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== Role: Frontline ==
== Role: Frontline ==


Soulknife X/Psychic Warrior 2
Soulknife 1/Psychic Warrior X


* 1: Psionic Weapon (Str 13; +2d6 dmg)
* 1: Psionic Body (+2 hp per Psi Feat)
* S1: WF (Mindblade); Wild Talent (Psionic subtype; 2pp)
* S1: WF (Mindblade); Wild Talent (Psionic subtype; 2pp)
* PW1: Weapon Finesse
* PW1: Psionic Weapon (Str 13; +2d6 dmg)
* 3: Combat Expertise (Int 13)
* 3: Studious <sup>Arcanis</sup> (+1 skill point per level)
* PW2(5th): Psionic Meditation (Wis 13, Conc 7 ranks)
* PW2: Improved Toughness
* 6: Weapon Spec, Daryl permitting
* 6: Expanded Knowledge (Energy Ray)
* PW5: Psionic Meditation


=== Requirements ===
=== Requirements ===
* Str 13 (Psionic Weapon)
* Str 13 (Psionic Weapon)
* Dex 13 (Weapon Finesse)
* Wis = Power points
* Wis = Power points
* Wis 13, Concentration 7 ranks (Psi Meditation)
* Wis 13, Concentration 7 ranks (Psi Meditation)
* Int 13


=== Damage Output ===
=== Damage Output ===
* [W] + 2d6 psi weapon + 1d8 psy strike
* [W] + 2d6 psi weapon


=== AC ===
=== AC ===
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=== Stats ===
=== Stats ===
<pre>
<pre>
S: 13 + 1d4
S: 15 + 1d4
D: 14 + 1d4 + 4 racial
D: 10
C: 13 + 1d4 + 2 racial
C: 15 + 1d4 + 2 racial
I: 13
I: 10 + 1d4
W: 11 + 2 racial
W: 12
C: 8 - 2 racial
C: 8 - 4 racial
</pre>
</pre>


== Insectile <sup>SS</sup> ==
== Duergar LA +1==
“Insectile” is an inherited template that can be added to any giant, humanoid, or monstrous humanoid (hereafter referred to as the base creature). An insectile creature is a biped, and it gains four more arms. It has all the base creature’s characteristics except as noted here.  
*  +2 Constitution, -4 Charisma
* Medium: As Medium creatures, duergar have no special bonuses or penalties due to their size.
* Duergar base land speed is 20 feet. However, gray dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
* Darkvision out to 120 feet.
* Immunity to paralysis, phantasms, and poison.
* +2 racial bonus on saves against spells and spell-like effects.
* Stability: Duergar are exceptionally stable on their feet. A duergar receives a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding or otherwise not standing firmly on the ground).
* Stonecunning: This ability grants a duergar a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework, traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A gray dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a duergar can use the Search skill to find stonework traps as a rogue can. A duergar can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Duergar have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
* Psi-Like Abilities: 1/day—expansion, invisibility. These abilities affect only the duergar and whatever he carries. Manifester level is equal to Hit Dice (minimum 3rd).
* Naturally Psionic: Duergar gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
* +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
* +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
* Light Sensitivity (Ex): Duergar are dazzled in sunlight or within the radius of a daylight spell.
* Duergar have a +4 racial bonus on Move Silently checks and a +1 racial bonus on Listen and Spot checks. They have a +2 racial bonus on Appraise and Craft checks that are related to stone or metal.
* Automatic Languages: Common, Dwarven, Undercommon. Bonus Languages: Draconic, Giant, Goblin, Orc, Terran.
* Favored Class: Fighter.
* Level Adjustment: +1.


'''Size and Type:''' The creature’s type changes to aberration.
== Imix-Blooded <sup>MM5</sup> LA +1 ==
“Imix-blooded” is an acquired template that can be added to any evil creature. A creature gains this template through service to Imix, Prince of Evil Fire Elementals. The creature must perform a great deed in the name of Imix, and then, when the signs and omens are promising, stand in a brass cauldron filled with oil and set it alight. If Imix is pleased, he appears and squeezes a single drop of his fiery blood into the cauldron, granting the creature this template.
* Subtype: An Imixblooded creature gains the fire subtype.
* Special Actions: An Imix-blooded creature gains the following special action.
** Imix’s Wrath (Su): An Imixblooded creature is wreathed in flames that don’t harm its equipment. Once per day, as a swift action, an Imix-blooded creature can cause fire to flow from its body over its weapons. All the creature’s melee attacks deal an extra 4 points of fire damage until the end of its turn. If an Imix-blooded creature casts a fire spell while affected by this quality, that spell deals an extra number of points of damage equal to the Imix-blooded creature’s caster level.
* Special Qualities: An Imix-blooded creature gains the following special qualities.
** Burn (Su): The fires that cloak an Imix-blooded creature lash out to harm those who would dare attack it. Any creature that hits an Imix-blooded foe with a melee attack takes 3 points of fire damage.
** Death Throes (Su): Imix is quick to reward those who follow him, but his fiery anger is legendary. When killed, an Imix-blooded creature explodes in a 30-foot-radius burst that deals fire damage to each creature or object in the area equal to 1d6 × 1/2 the Imix-blooded creature’s Challenge Rating. A successful Ref lex save (DC 10 + 1/2 the Imix-blooded creature’s HD + its Cha modifier) halves this damage.


'''Speed:''' An insectile creature gains a climb speed equal to its land speed.


'''AC:''' Because of the insectile creature’s chitinous shell, the base creature’s natural armor bonus increases by +2.
== Crackle (ECL4) ==
 
'''Attacks:''' Despite having six arms, insectile creatures gain no additional attacks.
 
'''Special Qualities:''' An insectile creature gains darkvision (60-foot range) if it did not already have it, as well as tremorsense and wide vision.
 
'''Tremorsense (Ex):''' An insectile creature can automatically sense the location of anything within 60 feet that is in contact with the ground.
 
'''Wide Vision (Ex):''' Because of its multiple eyes and wide angle of vision, an insectile creature has a +4 racial bonus on Spot checks and cannot be flanked.
 
'''Abilities:''' +4 Dex, +2 Wis.
 
'''Climate/Terrain:''' Same as the base creature, but never aquatic.
 
'''Challenge Rating:''' Base creature’s CR +1.
 
'''Level Adjustment:''' +2.
 
 
== Name (ECL4) ==
Soulknife 1/Psychic Warrior 1<br/>
Soulknife 1/Psychic Warrior 1<br/>
LN Medium aberration [Psionic]<br/>
NE Medium Duergar [Psionic, Fire]<br/>
'''Init''' +0; '''Senses:''' Listen +0; Spot +0
'''Init''' +0; '''Senses:''' Listen +0; Spot +0
<hr>
<hr>
'''AC:''' 22; '''Touch:''' 14; '''Flat-footed:''' 16<br/>(+4 stud; +4 dex; +2 natural; +2 hvy shield)<br/>
'''AC:''' 10; '''Touch:''' 10; '''Flat-footed:''' 10<br/>()<br/>
'''HP:''' 00 (1d10+1d8+con)<br/>
'''HP:''' 00 (1d10+1d8+con+4psiBody)<br/>
'''Fort:''' +0, '''Ref''' +2, '''Will''' +2<br/><!--
'''Fort:''' +0, '''Ref''' +2, '''Will''' +2<br/><!--
==========================================================
==========================================================
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========================================================== -->
========================================================== -->
<hr>
<hr>
'''Speed:''' 30'; Climb 30'<br/>
'''Speed:''' 20'<br/>
'''Melee:''' Mindblade +6 (1d6 magic / 19&times;2) <br/>
'''Melee:''' Mindblade +0 (1d6 magic / 19&times;2) <br/>
'''Ranged:''' Touch +0 <br/>
'''Ranged:''' Touch +0 <br/>
'''Space:''' 5'; '''Reach:''' 5'; '''BAB:''' +1; '''Grapple:''' +0<br/><!--
'''Space:''' 5'; '''Reach:''' 5'; '''BAB:''' +1; '''Grapple:''' +0<br/><!--

Revision as of 04:25, 28 December 2008

Role: Frontline

Soulknife 1/Psychic Warrior X

  • 1: Psionic Body (+2 hp per Psi Feat)
  • S1: WF (Mindblade); Wild Talent (Psionic subtype; 2pp)
  • PW1: Psionic Weapon (Str 13; +2d6 dmg)
  • 3: Studious Arcanis (+1 skill point per level)
  • PW2: Improved Toughness
  • 6: Expanded Knowledge (Energy Ray)
  • PW5: Psionic Meditation

Requirements

  • Str 13 (Psionic Weapon)
  • Wis = Power points
  • Wis 13, Concentration 7 ranks (Psi Meditation)

Damage Output

  • [W] + 2d6 psi weapon

AC

  • 23 = 4 stud [+1] + 5 dex + 2 nat + 2 shield

Equipment

  • Boots of Longstrider 2,000
  • +1 stud 1,025

Stats

S: 15 + 1d4
D: 10
C: 15 + 1d4 + 2 racial
I: 10 + 1d4
W: 12
C: 8 - 4 racial

Duergar LA +1

  • +2 Constitution, -4 Charisma
  • Medium: As Medium creatures, duergar have no special bonuses or penalties due to their size.
  • Duergar base land speed is 20 feet. However, gray dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
  • Darkvision out to 120 feet.
  • Immunity to paralysis, phantasms, and poison.
  • +2 racial bonus on saves against spells and spell-like effects.
  • Stability: Duergar are exceptionally stable on their feet. A duergar receives a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding or otherwise not standing firmly on the ground).
  • Stonecunning: This ability grants a duergar a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework, traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A gray dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a duergar can use the Search skill to find stonework traps as a rogue can. A duergar can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Duergar have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
  • Psi-Like Abilities: 1/day—expansion, invisibility. These abilities affect only the duergar and whatever he carries. Manifester level is equal to Hit Dice (minimum 3rd).
  • Naturally Psionic: Duergar gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
  • +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
  • Light Sensitivity (Ex): Duergar are dazzled in sunlight or within the radius of a daylight spell.
  • Duergar have a +4 racial bonus on Move Silently checks and a +1 racial bonus on Listen and Spot checks. They have a +2 racial bonus on Appraise and Craft checks that are related to stone or metal.
  • Automatic Languages: Common, Dwarven, Undercommon. Bonus Languages: Draconic, Giant, Goblin, Orc, Terran.
  • Favored Class: Fighter.
  • Level Adjustment: +1.

Imix-Blooded MM5 LA +1

“Imix-blooded” is an acquired template that can be added to any evil creature. A creature gains this template through service to Imix, Prince of Evil Fire Elementals. The creature must perform a great deed in the name of Imix, and then, when the signs and omens are promising, stand in a brass cauldron filled with oil and set it alight. If Imix is pleased, he appears and squeezes a single drop of his fiery blood into the cauldron, granting the creature this template.

  • Subtype: An Imixblooded creature gains the fire subtype.
  • Special Actions: An Imix-blooded creature gains the following special action.
    • Imix’s Wrath (Su): An Imixblooded creature is wreathed in flames that don’t harm its equipment. Once per day, as a swift action, an Imix-blooded creature can cause fire to flow from its body over its weapons. All the creature’s melee attacks deal an extra 4 points of fire damage until the end of its turn. If an Imix-blooded creature casts a fire spell while affected by this quality, that spell deals an extra number of points of damage equal to the Imix-blooded creature’s caster level.
  • Special Qualities: An Imix-blooded creature gains the following special qualities.
    • Burn (Su): The fires that cloak an Imix-blooded creature lash out to harm those who would dare attack it. Any creature that hits an Imix-blooded foe with a melee attack takes 3 points of fire damage.
    • Death Throes (Su): Imix is quick to reward those who follow him, but his fiery anger is legendary. When killed, an Imix-blooded creature explodes in a 30-foot-radius burst that deals fire damage to each creature or object in the area equal to 1d6 × 1/2 the Imix-blooded creature’s Challenge Rating. A successful Ref lex save (DC 10 + 1/2 the Imix-blooded creature’s HD + its Cha modifier) halves this damage.


Crackle (ECL4)

Soulknife 1/Psychic Warrior 1
NE Medium Duergar [Psionic, Fire]
Init +0; Senses: Listen +0; Spot +0


AC: 10; Touch: 10; Flat-footed: 10
()
HP: 00 (1d10+1d8+con+4psiBody)
Fort: +0, Ref +2, Will +2


Speed: 20'
Melee: Mindblade +0 (1d6 magic / 19×2)
Ranged: Touch +0
Space: 5'; Reach: 5'; BAB: +1; Grapple: +0


Class Spells CL0 DC 10+lvl
Close 25' [5] Medium 110' Long Far

  • 1st (0) Spells

Abilities Str 10 +0 | Dex 10 +0 | Con 10 +0 | Int 10 +0 | Wis 10 +0 | Cha 10 +0

  • Feats
    • 1:
  • Skills
    • Skill +0

Items Gear


Ability Special