「つららヶ峰のしろいりゅう」キャンペーン PC

「 つららヶ峰のしろいりゅう 」 キャンペーン用キャラクター。

Taiga ( タイガ )

 Race 
 Tabaxi


 Alignment 
 Chaotic-Good


 Experience / Next Level 
  - / - xp


 Classes / Level 
 Monk 5


 Patron Deity / Faith 
 


 Background 
 Outlander


 キャラ設定 
父タローの第六子として生を受け、修行僧の寺の軒先を借りたのが縁で住み着き、彼らが修行する様を見様見真似でなぞってる内に
なんかモンクになっていた。
伝説のドラゴン・モンクの伝承を真に受け、その足跡を探す旅をしている。
が、あんまりにも手掛かりがないので、ドラゴン達に直接聞いてみよう、と思い立ち。
つららヶ峰に白竜が出るという噂を聞きつけたタイガは、麓のファンダリンの町へとやって来たのであった。
「すっごく強いドラゴンのモンクを探しているのニャ。黄色のブルー・ドラゴンって話ニャンだけど、知ってるかニャ?」
( 註:はい、定番のブルース・リーネタです。出所はほぼ確実にエルミンスターによる地球の土産話 )
毛並みはいわゆる茶白・茶トラ白と呼ばれる柄。
特に虎の毛並みに近いとされるマッカレル・タビー柄(参考 URL:http://necosekai.net/?p=3552 ) なのだが、トラと言われると何故か怒る。


 Hit Points 
 38 = 8 + 5 + 5 + 5 + 5 + 10 CON Mod. ( = + 2 CON × 5 Lv. )


 Ability Scores 
STR 13 ( + 1 ) = 13 ( 5pts. )
CON 14 ( + 2 ) = 14 ( 7pts. )
DEX 16 ( + 3 ) = 14 ( 7pts. ) + 2 Racial
INT 8 ( - 1 ) = 8 ( 0pts. )
WIS 14 ( + 2 ) = 14 ( 7pts. )
CHA 10 ( + 0 ) = 9 ( 1pts. ) + 1 Racial


 Initiative & Move Speed 
Initiative + 3 = + 3 DEX
Land Speed 50 feet. ( = Base 30 feet. + 10 feet. ( Unarmored Movement ) + 10 feet. ( Mobile Feat ))
Climb Speed 40 feet. ( = Base 20 feet. + 10 feet. ( Unarmored Movement ) + 10 feet. ( Mobile Feat ))


 Armor Class 
 15 = 10 + 3 DEX + 2 WIS


 Saving Throws 
STR 】  + 4 ( = + 1 STR + 3 Proficiency )
DEX 】  + 6 ( = + 3 DEX + 3 Proficiency )
CON 】  + 2 ( = + 2 CON )
INT 】  - 1 ( = - 1 INT )
WIS 】  + 2 ( = + 2 WIS )
CHA 】  + 0 ( = + 0 CHA )


 Proficiencies 
Proficiency Bonus + 3
Armor None
Weapons All Simple Weapons, Longbow, Shortsword, Warhammer
Tools Cook's Utensils, Horn
Language Common, Draconic, Gnomish


 Attacks 
Warhammer Versatile ( d10 ), Martial Arts ( Kensei Weapon )
Attack + 6 ( = + 3 DEX + 3 Proficiency )
Damage 1d8 + 3 ( = + 3 DEX ) / Bludgeoning
Quarterstaff Versatile ( d8 ), Martial Arts
Attack + 6 ( = + 3 DEX + 3 Proficiency )
Damage 1d6 + 3 ( = + 3 DEX ) / Bludgeoning
Shortsword Finesse, Light, Martial Arts
Attack + 6 ( = + 3 DEX + 3 Proficiency )
Damage 1d6 + 3 ( = + 3 DEX ) / Piercing
Claws Natural Weapon, Martial Arts
Attack + 6 ( = + 3 DEX + 3 Proficiency )
Damage 1d4 + 3 ( = + 3 DEX ) / Slashing
Unarmed Strike Natural Weapon, Martial Arts
Attack + 6 ( = + 3 DEX + 3 Proficiency )
Damage 1d6 + 3 ( = + 3 DEX ) / Bludgeoning
Dart Finesse, Thrown, Range ( 20 / 60 )
Attack + 6 ( = + 3 DEX + 3 Proficiency )
Damage 1d4 + 3 ( = + 3 DEX ) / Piercing
Longbow Ammunition ( Range 150 / 600 ), Heavy, Two-handed, Martial Arts ( Kensei Weapon )
Attack + 6 ( = + 3 DEX + 3 Proficiency )
Damage 1d8 + 3 ( = + 3 DEX ) / Piercing


 Skills 
Strength Athletics + 4 ( = + 1 STR + 3 Proficiency )
Dexterity Acrobatics + 6 ( = + 3 DEX + 3 Proficiency )
  Sleight of Hand + 3 ( = + 3 DEX )
Stealth + 6 ( = + 3 DEX + 3 Proficiency )
Intelligence   Arcana - 1 ( = - 1 INT )
History - 1 ( = - 1 INT )
  Investigation - 1 ( = - 1 INT )
  Nature - 1 ( = - 1 INT )
Religion - 1 ( = - 1 INT )
Wisdom   Animal Handling + 2 ( = + 2 WIS )
Insight + 5 ( = + 2 WIS + 3 Proficiency )
  Medicine + 2 ( = + 2 WIS )
Perception + 5 ( = + 2 WIS + 3 Proficiency )
Survival + 5 ( = + 2 WIS + 3 Proficiency )
Charisma   Deception + 0 ( = + 0 CHA )
  Intimidation + 0 ( = + 0 CHA )
  Performance + 0 ( = + 0 CHA )
  Persuasion + 0 ( = + 0 CHA )
○ = Class skill ( not Proficiencied )
● = Proficiencied by class
◆ = Proficiencied by racial
■ = Proficiencied by background


 Traits 
Tabaxi Ability Score Increases + 2 DEX, + 1 CHA
Size Medium
Speed Your base walking speed is 30 feet
Darkvision Thanks to your infernal heritage, you have superior vision in dark and dim conditions.
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
You can't discern color in darkness, only shades of gray.
Feline Agility When you move on your turn in combat, you can double your speed until the end of the turn.
Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
Cat's Claws Because of your claws, you have a climbing speed of 20 feet.
In addition, your claws are natural weapons, which you can use to make unarmed strikes.
If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the
bludgeoning damage normal for an unarmed strike.
Cat's Talent You have proficiency in the Perception and Stealth skills.
Languages Common, One of your choice
Monk 4 Hit Dice 1d8 / Lv.
Armor Proficiencies None
Weapon Proficiencies All simple weapons, Shortsword
Tool Proficiencies Choose one type of artisan's tools or one musical instrument
Saving Throw Proficiencies Strength, Dexterity
Skills Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
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 Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons,
which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
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.
・When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one
 unarmedstrike as a bonus action.
 For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed
 strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Ki Your training allows you to harness the mystic energy of ki.
Your access to this energy is represented by a number of ki points.
Your monk level determines the number of points.
You can spend these points to fuel various ki features.
You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind.
You learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw
all of your expended ki back into yourself.
You must spend at least 30 minutes of the rest meditating to regain your ki points.
Some of your ki features require your target to make a saving throw to resist the feature's effects.
The saving throw DC is calculated as follows:
Ki Save DC 13 ( = 8 + 3 Proficiency + 2 WIS )
Flurry of Blows Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes
as a bonus action.
Patient Defense You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump
distance is doubled for the turn.
Unarmored Movement Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
Monastic Tradition Way of the Kensei
Kensei Weapons Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon.
Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties.
The longbow is also a valid choice.
You gain proficiency with these weapons if you don't already have it.
Weapons of the chosen types are monk weapons for you.
Many of this tradition's features work only with your kensei weapons.
Agile Parry If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can
use it to defend yourself if it is a melee weapon.
You gain a + 2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't
incapacitated.
Kensei's Shot You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly.
When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of
the weapon's type.
You retain this benefit until the end of the current turn.
Deflect Missiles You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack.
When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your
monk level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and
you have at least one hand free.
If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece
of ammunition you just caught, as part of the same reaction.
You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as
a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
Slow Fall You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times
your monk level.
Extra Attack
Stunning Strike
Outlander (Background) Feature:Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain,
settlements, and other features around you.
In addition, you can find food and fresh water for yourself and up to five other people each day, provided that
the land offers berries, small game, water, and so forth.
Skill Proficiencies Athletics, Survival
Tool Proficiencies One type of musical instrument
Languages One of your choice

 Feats 
Mobile ・Your speed increases by 10 feet.
・When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
・When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.


 Equipments 
  Warhammer
  Quaterstaff
  Shortsword
  Longbow
  Quiver
  + Arrows × 20 ◯◯◯◯◯◯◯◯◯◯◯◯◯◯◯◯◯◯◯◯
  Darts × 10 ◯◯◯◯◯◯◯◯◯◯
Potion of Healing × 1
  Explorer's Pack
  + Backpack
  + Bedroll
  + Mess kit
  + Tinderbox
  + Rations × 10 ◯◯◯◯◯◯◯◯◯◯
  + Torch × 10 ◯◯◯◯◯◯◯◯◯◯
  + Waterskin
  + Rope, Hempen × 50feet
  Waterskin
  Fishing Tackle
  Clothes, Traveler's
  Hunting Trap

◇ = Magic Item
☆ = Magic Item ( requires attunement )
★ = Magic Item ( attuned )

最終更新:2022年07月31日 14:45