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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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