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Nathaniel Winter III

The mystics foretold that the evil Nathaniel Winter the first would be reborn, as son to his son, and that the mother would die during the birth. Nathaniel the second was not one to kowtow to mystics, and paid their warnings little heed until he watched his beloved wife perish the very moment that their son was free in the world. Though an ordinary boy, the father kept his emotional distance for fear that another warning the mystics gave him would prove true—that the boy would grow into a man and take back the Winter Empire by force.

Out of Character

Concept: Evil soul attempting good deeds.
Think Angel from Buffy.

I'm presuming the Winter Empire to a collection of about a dozen livable islands (and more uninhabited ones) in/near the tundra. Nathaniel the first was an evil tyrant who died and went to hell. He fought his way through hell to gain a chance at redemption as his grandson. He will periodically get flashes of his past life. I'm assuming that Nathaniel the second will be about as evil as the first, and thus will need to be overthrown for Nathaniel the third to gain redemption.

Build (ECL4)

Monk 1/Binder 1
LN Medium Humanoid (Hellbred)
Init +6; Senses: Listen +5; Spot +5


AC: 20; Touch: 12; Flat-footed: 16
(+2 dex; +2 natural; +4 armor; +2 buckler)
HP: 12+1d8 (2d8+4)
Fast Healing 1 When less than half HP
DR 5/silver or magic
Fort: +5, Ref +2, Will +2
+4 vs Poison
Resist Cold 5/Electricity 5


Speed: 40'
Melee: Morningstar +4 (1d8+2 b-p / 20×2) and Slam -2 (1d6+2 magic / 20×2)
Melee: Slam +3 (1d6+2 magic / 20×2)
Ranged: Light Crossbow +4 (1d8 p / 19×2 / 80')
Space: 5'; Reach: 5'; BAB: +1; Grapple: +7
Each successful pin drains 1d4 Con, gain 5 temp HP


Abilities Str 14+1d4 | Dex 14 +2 | Con 14+1d4 | Int 10 +0 | Wis 8+1d4 | Cha 15 +2

  • Feats
    • 1: Improved Binding Your effective binder level is 2 higher than normal for the purpose of determining the level of vestige you can bind. This benefit does not increase your binder level in any other circumstance.
    • V: Improved Initiative
    • HB: Devil's Favor 1/day; When you attempt an attack, save, or check of any sort, you can beseech the dark powers to aid you. You gain a +2 bonus on the attack, save, or check.
    • Monk1: Improved Unarmed Strike
    • Monk1: Improved Grapple
  • Skills
    • Diplomacy +6
    • Intimidate +8

+2 racial bonus on Bluff, Hide, Intimidate, Listen, Move Silently, and Spot
Language(s): Infernal, Common


Items Light Crossbow, MW and 20 bolts (337gp); Chain shirt (100gp); Buckler +1 (1015gp); Boots of Longstrider (2000gp); Morningstar, MW (308gp); Total spent so far: 3670gp


Weapon and Armor Proficiency: Proficiency with all simple weapons and the following are monk weapons—club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Light armor, but not with shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.

Binder

Binding check +3 (1d20 + your effective binder level + your Cha modifier). This process requires 1 minute, but you can choose to make a rushed binding check as a full-round action at a –10 penalty.

The Difficulty Class for a saving throw against any supernatural power granted by a vestige is 10 + 1/2 your effective binder level + your Cha modifier.

Monk

AC Bonus (Ex) When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC.

Flurry of Blows Extra attack but all attacks suffer -2.


Hellbred (LA +0)

All hellbred share the following racial traits:

  • Humanoid (Hellbred): Hellbred are humanoid creatures, despite their monstrous appearance.
  • Infernal Mien (Ex): Hellbred have a sinister presence. They gain a +2 racial bonus on Intimidate checks.
  • Evil Exception (Ex): Regardless of alignment or class restrictions, a hellbred can cast spells with the evil descriptor and never gains negative levels while wielding evil magic items, such as unholy weapons or demon armor. This ability does not shield a hellbred from losing access to class features if he violates a class’s code of conduct. For example, using a +1 unholy longsword to slay orcs would not violate a hellbred paladin’s code of conduct, though using the weapon to kill another paladin would.
  • Hellbound (Su): A devil has a claim on a hellbred’s soul. As a result, a hellbred can be restored to life only by a resurrection spell or greater magic.
  • Devil’s Favor: A hellbred gains Devil’s Favor as a bonus feat for which it does not need to meet the prerequisite. See the new feats section later in this chapter for information on devil-touched feats.
  • Infernal Aspect: Upon completing the Scourging, a hellbred chooses one of the following aspects to manifest. Once the choice is made, it cannot be changed.
    • Body (Ex): A hellbred who chooses body as his infernal aspect gains a +4 bonus on saves against poison. In addition, he gains a +2 bonus to Constitution and takes a –2 penalty to Intelligence. The process of the Scourging strengthens his body but weakens his mind. At 4 HD, he gains a bonus devil-touched feat. At 14 HD, he gains another bonus devil-touched feat.
    • Spirit (Su): A hellbred who selects the spirit aspect acquires infernal senses, gaining darkvision out to 30 feet and a +2 racial bonus on Sense Motive checks. In addition, the process of the Scourging leaves him with a strong mind but a weak body. The hellbred gains a +2 bonus to Charisma and takes a –2 penalty to Constitution. At 6 HD, his darkvision extends to 60 feet. At 9 HD, his darkvision extends to 120 feet. At 12 HD, he gains the ability to see in darkness, even that created by a deeper darkness spell. At 15 HD, he gains telepathy out to 100 feet. (See MM 316 for details.)
  • Automatic Languages: Infernal. Hellbred gain the ability to speak Infernal upon their transformation, but they do not lose the ability to speak languages they previously knew before the Scourging.
  • Favored Class: Paladin. A multiclass hellbred’s paladin class does not count when determining whether he takes an experience point penalty for multiclassing. Furthermore, hellbred paladins can leave that class and return to it without penalty.

Half-vampire (LA +2)

“Half-vampire” is an inherited template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the base creature). The creature’s size and type do not change. A half-vampire uses all the base creature’s statistics and special abilities except as noted here.

Armor Class: A half-vampire’s natural armor bonus improves by 2.

Attack: A half-vampire retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the half-vampire retains this ability. A creature with natural weapons retains those natural weapons. A half-vampire fighting without weapons uses either its slam attack or its primary natural weapon (if it has one). A half-vampire armed with a weapon uses its slam or a weapon, as it desires. A half-vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Full Attack: A half-vampire fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has one). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.

Damage: A half-vampire has a slam attack. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the half-vampire’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.

Special Attacks: A half-vampire retains all the special attacks of the base creature and gains one of those described below. Saves have a DC of 10 + 1/2 half-vampire’s HD + half-vampire’s Cha modifier unless otherwise noted.

Blood Drain (Ex): Some half-vampires can suck blood from a living victim with their fangs by making a successful grapple check. If the half-vampire pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. A half-vampire can’t drain more points of Constitution in a single hour than its Constitution score. When a half-vampire drains a victim’s Constitution, it gains 5 temporary hit points, no matter how many points it drains. Temporary hit points gained in this way last for up to 1 hour. If a half-vampire has this ability, it also gains the blood dependency special quality described below.

Special Qualities: A half-vampire retains all the special qualities of the base creature and also gains those described below.

Blood Dependency (Ex): If a half-vampire does not use its blood drain special attack against at least one living creature each day, it must make a DC 15 Fortitude save or become fatigued. Each day after the first that the half-vampire does not drink blood directly from a living creature, the DC increases by 1 until it fails the save and becomes fatigued. After that, it must make a DC 20 Fortitude save each week (with the DC increasing by 1 each week thereafter) that it does not use its blood drain or become exhausted. The fatigue or exhaustion caused by blood dependency cannot be eliminated by rest (though magic can offset the condition until the vampire fails another save). Using its blood drain ability eliminates a half-vampire’s fatigue immediately, or reduces exhaustion to fatigue. Only half-vampires with the blood drain special attack (see above) gain this special quality.

Damage Reduction (Su): A half-vampire has damage reduction 5/silver or magic.

Fast Healing (Ex): A half-vampire heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the vampire has more than half its full normal hit points, its fast healing does not function (but other forms of healing still function normally).

Resistances (Ex): A half-vampire has resistance to cold 5 and electricity 5.

Abilities: Increase from the base creature as follows: Str +2, Dex +2, Cha +2.

Skills: Half-vampires have a +2 racial bonus on Bluff, Hide, Listen, Move Silently, and Spot checks. Otherwise, same as the base creature.

Feats: A half-vampire gains Improved Initiative, if the base creature doesn’t already have that feat.

Environment: Any, usually same as base creature.

Organization: Solitary.

Challenge Rating: Same as the base creature +1.

Level Adjustment: Same as the base creature +2.