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Commoners 1: Runners
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<blockquote data-quote="MavrickWeirdo" data-source="post: 1422566" data-attributes="member: 107"><p><strong>Human Runner; Monk L1</strong></p><p></p><p>Human Runner; Monk L1; HD 1d8+1; hp 5; Init +2; Spd 30 ft; AC 13 (14 with Dodge); BAB +0; Melee Unarmed +1 (1d6+1/ crit x2); Ranged Dagger +2 (1d4+1/ crit 19-20/10 ft); AL LN; SA Flurry of Blows (-1/-1, 1d6+1/ crit x2), Stunning Attack (once/day); SQ Evasion, Improved Unarmed Strike; SV Fort +3, Ref +4, Will +3; Str 12, Dex 14, Con 12, Int 12, Wis 12, Cha 10. </p><p></p><p>Skills & Feats: (24 points) Balance 3 (+5), Climb 3 (+4), Concentration 3 (+4), Escape Artist 3 (+5), Jump 3 (+4), Listen 3 (+4), Swim 3 (+4), Tumble 3 (+5); Dodge & Run; Languages: Common </p><p></p><p>Equipment: Courier’s bag, courier’s garb (monk’s outfit), daggers (2), pouch, rations (1 day), & waterskin. total weight 12 lbs.</p><p></p><p>Carry: Light 43 lbs, Med 86 lbs, Heavy 130 lbs, Max Lift 260 lbs, Drag 650 lbs.</p><p></p><p>Move:</p><p>Per Round: Walk 30ft, Hustle 60ft, Run* 150ft </p><p>Per Minute: Walk 300ft, Hustle 600ft, Run* 1500ft </p><p>Per Hour: Walk 3 miles, Hustle 6 miles</p><p>Per Day: Walk 24 miles</p><p></p><p>*Can run for 12 rounds. After that the runner must succeed at a Con Check to keep running. DC starts at 10, and increases by 1 each round. If the runner fails Con Check, they can not move faster than a walk for 1 minute (10 rounds). </p><p></p><p>Fighting Defensively, -4 penalty on all attacks, +2 dodge bonus to AC, duration 1 round</p><p>Total Defense, +4 dodge bonus to AC, but cannot attack or perform any other activity, except moving at base speed, duration 1 round.</p><p></p><p>A few his puplis are more disciplined than the rest. He is teaching them all the traditions of his order. The youngest are from 16 to 18 years old, but they show promise.</p><p></p><p>(I decided to include the younger monks in this thread for two reasons. First they are part of the origional concept. Second it is interesting to compare the stats of the monks to the commoners. Because monks are a "PC" class I gave them 24 point-buy.)</p></blockquote><p></p>
[QUOTE="MavrickWeirdo, post: 1422566, member: 107"] [b]Human Runner; Monk L1[/b] Human Runner; Monk L1; HD 1d8+1; hp 5; Init +2; Spd 30 ft; AC 13 (14 with Dodge); BAB +0; Melee Unarmed +1 (1d6+1/ crit x2); Ranged Dagger +2 (1d4+1/ crit 19-20/10 ft); AL LN; SA Flurry of Blows (-1/-1, 1d6+1/ crit x2), Stunning Attack (once/day); SQ Evasion, Improved Unarmed Strike; SV Fort +3, Ref +4, Will +3; Str 12, Dex 14, Con 12, Int 12, Wis 12, Cha 10. Skills & Feats: (24 points) Balance 3 (+5), Climb 3 (+4), Concentration 3 (+4), Escape Artist 3 (+5), Jump 3 (+4), Listen 3 (+4), Swim 3 (+4), Tumble 3 (+5); Dodge & Run; Languages: Common Equipment: Courier’s bag, courier’s garb (monk’s outfit), daggers (2), pouch, rations (1 day), & waterskin. total weight 12 lbs. Carry: Light 43 lbs, Med 86 lbs, Heavy 130 lbs, Max Lift 260 lbs, Drag 650 lbs. Move: Per Round: Walk 30ft, Hustle 60ft, Run* 150ft Per Minute: Walk 300ft, Hustle 600ft, Run* 1500ft Per Hour: Walk 3 miles, Hustle 6 miles Per Day: Walk 24 miles *Can run for 12 rounds. After that the runner must succeed at a Con Check to keep running. DC starts at 10, and increases by 1 each round. If the runner fails Con Check, they can not move faster than a walk for 1 minute (10 rounds). Fighting Defensively, -4 penalty on all attacks, +2 dodge bonus to AC, duration 1 round Total Defense, +4 dodge bonus to AC, but cannot attack or perform any other activity, except moving at base speed, duration 1 round. A few his puplis are more disciplined than the rest. He is teaching them all the traditions of his order. The youngest are from 16 to 18 years old, but they show promise. (I decided to include the younger monks in this thread for two reasons. First they are part of the origional concept. Second it is interesting to compare the stats of the monks to the commoners. Because monks are a "PC" class I gave them 24 point-buy.) [/QUOTE]
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