Tournament Combatant
Tournaments attract martial artists like moths to a flame, with participants crossing vast distances for the chance to test their might.
- AC
- 21
- HP
- 75
- Perc
- +12
- Fort
- +10
- Ref
- +15
- Will
- +10
- STR
- +3
- DEX
- +5
- CON
- +1
- INT
- +0
- WIS
- +1
- CHA
- +2
- fist +14 1d8+5 bludgeoning
- nunchaku +14 1d6+5 bludgeoning
- shuriken +14 1d6+5 piercing
- AC
- 21
- HP
- 75
- STR
- +3
- DEX
- +5
- CON
- +1
- INT
- +0
- WIS
- +1
- CHA
- +2
Tournaments attract martial artists like moths to a flame, with participants crossing vast distances for the chance to test their might.
AC 21
Fort +10
Ref +15
Will +10
HP 75
Speed 35 feet
Melee
[Single Action]
fist +14 (Agile, Finesse, Nonlethal, Unarmed),
Damage 1d8+5 bludgeoning
Melee
[Single Action]
nunchaku +14 (Backswing, Disarm, Finesse),
Damage 1d6+5 bludgeoning
Ranged
[Single Action]
shuriken +14 (Agile, reload 0, thrown 20 feet),
Damage 1d6+5 piercing
Flying Attack [Two Actions] The tournament combatant makes a Leap, High Jump, or Long Jump. At any point during the jump, if they're adjacent to an enemy, they can Strike that enemy with a fist or nunchaku Strike, even in midair.