Xue ('Shoo') Heping    (Human Male Monk)
Character Information   
Name: Xue ('Shoo') Heping XP/Next lvl: 0 / 2235
Class: Monk HP:curr/max 10 / 10
Alignment: Neutral Good AC:reg/rear/no shield 9 / 9 / 9
Race: Human Level: 1
Age: 20 Height: 5'6'
Weight: 178lbs Gender: Male
Encumbrance: Movement: 120'
Languages: Common, Alignment, and Goblin
Ability Scores   
STR: 13 (+1 to Forcing Doors)
INT: 15 (+1 Language, Able to Read and Write)
WIS: 15 (+1 Saving Throw Modifier to all Magical Effects)
DEX: 16 (+2 To Hit with Missile Weapons, +1 Initiative, +5 Thief Skills)
CON: 17 (+2HP/LVL ~Survive: Resurrection 98 / Shock 97)
CHR: 15 (-1 Reaction / 7 Retainers / 10 Retainer Morale)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
10 / 11 13 / 14 11 / 12 15 / 16 14 / 15

Notes: First is with Wisdom bonus (vs 'spell like') ~ Second is just the standard save.

Description and Background   
Description:
Student of the Eight Fold Path, Xue Heping continues to hone his body and mind. Head shaven, and wearing baggy-concealing clothing, Xue prefers to use his Long Bow as his primary defensive weapon; that is, until his bare-handed combat has progressed to out perform the hunting tool. Xue Heping sees the balance of Law and Chaos, but yields to Good since even Buddha destroyed evil, though good cannot exist without evil, nor light without dark. Xue (shooweh) = Study Heping (hueh ping) = Peaceful

Background:
Xue Heping came from an agrarian based village, and a large farming family. After his parents became business partners with a regional administrator, the administrator provided a document for Xue to study in the neighboring province at the Shaolin Temple of Dengfeng Shi. He was three years old when he traveled on the crop cart to begin his studies. He rose to the top of his classes, nearly every year, year after year. After completing his studies, he traveled across the sea by ship to share and spread the bounty of enlightenment. His friends cannot pronounce his name very well in Common, so they call him 'Shoe.'


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Bastard Sword 1 m - d8 1H/2d4 2H n n +1 Damage ~ Xue always defaults to 2H if possible.
Darts 1 15'+1/16'-44'/45'-1 - 1d4/1d4 n n 4 +2 To Hit / +1 Dmg.
Unarmed 1 m - 1d4/1d4 n n
Arrow, Long Bow 1 70'+1/71'-209'/210'-1 - 1d8/1d8 n n 20 +2 To Hit / +1 Dmg.
Equipment
Qty Item Location
1 Trousers, cloth, light Worn
1 Shirt, cloth Worn
1 Robe, cloth Worn
1 Boots, high, soft, leather Worn
1 Belt, wide, leather Worn
1 Pouch, Large Belt
3 Pouch, Small Belt / Waist
1 Backpack Worn, Back
1 Bedroll Back/Backpack bottom
1 Blanket, Winter With Bedroll
1 Flint & Steel Small Pouch
1 Rope, Silk, 50' Backpack
1 Grappling hook Rope
1 Lantern Backpack or Carried
3 Oil flask Backpack
1 Sack, Large Backpack
1 Thieves picks and tools Small Pouch
1 Quiver Back
20 Arrows Quiver
1 Long Bow Back or Carried
1 Dadao (Bastard Sword) Back or Carried
2 Sack, Small Backpack
4 Darts Sleeves
8 Trail Rations, 8 days Backpack
1 Water skin Backpack
1 Wine skin (with 2 pints) Backpack


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 10 0 20 0
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
4 10gp ea Pouch
Memorized Spells



Spell Book



Notes
Monk's Special Combat Abilities:
=== SURPRISE ===
+ Monks are surprised only on a 1 in d6.

=== BARE HANDED ATTACK ABILITIES ===
+ If the To Hit d20 roll succeeds by 5 more than needed, the target is stunned for d6 rounds.
~~Ex: If the Monk needs a 12 on a d20 to hit and rolls a 17 the target is stunned for 1d6 rounds.
+ There is a chance equal to the target's AC that the opponent is instantly killed.
~~Ex: If the Monk's opponent is AC4, then every successful hit by the Monk has a 4 chance of killing it instantly.
+ Starting at 8th level this chance goes up by 1 per level. So a level 8 Monk would have a 5 chance against the same AC4 opponent.

=== STATS ===
+ Monks do NOT get 'To Hit' & Dmg bonuses from STR.
+ Monks do NOT get an AC bonus from DEX.

=== SAVES ===
+ Monks 'Save' as Clerics.

=== DODGE, DUCK, DIP, DIVE and... DODGE ===
+ Monks can dodge non-magical missiles with a successful save vs Spell-like Devices.
+ Monks can dodge Magic Missile with a successful save vs Spell-like Devices.
+ When saving against other effects that deal damage, successful saving throws result in NO damage even when the damage would normally be half.
+ At level 9 even an unsuccessful save results in half damage.
Monk's Thieves Skills:
=== Monks Progress As Thieves In These Skills ===
27 = Pick Locks: 17 + Monk's 5 + DEX 5
29 = Find & Remove Traps: 14 + Monk's 10 + DEX 5
38 = Move Silently: 23 + Monk's 10 + DEX 5
28 = Hide in Shadows: 13 + Monk's 10 + DEX 5
102 = Climb Walls: 87 + Monk's 10 + DEX 5
1-2 = Hear Noise (d6)
*There is always a 1 chance of failure despite a skill percent above 100.
Monk Special Abilities:
@4th Level: Monks gain the ability to speak with plants.
@5th Level: Monks can Feign Death for a number of turns equal to d6 x their level.
@5th Level: Monks can fall 20' and suffer no damage if no further than 1' from a wall.
@6th Level:
@7th Level:
@8th Level:
@10th Level:
@13th Level:
Monk's Movement Rate:
== Level to Movement Rate: ==
1 & 2 > 120' (40')
3 & 4 > 150' (50')
5 & 6 > 180' (60')
7 & 8 > 210' (70')
9 & 10 > 240' (80')
11 & 12 > 270' (90')
13 & 14 > 300' (100')
15 & 16 > 330' (110')
Monk's Unarmed Attack Dmg & Attacks per Rnd:
== Level/Fist Dmg/Att. per Round: ==
1 > d4 > 1/1
2 > d4+1 > 1/1
3 > d6 > 1/1
4 > d8 > 4/3
5 > d10 > 4/3
6 > d12 > 3/2
7 > 2d8 > 3/2
8 > 3d6 > 3/2
9 > 2d10 > 2/1
10 > 2d12 > 2/1
11 > 3d8 > 5/2
12 > 3d10 > 5/2
13 > 5d6 > 3/1
14 > 4d8 > 3/1
15 > 3d12 > 4/1
16 > 4d10 > 4/1
Monk's Armor Class Bonus:
== Level to AC Bonus ==
1 > None
2 > -1
3 > -2
4 > -3
5 > -4
6 > -5
7 > -6
8 > -7
9 > -7
10 > -8
11 > -8
12 > -9
13 > -9
14 > -10
15 > -11
16 > -12
Monk's HD Level start at 2d4, and progress d4 per Level.
Monk's gain +1 Dmg bonus with any weapons. The bonus is +1 for every 2 levels.