Age of Adventure

Grand Master Of Five Ways

Medium Humanoid, Human Rhine, Zenkai Monk, Zenkai Monasteries, Level 32

HP: 0 / 0
PoS: 

HP: 437 (8d8, 24d10)

DgC/BC: 47/0

Speed: Normal: 10

Initiative: 19

Carrying capacity: 20

Damage immunity:

Damage resistance:

Damage vulnerability:

Condition immunity:

AGI

12

STR

0

VIT

2

CHA

-1

INT

-1

WIS

0

Skills

Acrobatics: 14, Adventuring: 2, Allure: 1, Bluff: 1, Bravery: 3, Diplomacy: 2, Dodge: 13, Exertion: 3, Focus: 17, Insight: 2, Life Force: 6, Perception: 7, Resilience: 3, Sleight: 5, Society: 2, Stamina: 10, Stealth: 7, Toughness: 1

Specialisations

Jump: +4, Movement: +2, Unarmed Attacks: +16

Languages

Common, Draconic

Abilities

Dragon Claw Technique. Punch attacks deal additional 1d4 piercing damage. Kick attacks deal additional 1d6 Force damage. Whenever Grand Master critically hits a creature with Punch or Kick attack, the target must make Toughness(VIT) equal to the damage taken, max 40, or gain Injury condition of Grand Master's choice. For the purpose of Kick and Punch actions critical hit is lowered by one.

Dragon Eye Technique. Grand Master cannot be surprised. It adds its Focus to all initiative rolls. Grand Master adds its Perception to all melee attack rolls. Grand Master gains no disadvantage from not being able to see the target. Grand Master gains no disadvantage on Perception checks from sleeping. Whenever Grand Master fully hits a target with melee attack it deals additional die of damage.

Dragon Fang Technique. If Grand Master makes melee attack with advantage it deals 5d6 lacerating damage in addition to other damage. At the end of each of its turns Grand Master can use Hide as a free action. Whenever Grand Master hits a target with a melee attack it can immediately use Disengage on that target as a free action.

Dragon Scale Technique. Whenever Grand Master hits the same target with 3 or more attacks on the same turn it regains one of its hit dice. At the beginning of its turn, if Grand Master was hit by 3 or more attacks since the end of its last turn it regains 1 of its hit dice. If Grand Master is bloodied it can use one of it hit dice at the beginning of each of its turns, adding Life Force(VIT) to the roll and regaining that much HP. Whenever Grand Master is forced to make skill check it can use one of its hit dice, adding the amount rolled to the result.

Dragon Wing Technique. If a creature moves before making a melee attack it deals additional 1d4 bludgeoning damage for each meter moved, to the maximum of 5d4. Whenever Grand Master uses Punch or Kick it can immediately move up to 1 m without provoking reactions. Whenever Grand Master makes Flurry of Blows or Double Kick attacks it can immediately use Move or Jump as a free action.

Human Adaptability. 3 times per day Grand Master can add 1d4 to any check it makes

Jumper. All jump actions costs ◆ less to use, to the minimum of ◆. Whenever Grand Master makes Jump action immediately followed by an attack, that attack gains one level of advantage. Grand Master has immunity to fall damage and cannot be knocked prone from falling.

Long Death. If Grand Master would be dropped to 0 HP it can instead use 2 of its Hit dice to be dropped to 1 HP instead.

Martial Artist. Whenever Grand Master uses Move or Jump actions it can also make one punch attack as part of that action. Grand Master can use Focus(AGI) for Grapple, Shove and Trip actions. Whenever Grand Master fully hits the same target at least 2 times in the same turn it can perform Grapple, Shove or Trip against that target at the end of the turn as a free action.

Ninjutsu. If Grand Master is flanking or attacking surprised target it gains additional level of advantage and its Dragon Fang Technique lacerating damage is maximised.

Observant Defence. Grand Master adds its Perception to its DgC.

Quick Dash. Once per turn, when Grand Master uses Move or Jump actions it can double the distance travelled. All attacks of opportunity gain double disadvantage for that action.

Reflective Damage. Whenever Grand Master is hit by a melee attack it can use one of its hit dice to deal bludgeoning damage equal to amount rolled + Focus(AGI) back to the attacker.

Rise Up. All Grand Master's move actions cost ◆ less to use, to the minimum of ◆.

Runner. Whenever Grand Master uses its move action it selects one creature it can see within 10 m. That movement does not provoke reactions from that creature. All attacks of opportunity against Grand Master have double disadvantage.

Actions

◆: Punch. Melee unarmed attack, Focus(AGI) to hit. 11d10 + AGI bludgeoning damage

◆: Sprint Burst. Grand Master's walking movement speed is doubled until the end turn.

◆◆: Flurry of Blows. Make 3 punch attacks against the same target.

◆◆: Kick. Melee unarmed attack, Focus(AGI) to hit. 11d12 + AGI bludgeoning damage

◆◆◆: Double Kick. Make 2 kick attacks against the same target.

◆◆◆, Target must have at least 2 injury conditions: Hand Claw Finisher. Melee unarmed attack, Focus(AGI) to hit, 6d12 + AGI piercing damage. Target must make Toughness(VIT) check equal to the damage taken, max 40, or gain 2 levels of bleeding.

Lore

It began with the forging of the Great Rings. Three were given to the Elves, immortal, wisest and fairest of all beings. Seven to the Dwarf lords, great miners and craftsmen of the mountain halls. And nine, nine rings were gifted to the race of men, who, above all else, desire power. But they were, all of them, deceived, for another Ring was made. In the land of Mordor, in the fires of Mount Doom, the Dark Lord Sauron forged in secret a master Ring, to control all others. And into this Ring he poured his cruelty, his malice and his will to dominate all life. One Ring to rule them all.