Caspar Grimhour

Level 6 Monk (Sacred Fist)

Name: Caspar Grimhour
Age: 23
Race: Human
Alignment: Lawful Neutral


HP: 54/54
Speed: 50ft
Initiative: +2

Attribute Stat Mod
STR 18 +4
DEX 14 +2
CON 14 +2
INT 10 +0
WIS 16 +3
CHA 8 -1

Defenses / Saving Throws

Armor Class Armor Shield Dex Dodge Natural Deflect Misc
AC: 23 +5 +0 +2 +0 +0 +1 +5
Touch AC: 18
Flat-footed AC: 21
Spell Resistance: 19
Saving Throw Base Ability Magic Misc
Fort: +9 +5 +2 +1 +1
Ref: +8 +5 +2 +1 +0
Will: +10 +5 +3 +1 +1

Weapons

Weapon Hit Damage Crit Type Range
Sun Blade +13 vs AC 1d10+9 19-20/x2 Radiant / Slashing Melee
+1d8 Damage vs Undead / Emits sunlight in 10ft radius
Unarmed Strike +11 vs AC 1d10+5 19-20/x3 Bludgeoning Reach
Becomes +13 vs AC; 1d10+7 vs Undead
Deals +2d6 Damage vs Undead
Javelin +8 vs AC 1d6+4 x2 Piercing 30ft
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Attribute Value Trained Skills: 5 / +1d6+6
STR +4 Athletics Intimidation
DEX +2 Acrobatics Sleight Stealth
INT +0 Education Investigation Profession
WIS +3 Insight Perception Survival
CHA -1 Deception Performance Persuasion

References

Race / Class Features

Feats

Pinnacle of Harmony

Arcane Deflection: For the remainder of the encounter, whenever the Monk is targeted by a hostile spell (or spell-like ability), and the spell does not overcome her spell resistance, it rebounds and affects the caster instead. Activating this ability is an immediate action.

Flying Leap: For the remainder of the encounter, the Monk gains a fly speed equal to her base land speed, with average maneuverability. However, she must begin and end each round standing on solid ground; if she does not, she begins to fall. Activating this ability is a swift action.

Quivering Palm: For the next round, all successful attacks made by the Monk forces the target(s) to make a Fortitude save (DC = 10 + half the Monk's level + the Monk's Intelligence or Wisdom modifier, whichever is higher), or immediately die. This is a death effect, and does not effect creatures with indiscernible anatomies, or that are otherwise immune to critical hits. Activating this ability is a swift action.

Equipment


Slot Item
Head -
Face -
Throat Glass Amulet+1 to all Saving Throws, glows with light when held tightly
Shoulders Cloak of Protection+1 AC (Deflection)
Body +3 Leather Armor of DanceLight Armor: +5 AC, Max Dex +6, -0 ACP
Torso -
Arms -
Hands -
Waist -
Feet -
L. Ring Ring of Feather FallActivates the feather fall spell when the wearer falls more than 5 ft.
R. Right Ring of the Ram3 Charges: Activate the Power of the Ram to bull rush enemies or break down doors with force magic.
Gold 50g
Inventory
Bedroll Waterskin Chalk
Rations Lantern Rope
Item Item Item

Progression


Level Choice(s)
H Defender
1 Toughness
3 Signature Weapon
6 Magic Initiate

Spells

Spells per Day
0th 1st 2nd 3rd
6/6 4/6 3/4 2/2

Quick Reference

Shocking Grasp (1st): Deals 5d6 Electric on Touch.
+3 on Attack Rolls if target is wearing metal armor.

Cure Moderate Wounds (2nd): Heals 2d8+6 on Touch.
Deals Positive Energy damage to Undead.

Cure Serious Wounds (3rd): Heals 3d8+6 on Touch.
Deals Positive Energy damage to Undead.

Animal Enchantments (2nd): +4 Enhancement bonus to Attribute.

Summon Monster I-III (Varies): Pain in the ass spell.
Use in case of emergencies only.

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