
A Very long time ago
Mercoind And I had this game. the Mentor game where to learn skills and powers and earn new stats you had to train for them and thats how you grew powerful. it was a very fast paced game i kept the descriptions very short and quick and we went throught it in less than a month i belive. ILL eventuly post a link to the Doc Logs but for now. enjoy this much
Elior tagar is ©
Mercoind His character
Elior Tagar was an Earth Monk Mage. he was one of Justins very first students.
______INVENTORY______
“Dark hero's Claws” (+4 Epic Tonfas)
1d10+4 Slashing, +1d8 Necrotic/+1d8 Acid Damage.
Increased Critical 18-20
Disrupt Magic (Caster receives disadvantage on Concentration when hit)
Ignore Armor 1d4
“Shadow Pendent” +5 Fire damage to all attacks, Immune to status effects, Absorbs Nectroic (heals the wearer), Necrotic Resistance, Gaze attacks Resisted.
Robe of the Heavens (Resistance to Magic, 2d6+3 Hp regain at start of turn)
Ivory Staff +3 1d6+3 (1d10+3)
Ivory Tonfas +3 1d4+3
Throwing Daggers +1 1d4+1
Shurikens +1
Bola (grapple DC 15)
Monk beads (Advantage on COncentration Checks)
Stone Charm (Minor Undead Ward)
Tres Flores (Mystic Key to Underground Kingdom of Facua)
Diamond Tipped Wand
Puzzle Box (Taoist Spirit, Leads to Kirins Realm)
Gothrin Key (Gates of Daos)
Harp Lord’s Horn (Summons Xander/Celestial)
Blue fire King furr 1
Kirins Golden Apple 1
Shock worm Fang 1
Demon Goats eye 1
Quake Worm Horn 1
Quake Worm Shell 1
Folk Crystal 2
Demon Shards 2
Demon Fang 1
Superior Healing Potions (8d4+8) 3
Anti-toxin Potions 3
GP 3000
_______________________
Player: John Sheep
Name: Elior Tagar
Background: Folk Hero (Defining Event, Rustic Hospitality)
Race: Human
Age: (he appears young tho his real age is unknown)
Class: Monk 20 / Wizard 5
Lv: 25
Ac: 20
Hp: (20d8+5d6+CON) 220
Spd: 60ft
Size: Medium
STR: 9 -1
DEX: 20 +5
CON: 14 +2
INT: 15 +2
WIS: 20 +5
CHA: 15 +2
Languages: Any (tongue of sun and moon)
Proficiency Bonus: +8
Saves: (Diamond Soul) Str 7,Dex 13,Con 10,Int 10,Wis 13,Cha 10.
Passive Perception: 23
Tools:
Skills:
* for Proficiency, ** For Expertise.
Athletics (Str) -1
*Acrobatics (Dex) 13
Sleight of Hand (Dex) 5
Stealth (Dex) 5
Vehicle Handling (Dex) 5
Arcana (Int) 2
History (Int) 2
Investigation (Int) 2
Mechanics (Int) 2
Nature (Int) 2
Religion (Int) 2
Science (Int) 2
Technology (Int) 2
*Animal Handling (Wis) 13
*Insight (Wis) 13
Medicine (Wis) 5
Perception (Wis) 5
*Survival (Wis) 13
Deception (Cha) 2
Intimidation (Cha) 2
Performance (Cha) 2
Persuasion (Cha) 2
Feats: (5) Linguist: You have studied languages and codes, gaining the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You learn three languages of your choice.
You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
Tough: Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Crusher: You are practiced in the art of crushing your enemies, granting you the following benefits:
Increase your Strength or Constitution by 1, to a maximum of 20.
Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
Athlete: You have undergone extensive physical training to gain the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
When you are prone, standing up uses only 5 feet of your movement.
Climbing doesn't cost you extra movement.
You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Fighting Initiate: (Two weapon Fighting) Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.
Race: Human (+1 All Ability Scores)
Alert: Always on the lookout for danger, you gain the following benefits:
You can't be surprised while you are conscious.
You gain a +5 bonus to initiative.
Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
Class:
Monk: Unarmored Defense, Martial Arts (1d10), Unarmor Movement (+30), Dedicated Weapon (tonfa), Deflect missile, Slow fall, Extra attack (1),Stunning strike, Evasion, Stillness of Mind, Purity of Body, Tongue of sun and moon, Diamond SOul, Timeless Body, EMpty Body, Perfect self.
ASIx6 (+12)
KI: 20 / 20
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier : DC 21
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.
Path: Way of 4 Elements: Ki Point Limit (6).
Elemental Attunement,
Mountains Defense (stoneskin),
Fist of four thunders (Thunderwave)
Ride the wind (fly)
Wave of rolling earth (Wall of Stone)
Wizard: Spellcasting, Arcane recovery,
School: Abjuration:
Abjuration Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.
Arcane Ward
Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
Once you create the ward, you can't create it again until you finish a long rest.
Spell Save DC: 18
Spell Attack Modifier: 10
Spells Prepared: 7
Cantrips Known: 4
L0: Light, Mage Hand, Mending, Chill Touch,
L1:4. Mage armor, Magic Missile, Burning Hands, Find Familiar
L2:3. Blur, Enlarge/Reduce, Shatter
L3:2. Leomund's Tiny Hut, Blink
L4:0. L5:0.L6:0. L7:0. L8:0. L9:0.
Renown (Defining Moments)
Kirins Trail (5 spirits)
Big weird dDemon
Converted a Devil back into an Angel
Blue fire King

Elior tagar is ©

Elior Tagar was an Earth Monk Mage. he was one of Justins very first students.
______INVENTORY______
“Dark hero's Claws” (+4 Epic Tonfas)
1d10+4 Slashing, +1d8 Necrotic/+1d8 Acid Damage.
Increased Critical 18-20
Disrupt Magic (Caster receives disadvantage on Concentration when hit)
Ignore Armor 1d4
“Shadow Pendent” +5 Fire damage to all attacks, Immune to status effects, Absorbs Nectroic (heals the wearer), Necrotic Resistance, Gaze attacks Resisted.
Robe of the Heavens (Resistance to Magic, 2d6+3 Hp regain at start of turn)
Ivory Staff +3 1d6+3 (1d10+3)
Ivory Tonfas +3 1d4+3
Throwing Daggers +1 1d4+1
Shurikens +1
Bola (grapple DC 15)
Monk beads (Advantage on COncentration Checks)
Stone Charm (Minor Undead Ward)
Tres Flores (Mystic Key to Underground Kingdom of Facua)
Diamond Tipped Wand
Puzzle Box (Taoist Spirit, Leads to Kirins Realm)
Gothrin Key (Gates of Daos)
Harp Lord’s Horn (Summons Xander/Celestial)
Blue fire King furr 1
Kirins Golden Apple 1
Shock worm Fang 1
Demon Goats eye 1
Quake Worm Horn 1
Quake Worm Shell 1
Folk Crystal 2
Demon Shards 2
Demon Fang 1
Superior Healing Potions (8d4+8) 3
Anti-toxin Potions 3
GP 3000
_______________________
Player: John Sheep
Name: Elior Tagar
Background: Folk Hero (Defining Event, Rustic Hospitality)
Race: Human
Age: (he appears young tho his real age is unknown)
Class: Monk 20 / Wizard 5
Lv: 25
Ac: 20
Hp: (20d8+5d6+CON) 220
Spd: 60ft
Size: Medium
STR: 9 -1
DEX: 20 +5
CON: 14 +2
INT: 15 +2
WIS: 20 +5
CHA: 15 +2
Languages: Any (tongue of sun and moon)
Proficiency Bonus: +8
Saves: (Diamond Soul) Str 7,Dex 13,Con 10,Int 10,Wis 13,Cha 10.
Passive Perception: 23
Tools:
Skills:
* for Proficiency, ** For Expertise.
Athletics (Str) -1
*Acrobatics (Dex) 13
Sleight of Hand (Dex) 5
Stealth (Dex) 5
Vehicle Handling (Dex) 5
Arcana (Int) 2
History (Int) 2
Investigation (Int) 2
Mechanics (Int) 2
Nature (Int) 2
Religion (Int) 2
Science (Int) 2
Technology (Int) 2
*Animal Handling (Wis) 13
*Insight (Wis) 13
Medicine (Wis) 5
Perception (Wis) 5
*Survival (Wis) 13
Deception (Cha) 2
Intimidation (Cha) 2
Performance (Cha) 2
Persuasion (Cha) 2
Feats: (5) Linguist: You have studied languages and codes, gaining the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You learn three languages of your choice.
You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
Tough: Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Crusher: You are practiced in the art of crushing your enemies, granting you the following benefits:
Increase your Strength or Constitution by 1, to a maximum of 20.
Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
Athlete: You have undergone extensive physical training to gain the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
When you are prone, standing up uses only 5 feet of your movement.
Climbing doesn't cost you extra movement.
You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Fighting Initiate: (Two weapon Fighting) Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.
Race: Human (+1 All Ability Scores)
Alert: Always on the lookout for danger, you gain the following benefits:
You can't be surprised while you are conscious.
You gain a +5 bonus to initiative.
Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
Class:
Monk: Unarmored Defense, Martial Arts (1d10), Unarmor Movement (+30), Dedicated Weapon (tonfa), Deflect missile, Slow fall, Extra attack (1),Stunning strike, Evasion, Stillness of Mind, Purity of Body, Tongue of sun and moon, Diamond SOul, Timeless Body, EMpty Body, Perfect self.
ASIx6 (+12)
KI: 20 / 20
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier : DC 21
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.
Path: Way of 4 Elements: Ki Point Limit (6).
Elemental Attunement,
Mountains Defense (stoneskin),
Fist of four thunders (Thunderwave)
Ride the wind (fly)
Wave of rolling earth (Wall of Stone)
Wizard: Spellcasting, Arcane recovery,
School: Abjuration:
Abjuration Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.
Arcane Ward
Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
Once you create the ward, you can't create it again until you finish a long rest.
Spell Save DC: 18
Spell Attack Modifier: 10
Spells Prepared: 7
Cantrips Known: 4
L0: Light, Mage Hand, Mending, Chill Touch,
L1:4. Mage armor, Magic Missile, Burning Hands, Find Familiar
L2:3. Blur, Enlarge/Reduce, Shatter
L3:2. Leomund's Tiny Hut, Blink
L4:0. L5:0.L6:0. L7:0. L8:0. L9:0.
Renown (Defining Moments)
Kirins Trail (5 spirits)
Big weird dDemon
Converted a Devil back into an Angel
Blue fire King
Category Designs / Fantasy
Species Unspecified / Any
Size 568 x 767px
File Size 454.9 kB
Comments