YVelda Fucking Volen | Character Sheet AD&D 1E Koth 2020 | Advanced Dungeons & Dragons | Statblocks & Sheets | World Anvil

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Player Characters of

YVelda Fucking Volen

Half-Orc Monk 12 - 11 for Monk 1 for Cleric


Alignment: Chaotic Evil
Deity: None
Religion: Shaolin Monks of the Henan Province in Darkest Zhongyuan (Midlands and Forests)
Piety: average
Birthday: 1, Skocanth
Birth Year:
Starsign:
Age: 1322
Social Class: Lower-Lower Class
Secondary Skill:
Spoken Languages and Dialects

Common Orc based on Dwarvish, Outlander Common Tongue english / Human
Written Languages and Scripts

Hit Points


96 / 96

Hit Dice (HD): 11
Hit Die Type: 4d8
Hit Point Bonus: per hit die

Wounds:

Abdomen scar from underground battle and has died and been brought back a total of 3X.

Experience


Experience Points:

Experience Point Bonus: %

Armor Class


18

Armor Worn: Hunter's Coat
Armor Condition: Good
Armor Movement: 1 "
Shield Used: None
Shield Condition: Destroyed
Base Armor Type: None (AC10)
AC Flatfooted:
AC Without Shield:
Armor Weight:
Armor Value:
Shield Weight:
Shield Value:

Armor Notes: Armor (leather), very rare (requires attunement) You gain a +1 bonus to AC while wearing this armor.   The coat has 3 charges. When you hit a creature with an attack and that creature doesn't have all its hit points, you can expend 1 charge to deal an extra 1d10 necrotic damage to the target. The coat regains 1d3 expended charges daily at dawn.

Ability Scores

Saving Throws

STRENGTH

14.

Hit +0 | Dam +0 | Weight +200
Open Doors 1-2 | Bend Bars 7%
INTELLIGENCE

14

Addtnl Lang 6 | Learn Spell: 75%
Min Spells: 8 | Max Spells: 14
WISDOM

16

DEXTERITY

20

CONSTITUTION

17

CHARISMA

10

Max No. of Henchmen 4
Loyalty: Normal | React Adj: Normal
Paralysis, Poison
and Death Magic

Roll

Notes:
Petrification
or Polymorph

Roll

Rod, Staff
or Wand

Roll

Breath
Weapon

Roll

Spells and
Other Magic

Roll

General Saving Throw Notes:
Proficient in Strength (8) and Dexterity (10)   Ki save DC = 8 + your proficiency bonus + your Wisdom modifier (15) - You must spend at least 30 minutes of the rest meditating to regain your ki points.  
  • 60 feet of dark Vision
  • Relentless Endurance - When reduced to 0 hit points but not killed outright you can increase back to 1 hit point
  • Savage Attacks - Score critical hit with a melee weapon and additional die can be rolled for extra damage
  • Wholeness of Body - Ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. Long rest till next time. 3x11=33
  • Movement Rate


    Base Movement Rate: 12"
    Heavy: 8"
    Very Heavy: 4"
    Max Load: 1.3333333333333"
    Run (x10): 120"
    Normal (x5): 60"
    Crawl (50%): 6"

    Weapons and Combat

    Weapons of Proficiency: Quarterstaff and Unarmed strikes
    Non-Prof Penalty: [-2] | Slots: /

     
    To Hit AC Table:

     

    Thief Skills:

    Pick Pockets Move Silently 10 Climb Walls
    Open Locks Hide in Shadows Read Languages
    Find/Remove Traps Hear Noise Backstab

    Equipment Carried:


     

    Wealth and Property:

    Carried Wealth
    Other Wealth
    Platinum Pieces: (PP)
    Gold Pieces: 7925 (GP)
    Electrum Pieces: 0 (EP)
    Silver Pieces: (SP)
    Copper Pieces: (CP)
    Gemstones:
    Total Gem Value: gp
    Total Gem Weight: gp
    Other:
    Total Other Value: 0 gp
    Total Other Weight: 0 gp
    Total Value: 7925 gp
    Total Weight: 7925 gp
    Conversion: PP = 5 GP = 100 SP = 1000 CP
    or 1/5 PP = 1 GP = 2 EP = 20 SP = 200 CP


     

    Encumbrance

    Normal < 550
    Heavy 550 - 1100
    Very Heavy 1100 - 1450
    Maximum 1451


    Equip Weight:
    Weapon Weight:
    Weapon Weight:
    Armor Weight:
    Wealth Weight: 7925
    Total Weight: 7925

    Special Abilities:

    Special abilities granted to this character due to race, class or other circumstances. Ability Check D100 Ability Check: D20 Ability Check: D6
    Ki Attacks and Abilities – YeVelda Volen – Level 12 but 11 for Monk 1 for Cleric Way of the Open Hand:   Open Hand Technique Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s Ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: • It must succeed on a Dexterity saving throw or be knocked prone. • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. • It can’t take reactions until the end of your next turn. Wholeness of Body At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. Tranquility Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. Quivering Palm At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.   Ki save DC = 8 + your proficiency bonus + your Wisdom modifier (15) - You must spend at least 30 minutes of the rest meditating to regain your ki points. 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 Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. Deflect Missiles Starting at 3rd level, 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. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Slow Fall Beginning at 4th level, 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 Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.     Stunning Strike Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. Ki-Empowered Strikes Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage Wholeness of Body At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. Evasion At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Stillness of Mind Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. Unarmored Movement Improvement At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move. Purity of Body At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. Monistic Tradition: Tranquility Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. (15) SANCTUARY Casting Time: 1 bonus action, Range: 30 feet, Target: A creature within range, Duration: 1 minute, Classes: Cleric You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.   Unarmored Movement At 10th level, your Unarmored Speed speed bonus increases to 20 feet while you are not wearing armor or wielding a shield. Tongue of the Sun and Moon Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. Diamond Soul Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. Unarmored Movement At 14th level, your Unarmored Speed speed bonus increases to 25 feet while you are not wearing armor or wielding a shield. Timeless Body At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water. Empty Body Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you. Unarmored Movement At 18th level, your Unarmored Speed speed bonus increases to 30 feet while you are not wearing armor or wielding a shield. Perfect Self At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points. Monastic Traditions Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.
     

    Non Weapon Proficiencies:

    Secondary and other skills granted to this character due to experience and background. NWP Check

     
    Secondary Skill:
    Non-Weapon Proficiency Slots: 11 /

     

    Spells and Magic:

    Magical casting abilities granted to the character due to class, nature of other experiences.

     
    Prepared Spells and Abilities:
     
    Spell and Magical Components/Items:
     

     

    General Character Notes and Background:

    Tower Abilities:   After a week stay: 1d8 added hit points +1 attack ability and saving for 3 days and after 3rd over Class Ability restored after long rest Unspent Ki (ignore) X2 On poison, paralysis, stunning, etc. take only 1/2 damage
    Campaign Notes:
    Character Sheet by GM Tryggvi

    Created by

    Gratefuljen Masrock.

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