Casting Call – 13th Age Monk

Howdy All!

So, as a result of a last minute change in the line-up for our session this evening, I will be swapping out GURPS for 13th Age tonight.  To that end, I have written up the following character for one of my players to use (a player who LOVES the idea of the 13th Age Monk).

Updated:

You can view the session where this character was played here:

Human Monk Level 2 (13th Age)
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Initiative: +4
Languages: Common

Defence
Armor Class 15, Physical Defence 16, Mental Defence 13.
Hp: 36 Recovery Dice 2d8+1 Recoveries 8

Offense
Basic Melee Attack
Punch +6 vs. AC
Hit: 2d8+3 dmg
Miss: 2 dmg

Basic Ranged Attack
Throwing Star +6 vs. AC
Hit: 2d4+3 dmg
Miss: –

Ki-Points: 3
Jab 2d6
Punch 2d8
Kick 2d10

Statistics
Str 16 (+3), Dex 18 (+4), Con 12 (+1), Int 10 (+0), Wis 14 (+2), Cha 10 (+0)

Backgrounds: To be determined.

Feats
Claws of the Panther: You can spend 1 point of ki when your finishing attack misses all targets to use a flow attack instead of an opening attack with your next standard action – in effect you get to skip the opening attack of your next form’s progression. Flurry: You can use Flurry on escalation die 2+. Leaf on Wind: You gain +3 bonus to disengage checks.

Gear
Leather Armor, Throwing Stars, Adventurer’s Kit.

ABILITIES:
Ki Points: You can spend 1 ki point to adjust the roll by 1 point.
Two-Weapon Fighting: When you roll a natural 2 on an attack roll, you get to reroll it.

TALENTS:
Flurry (Seven Deadly Secrets)
Melee Attack – Quick Action – At-Will when the escalation die is 2+
Target: 1 enemy
Attack: +6 vs. AC
Damage: 2d6+3
Ki-Power: You must be engaged with 2or more enemies to use this power. After making a Flurry attack, you can spend 1 point of ki to make another Flurry attack against a target you have not already attacked with Flurry this turn.

Greeting Fist (Seven Deadly Secrets)
The first time you make a melee attack against each enemy during a battle, the target takes 2d6 extra damage on a hit.
Ki-Power: When you deal Greeting Fist damage, you can spend 1 point of ki to double that damage (as usual, a crit would then deal triple that damage).

Leaf on Wind
Once per battle when you use a move action, you can take another move action as a free action.
In addition, if you fall with a wall, tree, or other physical object next to you, you can fall up to 60 feet without taking damage.
Ki-Power: You can spend 1 point of ki during your turn to gain flight until the end of your turn.

FORMS:
THREE CUNNING TRICKSTERS
Opening Attack
Melee attack
Target: One enemy
Attack: +6 vs. AC
Hit: 2d6+3 damage
Natural Even Miss: Half damage
Natural Odd Miss: –

Flow Attack
Melee attack
When you use this attack, you can pop free from one enemy anytime during that turn as a free action.
Target: One enemy
Attack: +6 vs. AC
Hit: 2d8+3 damage
Miss: Half-damage

Finishing Attack
Melee attack
Target: One enemy
Attack: +6 vs. AC
Hit: 2d10+3
Natural Even Hit: As a hit, plus when an enemy engaged with you targets you with an attack before the start of your next turn, you can deal 2d6+3 damage to it as an interrupt action.
Miss: Half damage

CLAWS OF THE PANTHER
Opening Attack
Melee attack
Target: One enemy
Attack: +6 vs. AC
Hit: 2d6+3 damage and you pop free from the target
Miss: 2 damage

Flow Attack
Melee attack
Target: One enemy
Attack: +6 vs. AC
Hit: 2d8+3 damage
Natural Even Hit: As a hit, plus each enemy engaged with you takes 1d6 damage
Natural Even Miss: Half damage.
Natural Odd Miss: 2 damage

Finishing Attack
Melee attack
Target: Up to two enemies
Attack: +6 vs. AC
Hit: 2d10+3 damage
Natural Even Miss: Half damage
Natural Odd Miss: 2 damage

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Casting Call – 13th Age Monk

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