4lbs
Cobra Strike Ki Focus +2 2600gp --lbs
Necklace of Keys +1 680gp --lbs
Potion of Healing 50gp --lbs
Quarterstaff 5gp 4lbs
Iron Armbands of Power 1800gp --lbs


Math

Attributes

See the Attributes template for assistance.


Attributes
AbilityCostInitialRacialLevelFinalMod
Str 3 13 0 1 14 2
Con 0 10 0 0 10 0
Dex 16 18 2 0 20 5
Int 0 8 0 0 8 -1
Wis 3 13 2 1 16 3
Cha 0 10 0 0 10 0
Totals 22   9


Attacks

See the Attack template for assistance.


Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee

2

str 5Cobra Strike Ki Focus +229AC
Basic Ranged

5

dex+3Magic Shuriken +1210AC


Defenses

See the Defenses template for assistance.


Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +5/-1 dex/int 2 2 Unarmored Agility 1 Stoneskin Robes +1 2 22
Fortitude+2/0str/con21Necklace of Keys +12 17
Reflex+5/-1dex/int1 1Necklace of Keys +12 19
Will+2/0wis/cha1 1Necklace of Keys +12 16


Senses and Reactions

See the Senses template for assistance.


Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 5 0 0 0 0 0 0 0 2 0 7
Passive Insight 2 0 0 0 0 0 0 0 2 0 14
Passive Perception 2 0 0 2 0 0 0 0 2 5 21

Senses: Low-light vision

Health

See the Health template for assistance.


Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherTotalBloodedSurge
Hit Points 12 10 5 0 0 0 42 21 10


Surges per day: 7 (7 class, +0 Con)

Speed and Movement

Speed: 7

Racial Features

Elf (PHB)

  • +2 Dex, +2 Wis
  • +2 Nature, +2 Perception
  • Languages: Common, Elven
  • Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.
  • Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
  • Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
  • Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
  • Elven Accuracy: You can use elven accuracy as an encounter power.

Class Features

Make sure to link to the appropriate sources where possible.

Monk (PH3)

  • Monastic Tradition (Centered Breath) gain centered flurry of blows power. +1 bonus to Fortitude.
  • Unarmed Combat: Unarmed strike +3/1d8 unarmed melee weapon (off-hand)
  • Unarmored Defense: +2 bonus to AC with cloth or no armor.

Feats

List level taken and link to the source.

  • 1st: Unarmed Agility (PHB3) - +2 feat bonus to AC
  • 2nd: Initiate of the Old Faith (PHB2) - You gain training in Nature. You gain the druid's wild shape power. Choose a 1st level druid at-will attack power that has the beast form keyword. You can use that power once per encounter. In addition, you can wield druid implements.
  • 4th: Deadly Draw - Whenever you pull or slide an enemy to a square adjacent to you, you gain combat advantage against that enemy until the end of your next turn.
  • 5th: Expertise (LEB Bonus Feat)

Background

Criminal (PH2): +2 Thievery

Skills and Languages

Languages: Common, Elven

See the Skills template for assistance.


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics55dex212
Arcana -1 int 2 1
Athletics52str29
Bluff0cha22
Diplomacy0cha22
Dungeoneering2wis24
Endurance0con22
Heal2wis24
History-1int21
Insight2wis24
Intimidate0cha22
Nature52wis2211
Perception52wis2211
Religion-1int21
Stealth55dex212
Streetwise0cha22
Thievery55dex2Criminal Background214


Necklace of Keys +1 Thievery checks to open locks.

Powers

See the Power to Hit Summary and the Power to Hit templates for assistance.

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Five Storms +5 Dex 2 Cobra Strike Ki Focus +2 0 0 2 9 Reflex
Dragon's Tail +5 Dex 2 Cobra Strike Ki Focus +2 0 0 2 9 Fortitude
Drunken Monkey +5 Dex 2 Cobra Strike Ki Focus +2 0 0 2 9 Will
Masterful Spiral +5 Dex 2 Cobra Strike Ki Focus +2 0 0 2 9 Reflex
Enduring Champion +5 Dex 2 Cobra Strike Ki Focus +2 0 0 2 9 Fortitude
Savage Rend +2 Wis 0 0 2 4 Reflex


Tracking

Money

+412 gp starting gold
+360 gp Level 1 Treasure Parcel
-680 gp Stoneskin Robes +1
- 50 gp Healing Potion
-  5 gp Quarterstaff
-  1 gp Cloth Armor
--------
  36 gp remaining at Character Creation

36 gp worth of alcohol and food purchased at the Tavern's Shard here.

Treasure

Keep track of parcels gained. Link to the post where it was given or a reward summary post in the adventure. Also link to the compendium for the item when possible.

  • Level 1: Treasure Parcel
    • 360 gp
  • Level 2: Parcel level +1
    • Necklace of Keys +1 (level 3)
  • Level 3: Parcel level+4
    • Cobra Strike Ki Focus +2 (level 7)

+Iron Armbands of Power (Hysteria's Ascendency)


XP

Starting Total XP: 3750

+505 Hysteria's Ascendency

+483 (+2 RP) Hysteria's Ascendency

+362+959 (+3 RP) Hysteria's ascendency

Total XP: 6059

Changes

List changed here

  • 2011/02/28: Created

Judge Comments

Judge comments (and your rebuttal) will go here.

Level 4

Approval 1

Approval from renau1g

Comments: Missing Enduring Champion & Swarming Locusts in the math power section. Also starting gold is 412, not 100 so you have some extra cash.

Approval 2

Approval from User 2

Status

Status: Approved as 4th level character with 3750 xp by User 1 and User 2

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