Drinking & Dragons

Difference between revisions of "ROR:PC/Karaz-Old"

From Drinking and Dragons
>Mqs
(defensive gear, trait, race included; race and feat not yet included)
>Mqs
(class, feat passives calculated in (still no routines))
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* '''Senses:''' Darkvision 60'
* '''Senses:''' Darkvision 60'
* '''Languages:''' Common, Dwarven
* '''Languages:''' Common, Dwarven
* '''Movement:''' 20'
* '''Movement:''' 30' {{Detail|(20 + Monk 10)}}
* <big>'''Str:''' 16 (3), '''Dex:''' 15 (2), '''Con:''' 16 (3), '''Int:''' 9 (-1), '''Wis:''' 18 (4), '''Cha:''' 2 (-4)</big>
* <big>'''Str:''' 16 (3), '''Dex:''' 15 (2), '''Con:''' 16 (3), '''Int:''' 9 (-1), '''Wis:''' 18 (4), '''Cha:''' 2 (-4)</big>
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=== Defense ===
=== Defense ===
* '''Armor:''' 0, '''Shield:''' 0, '''DEX:''' 2, '''Natural:''' 0, '''Deflection:''' 0, '''Dodge:''' 0, '''Size:''' 0
* '''Armor:''' 0, '''Shield:''' 0, '''DEX:''' 2, '''Natural:''' 0, '''Deflection:''' 0, '''Dodge:''' 1, '''Size:''' 0, '''WIS:''' 4, '''Monk:''' 1 {{Detail|Monk/4}}
* '''Armor Class:''' 10             {{Detail|(10, DEX 2, Size, Armor, Shield, Natural, Deflection, Dodge)}}
* '''Armor Class:''' 18             {{Detail|(10, DEX 2, Size, Armor, Shield, Natural, Deflection, Dodge 1, Wis 4, Monk 1)}}
* '''Touch:''' 10                   {{Detail|(10, DEX 2, Size, Deflection, Dodge)}}
* '''Touch:''' 18                   {{Detail|(10, DEX 2, Size, Deflection, Dodge 1, WIS 4, Monk 1)}}
* '''Flat-footed:''' 10             {{Detail|(10, Size, Armor, Shield, Natural, Deflection)}}
* '''Flat-footed:''' 15             {{Detail|(10, Size, Armor, Shield, Natural, Deflection, WIS 4, Monk 1)}}
* '''Combat Maneuver Defense:''' 18 {{Detail|(10, BAB 3, STR 3, DEX 2, Size)}}
* '''Combat Maneuver Defense:''' 23 {{Detail|(10, BAB 3, STR 3, DEX 2, Size, WIS 4, Monk 1)}}
** +4 racial vs bull rush, trip
** +4 racial vs bull rush, trip
* +4 dodge AC vs Giants
* +4 dodge AC vs Giants
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* '''Will:''' +9                    {{Detail|(Base 4, WIS 4, Resistance 1)}}
* '''Will:''' +9                    {{Detail|(Base 4, WIS 4, Resistance 1)}}
* +2 racial vs poison, spells, spell-like
* +2 racial vs poison, spells, spell-like
* +2 vs enchantment


=== Offense ===
=== Offense ===
* '''Base Attack Bonus:''' +3
* '''Base Attack Bonus:''' +3
* '''Combat Maneuver Bonus:''' +6   {{Detail|(BAB 3, STR 3, Size)}}
* '''Combat Maneuver Bonus:''' +7   {{Detail|(Monk 4, STR 3, Size)}}
* '''Melee Attack:''' +6            {{Detail|(BAB 3, STR 3, Size)}}
* '''Melee Attack:''' +6            {{Detail|(BAB 3, STR 3, Size)}}
* '''Ranged Attack:''' +5          {{Detail|(BAB 3, DEX 2, Size)}}
* '''Ranged Attack:''' +5          {{Detail|(BAB 3, DEX 2, Size)}}
* +1 racial attack vs orc, goblin
* +1 racial attack vs orc, goblin
* Evasion


==== Routines ====
==== Routines ====
;Thrown Splash Weapons
* +1 attack
;Single Attack:
;Single Attack:
;Full Attack:
;Full Attack:
 
;Scorpion Style:
* Unarmed Strike to redoce movement to 5' for WIS 4 rounds. DC 16 {{Detail|(10+MNK4/2+WIS4)}}
;Flurry of Blows:
1d8
;Punishing Kick 4/day {{Detail|Monk 4}}


== Skills ==
== Skills ==

Revision as of 05:49, 27 June 2015



Overview

Karaz Lawful Neutral Dwarf Hungry Ghost Monk

  • Senses: Darkvision 60'
  • Languages: Common, Dwarven
  • Movement: 30' (20 + Monk 10)
  • Str: 16 (3), Dex: 15 (2), Con: 16 (3), Int: 9 (-1), Wis: 18 (4), Cha: 2 (-4)

Combat

  • Space/Reach: 5/5 (Medium)
  • Initiative: +4 (DEX 2, Trait 2)
  • Hit Dice: 4d8
  • Hit Points: 44

Defense

  • Armor: 0, Shield: 0, DEX: 2, Natural: 0, Deflection: 0, Dodge: 1, Size: 0, WIS: 4, Monk: 1 Monk/4
  • Armor Class: 18 (10, DEX 2, Size, Armor, Shield, Natural, Deflection, Dodge 1, Wis 4, Monk 1)
  • Touch: 18 (10, DEX 2, Size, Deflection, Dodge 1, WIS 4, Monk 1)
  • Flat-footed: 15 (10, Size, Armor, Shield, Natural, Deflection, WIS 4, Monk 1)
  • Combat Maneuver Defense: 23 (10, BAB 3, STR 3, DEX 2, Size, WIS 4, Monk 1)
    • +4 racial vs bull rush, trip
  • +4 dodge AC vs Giants
Saving Throws
  • Fort: +8 (Base 4, CON 3, Resistance 1)
  • Refl: +7 (Base 4, DEX 2, Resistance 1)
  • Will: +9 (Base 4, WIS 4, Resistance 1)
  • +2 racial vs poison, spells, spell-like
  • +2 vs enchantment

Offense

  • Base Attack Bonus: +3
  • Combat Maneuver Bonus: +7 (Monk 4, STR 3, Size)
  • Melee Attack: +6 (BAB 3, STR 3, Size)
  • Ranged Attack: +5 (BAB 3, DEX 2, Size)
  • +1 racial attack vs orc, goblin
  • Evasion

Routines

Thrown Splash Weapons
  • +1 attack
Single Attack
Full Attack
Scorpion Style
  • Unarmed Strike to redoce movement to 5' for WIS 4 rounds. DC 16 (10+MNK4/2+WIS4)
Flurry of Blows

1d8

Punishing Kick 4/day Monk 4

Skills

  • Armor Check Penalty: -0
Skill Total Class Stat Ranks ACP Misc
Acrobatics +9 DEX 2 4 +2 for non-magic metals, gems
Appraise -1 INT -1
Bluff -4 CHA -4
Climb +7 STR 3 1
Diplomacy -4 CHA -4
Disguise -4 CHA -4
Escape Artist +6 DEX 2 1
Fly +2 DEX 2
Heal +8 WIS 4 1
Intimidate -4 CHA -4
Perception +11 WIS 4 4 +2 stonework, etc, 10'
Ride +5 DEX 2
Sense Motive +11 WIS 4 4
Stealth +5 DEX 2 Size
Survival +4 WIS 4
Swim +7 STR 3 1
Trade
Craft -1 INT -1
Perform -4 CHA -4

Ki powers

Ki Pool
6 1/2 monk 4 + WIS 4
  • Ki Strike: If any remain: Unarmed strike counts as: magic
  • Deny Death: When you fail your Constitution check to stabilize, you do not lose 1 hit point.
Ki Powers
  • Flurry: make one additional attack at his highest attack bonus when making a flurry of blows attack (Swift, 1 pt)
  • Speed: increase his speed by 20 feet for 1 round (Swift, 1 pt)
  • Dodge: +4 dodge bonus to AC for 1 round (Swift, 1 pt)
  • Deny Death If you succeed at the check to stabilize, heal 1d6 hit points. If you roll a natural 20 on the check to stabilize heal 2d6 hit points of damage instead. (1 pt)

Traits

Reactionary (Combat, Ultimate Campaign)
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on initiative checks.
Heirloom Weapon (Equipment, Adventurer's Armory)
You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family.
Benefit: When you select this trait, choose one of the following benefits:
proficiency with that specific weapon
Note: You pay the standard gp cost for the weapon.
Modified: Masterwork Temple Sword.


Race - Dwarf

+2 Constitution, +2 Wisdom, –2 Charisma
Dwarves are both tough and wise, but also a bit gruff.
Medium
Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
Slow and Steady
Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision
Dwarves can see in the dark up to 60 feet.
Defensive Training
Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed
Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred
Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy
Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability
Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning
Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity
Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Languages
Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Class - Monk

Class Skills
The monk's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
Weapon and Armor Proficiency
Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.
Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
AC Bonus (Ex)
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Blows (Ex)
Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Small or Large Monk Unarmed Damage on the table given below.
4th level: 1d8
Bonus Feat
At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.
Stunning Fist (Ex)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.
Evasion (Ex)
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement (Ex)
At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
4th level: +10 ft.
Maneuver Training (Ex)
At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Still Mind (Ex)
A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
Ki Pool (Su)
At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool, a monk can:
  • make one additional attack at his highest attack bonus when making a flurry of blows attack.
  • In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally,
  • a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

Hungry Ghost Monk

Punishing Kick (Ex)
At 1st level, a hungry ghost monk gains Punishing Kick as a bonus feat, even if he does not meet the prerequisites. At 10th level, and every five levels thereafter, the monk can push the target of his Punishing Kick an additional 5 feet (10 feet at 10th level, 15 feet at 15th level, and 20 feet at 20th level). At 15th level, he can instead choose to push the target 5 feet and knock the target prone with the same attack. The target still gets a saving throw to avoid being knocked prone. This ability replaces Stunning Fist.

Feats

Combat Reflexes (Combat)
1st level
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.
Improved Unarmed Strike (Combat)
Monk 1
You are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.
Dodge (Combat)
Monk 1 Bonus feat
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Punishing Kick (Combat)
Monk 1
Your kicks are so powerful you use them to push or knock back your foes.
Prerequisites: Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals damage normally and you can choose to push your target 5 feet or attempt to knock them prone. If you decide to push the target, it is moved 5 feet directly away from you. This movement does not provoke attacks of opportunity, and the target must end this move in a safe space it can stand in. If you decide to attempt to knock the target prone, the target receives a Fortitude saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier to avoid the effect. You may attempt a punishing kick attack once per day for every four levels you have attained (but see Special), and no more than once per round.
Special: A hungry ghost monk receives Punishing Kick as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a punishing kick attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
Scorpion Style (Combat)
Monk 2 Bonus feat
You can perform an unarmed strike that greatly hampers your target's movement.
Prerequisite: Improved Unarmed Strike.
Benefit: To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target's base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier).
Throw Anything (Combat)
3rd level
You are used to throwing things you have on hand.
Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.
Deny Death
Chapter 1 reward
Prerequisites: Ki pool, Endurance
Benefit: As long as you have 1 ki point in your ki pool, when you fail your Constitution check to stabilize, you do not lose 1 hit point. If you succeed at the check, you can spend 1 ki point to heal 1d6 hit points. If you roll a natural 20 on the check to stabilize, you can spend 1 ki point to heal 2d6 hit points of damage instead.

Description

  • Favored Class: Monk
  • Deity: Torag
  • Homeland:
  • Gender: Male
  • Handedness:
  • Age (Category):
  • Height/Weight:
  • Skin/Eyes:
  • Hair/Style/Facial: