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The Devil Box [Dungeon #109]
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<blockquote data-quote="deusexsububi" data-source="post: 3176882" data-attributes="member: 40235"><p>A man with a bag attached to a quarterstaff begins tapping his foot on the ground in the lineup to acquire the new job of protecting this griffin. He's dressed in a colorful wizards robe that was mutated into some kind of sleeveless coat.</p><p><span style="color: SandyBrown"></span></p><p><span style="color: SandyBrown">"Come on already! I have places to be, women to save, dragons to slay. You, good sir! With the shiny head! Hire me already and your bounty will be protected better than any fort.</span>"</p><p></p><p>[SBLOCK]</p><p></p><p>Korrin Westwood</p><p>Human [Monk/Sorcerer 2]; </p><p>HP 15; </p><p>Init +6; </p><p>Spd 30 ft.; </p><p>AC 16; </p><p>Attack +4 melee or +3/+3 melee or +3 ranged; </p><p>SV Fort +3, </p><p>Ref +7 (5+2 for familiar), </p><p>Will +5;</p><p></p><p>Str 17 [+3], </p><p>Dex 14 [+2], </p><p>Con 11 [0], </p><p>Int 10 [+0], </p><p>Wis 14 [+2], </p><p>Cha 14 [+2]</p><p> </p><p>Languages Spoken: Common.</p><p> </p><p>Skills and feats: </p><p>Bluff +7 </p><p>Climb +8 </p><p>Jump +10 </p><p>Knowledge (arcane) +5</p><p>Tumble +8 </p><p></p><p>Improved Initiative, [Improved Unarmed Strike], [Stunning Fist], [Combat Reflexes]</p><p> </p><p>Possessions: Masterwork Quarterstaff (1d6; x2), Masterwork Heavy Crossbow, 20 bolts (1d8; 19-20/x2)</p><p> </p><p>Sorcerer Spells Per Day: 6/5</p><p>Sorcerer Spells Known: </p><p>(0th level) Daze, Ghost Sound, Light, Message, Resistance; </p><p>(1st level) Shocking Grasp, Silent Image</p><p> </p><p> </p><p>Class Features</p><p> </p><p>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. </p><p> </p><p>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. </p><p> </p><p>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 × 1½ or ×½) 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. </p><p>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. </p><p> </p><p>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. </p><p>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. </p><p>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. </p><p>. </p><p>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. </p><p> </p><p>Weasel (Familiar)</p><p>Size/Type:</p><p>Tiny Animal</p><p></p><p>Hit Dice:</p><p>7 HP</p><p>Initiative:</p><p>+2</p><p>Speed:</p><p>20 ft. (4 squares), climb 20 ft.</p><p></p><p>Armor Class:</p><p>15 (+2 size, +2 Dex, +1 natural), touch 15,</p><p>flat-footed 13</p><p></p><p>Base Attack/Grapple:</p><p>+2/-10</p><p>Attack:</p><p>Bite +6 melee (1d3-4)</p><p></p><p>Full Attack:</p><p>Bite +6 melee (1d3-4)</p><p></p><p>Space/Reach:</p><p>2½ ft./0 ft.</p><p>Special Attacks:</p><p>Attach</p><p>Special Qualities:</p><p>Low-light vision, scent, share spells,</p><p>empathic link</p><p>Saves:</p><p>Fort +2, Ref +4, Will +1</p><p>Abilities:</p><p>Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5</p><p>Skills:</p><p>Balance +12, Climb +10, Escape Artist +4,</p><p>Hide +11, Move Silently +8, Spot +3</p><p></p><p>Feats:</p><p>Alertness (when in contact w/master),</p><p>Agile, Improved Evasion, Weapon FinesseB</p><p></p><p>These little mammals are aggressive predators but usually confine themselves to smaller prey. The statistics presented here can also apply to ferrets. </p><p>Combat</p><p>Attach (Ex)</p><p>If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached weasel loses its Dexterity bonus to Armor Class and has an AC of 12. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature. </p><p>Skills</p><p>Weasels have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A weasel can always choose to take 10 on a Climb check, even if rushed or threatened</p><p>[/SBLOCK]</p></blockquote><p></p>
[QUOTE="deusexsububi, post: 3176882, member: 40235"] A man with a bag attached to a quarterstaff begins tapping his foot on the ground in the lineup to acquire the new job of protecting this griffin. He's dressed in a colorful wizards robe that was mutated into some kind of sleeveless coat. [COLOR=SandyBrown] "Come on already! I have places to be, women to save, dragons to slay. You, good sir! With the shiny head! Hire me already and your bounty will be protected better than any fort.[/COLOR]" [SBLOCK] Korrin Westwood Human [Monk/Sorcerer 2]; HP 15; Init +6; Spd 30 ft.; AC 16; Attack +4 melee or +3/+3 melee or +3 ranged; SV Fort +3, Ref +7 (5+2 for familiar), Will +5; Str 17 [+3], Dex 14 [+2], Con 11 [0], Int 10 [+0], Wis 14 [+2], Cha 14 [+2] Languages Spoken: Common. Skills and feats: Bluff +7 Climb +8 Jump +10 Knowledge (arcane) +5 Tumble +8 Improved Initiative, [Improved Unarmed Strike], [Stunning Fist], [Combat Reflexes] Possessions: Masterwork Quarterstaff (1d6; x2), Masterwork Heavy Crossbow, 20 bolts (1d8; 19-20/x2) Sorcerer Spells Per Day: 6/5 Sorcerer Spells Known: (0th level) Daze, Ghost Sound, Light, Message, Resistance; (1st level) Shocking Grasp, Silent Image 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 × 1½ or ×½) 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. 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. . 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. Weasel (Familiar) Size/Type: Tiny Animal Hit Dice: 7 HP Initiative: +2 Speed: 20 ft. (4 squares), climb 20 ft. Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 15, flat-footed 13 Base Attack/Grapple: +2/-10 Attack: Bite +6 melee (1d3-4) Full Attack: Bite +6 melee (1d3-4) Space/Reach: 2½ ft./0 ft. Special Attacks: Attach Special Qualities: Low-light vision, scent, share spells, empathic link Saves: Fort +2, Ref +4, Will +1 Abilities: Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5 Skills: Balance +12, Climb +10, Escape Artist +4, Hide +11, Move Silently +8, Spot +3 Feats: Alertness (when in contact w/master), Agile, Improved Evasion, Weapon FinesseB These little mammals are aggressive predators but usually confine themselves to smaller prey. The statistics presented here can also apply to ferrets. Combat Attach (Ex) If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached weasel loses its Dexterity bonus to Armor Class and has an AC of 12. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature. Skills Weasels have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A weasel can always choose to take 10 on a Climb check, even if rushed or threatened [/SBLOCK] [/QUOTE]
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