Drinking & Dragons

Wild:PC/Nathaniel

From Drinking and Dragons
Revision as of 20:52, 4 January 2009 by Wizardoest (talk | contribs) (Remy's character is more effective frontline. Going to change build, but not race or story.)

Nathaniel Winter III

Build (ECL4)

Notes: Remy's character is more effective frontline. Going to change build, but not race or story.

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+3 | Dex 14 +2 | Con 14+3 | Int 10 +0 | Wis 8+2 | 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 is 12 for saving throws against any supernatural power granted by a vestige (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.

Racial

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.

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.

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).