+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+7 | Strength | |
+5 | Dexterity | |
+1 | Constitution | |
-1 | Intelligence | |
+0 | Wisdom | |
+2 | Charisma |
+5 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
-1 | Arcana | INT | |
+7 | Athletics | STR | |
+2 | Deception | CHA | |
-1 | History | INT | |
+0 | Insight | WIS | |
+2 | Intimidation | CHA | |
-1 | Investigation | INT |
+0 | Medicine | WIS | |
-1 | Nature | INT | |
+0 | Perception | WIS | |
+2 | Performance | CHA | |
+2 | Persuasion | CHA | |
-1 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+0 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Blaze Kick | +4 | STR | 2d6+4 | ||
Flams burst from your feet as you deliver a powerful kick. Make a melee attack on a creature, doing 2d6 + MOVE fire damage on a hit. On a natural attack roll of 18 or more, the target is burned, This move scores a critical hit on 19s and 20s. Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. | |||||
Quick Guard | +2 | DEX | |||
Thunder Punch | +4 | STR | 2d6+4 | ||
Shadow Claw | +4 | STR | 1d12+4 | ||
Type Ghost Move Power: STR/DEX Move Time: 1 action PP: 10 Duration: Instantaneous Range: 20ft Description: You strike with a sharp claw made from shadows in range. Make a ranged attack, dealing 1d12 + shadow to make a melee attack roll against a target within MOVE ghost damage on a hit. This moves scores a critical range hit on natural attack rolls of 19 and 20. Higher Levels: The damage dice roll for this move changes at level 5, 2d12 at level 10, and 6d6 at level 17. | |||||
Fusion Barrage | +4 | STR | 5d6+4 | ||
Fusion Flare Type: Fire Move Power: STR Move Time: 1 action PP: 3 Duration: Instantaneous Range: 100ft Description: You summon a gigantic fireball that the user absorbs into their fist and strikes When you activate this move, down from the heavens in a 60 foot circle, centered on a All creatures caught in the blast must you use this move on your make a DEX save against your Move DC, taking 5d +6 MOVE fire damage on a failure, or half as much on a If Fusion Bolt was already used this round, double original damage. The damage resets if any of the attacks the damage dealt. Fusion Flare may be used to thaw out miss, or if you are incapacitated. the user from the frozen status before attacking. Higher Levels: The damage dice roll for this move changes to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17 | |||||
U-Turn | +2 | DEX | 1d12+2 | ||
You lash out with a quick strike before you make a getaway. Make a melee attack, dealing 1d12 + MOVE bug damage on a hit. After this move is activated, a trainer must switch out the user as a free action. Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17 |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.