Adventurers Found! Sea's Righteous Might Leaving Soon!

silentspace

First Post
I'd like to play too. Some sort of halfling rogue/fighter type, maybe on a riding dog for me :)

Although a scout from Complete Adventurer sounds like the perfect fit ;)
 

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Mavnn

First Post
OK, here's one for you. If you don't like this idea, I've got two others lying around as well: a sorcerer/paladin working towards eldritch knight (assuming you'll relax the paladin multiclassing rules) or a fighter/rogue with Dex 10 :).

Yeah, yeah, I always go for the power builds, I know, I know ;).

[sblock]
Kragor
Background:
No-ones quite sure where Kragor comes from, because, to be honest, no one wants to talk to him for long enough to find out. He smells, he’s blunt, and he doesn’t appear to have the first idea of social niceties: most of the people who have met him are just glad he’s normally quiet.

On the other hand, while no-ones going to invite Kragor to an actual party, if it’s the kind of party that involves swords and blood Kragor is top of the list. Despite his attire (peasants clothes with a couple of worn looking leather braces and no shoes) and his appearance (like a drunken dock hand who hasn’t bathed in a week) Kragor is explosively fast in combat, dealing a hail of punishing blows with nothing but his bare fists (and occasionally his bare shaved forehead). Those who have a chance to get to know him also discover that he is surprisingly good natured and generous, going out of his way to help others and lend a hand where he can.

Unknown to most people (who assume Kragor’s combat abilities come from him being as vicious as his bad breath), Kragor has actually received formal training in the Perfect Opening Rose Fist school of combat, when he was taken in by the Rose Monastry as an abandoned orphan. The monks never did find out who his parents were, although given where he was found they most have been either adventurers or merchants: no other dwarf would be found travelling through such an area. On his graduation from the school, the abbot sent him out to ‘find himself’, and hopefully discover that lacking vanity does not equate to looking and smelling like a homeless bum.

Having looked around for a while, Kragor eventually spotted the advert – what better way to find himself than by exploring strange new places. And fortunately enough, he already knew a couple of the crew from hanging around the dockland bars. They got to know each other after Kragor smacked together a couple of skulls when a group of drunken sailors from another crew tried to start something with the Righteous Mightors.

The rest, as they say, was history.

Stats:
Lawful Good Dwarf Monk 2
STR 16 +3
DEX 14 +2
CON 16 +3
INT 10 +0
WIS 15 +2
CHA 6 -2

BAB: +1 (+1 Monk)
Melee: +4 Ranged: +3
AC: 15 (10 Base, +2 Dex, +2 Wis, +1 Bracers)
Touch: 14
Flat AC: 13
Initiative: +6
Hits: 19 8+5+6 (First Lvl Max)

Fort: +6 (+3 Con, +3 Monk)
Ref: +5 (+2 Dex, +3 Monk)
Will: +5 (+2 Wis, +3 Monk)

Feats:
Improved Initiative
Stunning Fist (Monk Bonus)
Combat Reflexes (Monk Bonus)

Skills (Monk 20):
Balance +9 (Rank 5, DEX +2, Synergy +2)
Climb +7 (Rank 5, DEX +2)
Jump +9 (Rank 5, DEX +2, Synergy +2)
Tumble +9 (Rank 5, DEX +2, Synergy +2)

Racial Features:
+2 Constitution, -2 Charisma (Included)
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
Dwarf base land speed is 20 feet. However, 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: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Stonecunning: This ability grants a dwarf 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 dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: A dwarf gains 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).
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus on attack rolls against orcs and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Favored Class: Fighter. A multiclass dwarf ’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing

Class Features:
Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. 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 her AC bonus, as well as her fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x 1-1/2 or x 1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A monk’s unarmed strike is treated both as 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 her unarmed strikes than a normal person would, as shown on Table: The Monk.

Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she 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.

Equipment (1000gp spent):
Bracers of Armor (+1)
200 gp to spend
[/sblock]
 
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Wyrmslayer

First Post
How is the 2nd lvl hp is going to be decided?
By roll or by the half and plus one method?
This is assuming we got max hp at 1st level.
 


Harvey

First Post
OK, in light of Animus' build, I am working on a straight-fighter with more of an archer/spiked chain combo...
 

Harvey

First Post
hey reddist,

There's a custom feat out there called Improved Weapon Finesse. Would you be averse to allowing me this feat? The one we use from our House Rules has Prereqs Combat Reflexes and Weapon Finesse, and it would allow a character to add Dex bonus to damage (including 1.5X damage for two-handed weapons).
 

silentspace

First Post
Re-read the string, Mavnn wanted to make a fighter/rogue type before me, so I'll change from halfling fighter/rogue to barbarian
 
Last edited:


reddist

First Post
Wyrmslayer said:
How is the 2nd lvl hp is going to be decided?
By roll or by the half and plus one method?
This is assuming we got max hp at 1st level.

Excellent question, thanks for bringing it up. Maximum HP for 1st level, naturally, then I usually ask players to either (1) take the average on the die (rounding up) and add their CON, or (2) roll as usual, hoping for the best. Up to you, but if you roll, you must accept what you come up with.

Thanks!
 


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