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Ipson Ichiban
CHARACTER NAME

STRENGTH

+1

1

3rd Level Monk

Wanderer

Tom

CLASS & LEVEL

BACKGROUND

PLAYER NAME

Wood Elf

Lawful Neutral

0

RACE

ALIGNMENT

EXPERIENCE POINTS

INSPIRATION

16

+2

ARMOR
CLASS

PROFICIENCY BONUS

+3

45 ft.

INITIATIVE

SPEED

I am aloof
I am slow to anger
I am resolute in my decisions.
PERSONALITY TRAITS

12




+3

Strength





+5

Dexterity

+3



+1

Constitution



-1

Intelligence

16



+3

Wisdom



+0

Charisma

DEXTERITY

CONSTITUTION

Hit Point Maximum 27

27
CURRENT HIT POINTS

0

SAVING THROWS



INTELLIGENCE



-1
8
WISDOM

+3
16



CHARISMA

+0


10



Total 3



+5

Acrobatics (Dex)



+3

Animal Handling (Wis)

1d8



-1

Arcana (Int)

HIT DICE



+3

Athletics (Str)



+0

Deception (Cha)



-1

History (Int)



+3

Insight (Wis)



+0

Intimidation (Cha)



-1

Investigation (Int)



+3

Medicine (Wis)



-1

Nature (Int)



+5

Perception (Wis)



+0

Performance (Cha)



+0

Persuasion (Cha)



-1

Religion (Int)



+3

Sleight of Hand (Dex)



+5

Stealth (Dex)



+5

Survival (Wis)

NAME

FAILURES

BONDS

I follow my path to escape my past sins.
My code does not always align with the
morals of others.

DEATH SAVES

FLAWS

ATK BONUS DAMAGE/TYPE
Wanderer

Quartersta +5

1d4+3 Blg

Unarmed

+5

1d4+3 Blg

Longbow

+5

1d8+3 Prc

Unarmed Strike: +5 to hit (reach 5 ft.; one
creature)
Hit: 1d4+3 bludgeoning damage
Ranged Attack— Longbow: +5 to hit (range
150/600 ft; one creature).
Hit: 1d8+3 piercing damage (heavy,
two-handed)
ATTACKS & SPELLCASTING

CP

0

Saving Throws: Strength, Dexterity

SP

160

Tools: Herbalism Kit, Musical instrument
(Taiko Drums)

EP

0

GP

250

PP

0

Weapons: Simple weapons, Shortswords

Feature: The Long Winding Road. Whever your party enters a new settlement or point of
interest, there is a chance that you have visited it before in the past. At the DM's discretion
you may know a contact in the settlement, useful details about the location, or may be
confronted by old enemies or rivals.
Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and
longbow.
Fleet of Foot: Your base speed is 35ft.
Trance: You can meditate for 4 hours to gain the benefits of an extended rest.
Keen Senses: You gain proficiency in the Perception skill.

Melee Attacks— Quarterstaff (Two-handed):
+5 to hit (reach 5 ft.; one creature)
Hit: 1d8+3 bludgeoning damage (versatile)

PASSIVE WISDOM (PERCEPTION)

Languages: Common, Elven, Giant

OTHER PROFICIENCIES & LANGUAGES

I follow a strict personal code that
determines my actions.

SUCCESSES

SKILLS

15

IDEALS

TEMPORARY HIT POINTS

+1
13

By emptying myself of passion and
emotion, my spirit will find peace.

-Longbow
-20 arrows
-Quarterstaff
-Explorer’s pack
-Herbalism kit
-Monk Robes
-Bhaal Kunai
-3 Potions of healing
-1 Potion of invisibility
-Jeweled Comb
-2 bags of caltrops
-2 bags of ball bearings
-Fatto's Spoon

Fey Ancestry: You gain advantage on saving throws against charmed and magic cannot
put you to sleep.
Mask of the Wild: You can attempt to hide when you are only lightly obscured by foliage,
heavy rain, falling snow, mist, or other natural phenomena.
Unarmored Defense: While you are wearing no armor and not wielding a shield, your AC
equals 10 + your Dexterity modifier + your Wisdom modifier.
Martial Arts: You gain the following benefits while you are unarmed or wielding only monk
weapons and you aren’t wearing armor or wielding a shield:
-You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed
strikes and monk weapons.
-You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon.
This die changes as you gain monk levels.
-When you use the Attack action with an unarmed strike or a monk weapon on your turn,
you can make one unarmed strike as a bonus action.

Background- Having lived for a century as a decadent thrill-seeker, Kirin's colorful lifestyle
finally took its toll on his mind and body. Guilty of a terrible sin known only to himself, he
entered a self-imposed exile into the sandy wastes of the far east. When he returned, he
was no-longer the rakehell elf of the past. Trained in meditative techniques by desert
ascetics, Kirin has attempted to master his dark impulses through iron discipline and a strict
code known as the Empty Path. Now, the Path dictates that he return to confront the
demons of his former life, so that he may master them and continue his journey towards
enlightenment.

EQUIPMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

FEATURES & TRAITS


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