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<blockquote data-quote="Cheiromancer" data-source="post: 1269534" data-attributes="member: 141"><p>Alas, while exploring the Banewarrens, the party encountered a Troll with Phasing abilities (like a phase spider). After trying twice (and unsuccessfully) to get the vulnerable looking monk, it decided to pick on Selvar, who was lurking at the back. Two claw hits and a rend later... bye-bye Selvar.</p><p></p><p>Shortly thereafter they explored the lair of an Umber Hulk, whose tunnel they were using to gain access to the Banewarrens. Without their rogue, they missed the pit trap, and the party was split. While they were figuring out how to get Gnash and his cohort out (the cohort is an orcish cleric named Kurik), the Umber Hulk came to investigate. With confused characters fighting one another, and slightly less than optimal use of the Archon's Trumpet, the topside characters (Cassie, San Xaio and Seknar) were defeated by the gravely wounded Umber Hulk.</p><p></p><p>The curtain closes with the orcs at the bottom of a 30 ft. pit, and the Umber Hulk dragging his kills off to his larder...</p><p></p><p>-----------------------</p><p></p><p>But that's not why I am posting. This is a convenient spot to post a few character designs- perhaps a future NPC, perhaps as inspiration for players in this campaign.</p><p></p><p>The characters are built with a 32 standard point buy, generally 14, 14, 14, 14, 14, 10. The 10 moves around.</p><p></p><p>The Armored Monk (Human)</p><p></p><p>Wisdom = 10</p><p></p><p>1. Rgr 1 - Track*, favored enemy, Point Blank Shot, Precise Shot</p><p>2. Ftr 1 - Quickdraw*</p><p>3. Mnk 1 - Improved Grapple*, Weapon Focus: Unarmed Strike</p><p>4. Mnk 2 - Combat Reflexes*, evasion</p><p>5. Mnk 3 - still mind</p><p>6. Mnk 4 - ki strike (magic), slow fall 20, Rapid Shot</p><p>7. Rgr 2 - TWF*</p><p>8. Ftr 2 - Power Attack*</p><p>9. Ftr 3 - Improved Bull Rush</p><p>10. Rgr 3 - Endurance*</p><p>11. Fighter 4 - Weapon Specialization: Unarmed Strike*</p><p></p><p>Note: class abilities are in lower case and feats are Capitalized. Class bonus feats marked with an asterisk (*).</p><p></p><p>Development: At first level he functions as an archer in studded leather. At second level he adds a bandolier of daggers and adopts heavier armor. At 3rd level he becomes adept at unarmed combat. At 4th level he uses a glaive as a reach weapon, and reverting to light armor becomes very tempting. At 6th level his unarmed attack damage improves to d8, and he becomes faster with bow and dagger.</p><p></p><p>At 7th level he definitely uses light armor, as TWF allows an additional unarmed attack; essentially he has flurry of blows while in armor. At 8th level he picks up power attack- although power attack normally does not benefit a light weapon, there is a specific exemption for unarmed attacks. 9th level improves his tactical options by allowing him to bullrush opponents more easily. At 10th level he gains endurance (not a bad feat- now he can sleep in armor), and at 11th level he improves the damage he deals with his unarmed strike- he is roughly equivalent to a monk of the same level.</p><p></p><p>As a Rgr3/Mnk4/Ftr4 his saves are 3/3/1 + 4/4/4 + 4/1/1 = 11/8/6. His will saves against enchantment effects are further enhanced by his still mind ability. He averages more than 4 + int mod + human bonus skill points per level, many of them very useful (including Spot, Listen, Hide and Move Silently).</p><p></p><p>Tactically he is good at close quarters (grappling and bullrushing abilities, and d8+2+str unarmed damage), and can use reach and ranged weapons effectively. He is not an uber-specialist in anything, but has a broad array of talents.</p><p></p><p>Wearing armor denies him the Wisdom bonus to AC (no loss!), the flurry of blows ability (made up for by TWF) and a +10 ft. bonus to his base speed.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 1269534, member: 141"] Alas, while exploring the Banewarrens, the party encountered a Troll with Phasing abilities (like a phase spider). After trying twice (and unsuccessfully) to get the vulnerable looking monk, it decided to pick on Selvar, who was lurking at the back. Two claw hits and a rend later... bye-bye Selvar. Shortly thereafter they explored the lair of an Umber Hulk, whose tunnel they were using to gain access to the Banewarrens. Without their rogue, they missed the pit trap, and the party was split. While they were figuring out how to get Gnash and his cohort out (the cohort is an orcish cleric named Kurik), the Umber Hulk came to investigate. With confused characters fighting one another, and slightly less than optimal use of the Archon's Trumpet, the topside characters (Cassie, San Xaio and Seknar) were defeated by the gravely wounded Umber Hulk. The curtain closes with the orcs at the bottom of a 30 ft. pit, and the Umber Hulk dragging his kills off to his larder... ----------------------- But that's not why I am posting. This is a convenient spot to post a few character designs- perhaps a future NPC, perhaps as inspiration for players in this campaign. The characters are built with a 32 standard point buy, generally 14, 14, 14, 14, 14, 10. The 10 moves around. The Armored Monk (Human) Wisdom = 10 1. Rgr 1 - Track*, favored enemy, Point Blank Shot, Precise Shot 2. Ftr 1 - Quickdraw* 3. Mnk 1 - Improved Grapple*, Weapon Focus: Unarmed Strike 4. Mnk 2 - Combat Reflexes*, evasion 5. Mnk 3 - still mind 6. Mnk 4 - ki strike (magic), slow fall 20, Rapid Shot 7. Rgr 2 - TWF* 8. Ftr 2 - Power Attack* 9. Ftr 3 - Improved Bull Rush 10. Rgr 3 - Endurance* 11. Fighter 4 - Weapon Specialization: Unarmed Strike* Note: class abilities are in lower case and feats are Capitalized. Class bonus feats marked with an asterisk (*). Development: At first level he functions as an archer in studded leather. At second level he adds a bandolier of daggers and adopts heavier armor. At 3rd level he becomes adept at unarmed combat. At 4th level he uses a glaive as a reach weapon, and reverting to light armor becomes very tempting. At 6th level his unarmed attack damage improves to d8, and he becomes faster with bow and dagger. At 7th level he definitely uses light armor, as TWF allows an additional unarmed attack; essentially he has flurry of blows while in armor. At 8th level he picks up power attack- although power attack normally does not benefit a light weapon, there is a specific exemption for unarmed attacks. 9th level improves his tactical options by allowing him to bullrush opponents more easily. At 10th level he gains endurance (not a bad feat- now he can sleep in armor), and at 11th level he improves the damage he deals with his unarmed strike- he is roughly equivalent to a monk of the same level. As a Rgr3/Mnk4/Ftr4 his saves are 3/3/1 + 4/4/4 + 4/1/1 = 11/8/6. His will saves against enchantment effects are further enhanced by his still mind ability. He averages more than 4 + int mod + human bonus skill points per level, many of them very useful (including Spot, Listen, Hide and Move Silently). Tactically he is good at close quarters (grappling and bullrushing abilities, and d8+2+str unarmed damage), and can use reach and ranged weapons effectively. He is not an uber-specialist in anything, but has a broad array of talents. Wearing armor denies him the Wisdom bonus to AC (no loss!), the flurry of blows ability (made up for by TWF) and a +10 ft. bonus to his base speed. [/QUOTE]
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