RPG Characters
saskwotch's RPG Characters
Project maintained by hkeeler
Hosted on GitHub Pages — Theme by mattgraham
Dorn
Overview
|
|
Campaign |
Silver Fist |
Race |
Human |
Class/Level |
Monk: 15, Cleric: 1 |
Alignment |
LN |
Deity |
Ogmah |
Languages |
Common, Draconic, Infernal |
Size |
Medium |
Age |
27 (When we started) |
Height |
5’5” |
Weight |
150 |
Stats
|
|
XP |
600,000 |
HP |
135 |
Ki |
14 |
Money |
3417 GP |
Hero |
2 |
Abilities
|
Score |
Bonus |
STR |
12 |
+1 |
DEX |
18 |
+4 |
CON |
18 |
+4 |
INT |
22 |
+6 |
WIS |
20 |
+5 |
CHA |
13 |
+1 |
|
Score |
Details |
AC |
27 |
10 (Base) + 4 (Dex) + 5 (Wis) + 5* (Monk) + 3 (Ring) |
Speed |
90 |
30 (Human) + 50 (Monk) +10 (Travel Domain) |
Initiative |
+4 |
+4 (Dex) |
* 3 without Monk’s Robe
Saves
|
Score |
Base |
Bonus |
Other |
Fortitude |
16 |
11 |
+4 (Con) |
+1 (Cloak) |
Reflex |
14 |
9 |
+4 (Dex) |
+1 (Cloak) |
Will |
17 |
11 |
+5 (Wis) |
+1 (Cloak) |
+2 Against Enchantments (Still Mind)
Attacks
Type |
Score |
Base |
Bonuses |
Melee |
+16/+11/+6 |
+11/+6/+1 |
+4 (Dex) +1 (Robe) |
Flurry of Blows |
+18/+18/+13/+13/+8/+8 |
+13/+13/+8/+8/+3/+3 |
+4 (Dex) +1 (Robe) |
Ranged |
+15/+10/+5 |
+11/+6/+1 |
+4 (Dex) |
Weapon |
Bonus |
Dmg |
Crit |
Fist |
+17/+17/+12/+12/+7/+7 |
2D10* + 1 |
20 |
* 2D6 without Monk’s Robe
Combat Maneuvers
Skills
- * Class skill because of Knowledge cleric domain
- ** High Jump: 42 = 27 (Acrobatics) + 15 (Monk)
Skill Unlocks
Acrobatics
- 5 Ranks
- You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10).
- You aren’t denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.
- 10 Ranks
- You can attempt an Acrobatics check at a -10 penalty and use the result as your CMD against trip maneuvers.
- You can also attempt an Acrobatics check at a -10 penalty in place of a Reflex save to avoid falling.
- You must choose to use this ability before the trip attempt or Reflex save is rolled.
- With a successful DC 20 Acrobatics check, you treat an unintentional fall as 10 feet shorter plus 10 feet for every 10 by which you exceed the DC, and treat an intentional fall as 10 feet shorter for every 10 by which you exceed the DC.
- 15 Ranks
- You do not provoke attacks of opportunity when standing up from prone.
Feats
- In melee, misses caused by concealment may be re-rolled once.
- Invisible attackers get no bonus against you in melee.
- No Acrobatics skill checks to move at full speed while blinded.
- Use your Hit Dice as base attack bonus for your Combat Maneuver Defense
- 1/round: Deflect small/medium projectile that would have stuck character
Dodge (2nd Level: Monk Bonus)
- +1 AC against a single opponent.
- +2 attack bonus on successful tumble through an opponent’s space until the start of your next turn
- +4 CMB on trip attempt on successful tumble through an opponent’s space until the start of your next turn
- +1 Stun attack
- +2 Stun DC
- On full-attack action with at least one unarmed strike, make two extra unarmed strikes at your highest base attack bonus.
- Must be made against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe
Mobility (3rd Level: Standard)
- +4 Dodge bonus to AC against AoO when moving through threatened area.
- If you lose your Dex bonus to AC, you also lose Dodge bonuses.
- Dodge bonuses stack with each other, unlike most types of bonuses.
Reckless Strike (7th Level: Standard)
- Replace 10(Base) component of Fortitude DC against Stunning Fist with D20 roll.
- Must move at least 10 feet in a straight line before attacking.
- As a full-round action, move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack.
- You can move both before and after the attack, but you must move at least 10 feet before the attack.
- Cannot use this against a foe adjacent to you at the start of your turn.
For an attack action, make one attack at your highest base attack bonus rolling weapon damage twice and adding the results together.
Roll weapon damage twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses.
These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
For an attack action, make one attack at your highest base attack bonus rolling weapon damage x3 and adding the results together.
Roll weapon damage twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses.
Weapon Finesse (Fist) (1st Level: Monk Bonus)
- Use Dexterity modifier for attack rolls, not Strength.
- If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.
Class Features
- 2 extra attacks per round
- Stunned creature drops everything, no actions, -2 AC, no Dexterity AC
- Fort Save DC: 26 = 10(Base) + 7 (1/2 Monk Lvl) + 5 (Wis) + 2 (Ki Straps) +2 (Mantis Strike)
- Uses per Day: 15
- Player may choose to replace “stunned” with:
- Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned
- No damage on successful Reflex saving throw
- Half damage on failed Reflex saving throw
- Monk level replaces base attack bonus for Combat Maneuver Bonus
- +2 saving throws against spells/effects from Enchantment school
- Ki Points: 14 = 7 (1/2 Monk lvl) + 5 (Wis) + 2 (ki straps)
- Unarmed attacks are magic and lawful weapons against damage reduction.
- 1 Ki point: Extra attack during Flurry of Blows at highest attack bonus.
- 1 Ki point: Increase speed by +20 for one round.
- 1 Ki point: +4 Dodge bonus to AC for one round.
- Add Monk level to Acrobatics checks made to jump.
- Always counts as having a running start for jump checks.
- 1 Ki point: As a swift action, add +20 to jump checks for 1 round.
- Take damage from a fall as if 60ft. than actual fall.
- Must be within arms reach of a wall.
- Immune to all non-magical/non-supernatural diseases.
- 2 Ki point: Hear self for 2x Monk level.
- Immunity to poisons of all kinds.
- Uses: once per day; must announce intent before making attack roll
- Success if target takes damage from unarmed strike
- Monk can try to slay the victim within a number of days equal to monk level
- Monk can will target to die (free action) unless target makes Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. A monk can have no more than 1 quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous effect is negated.
- Creatures immune to critical hits cannot be affected
Cleric Domains Abilities
- All Knowledge skills are class skills
Lore Keeper (Sp)
Touch creature to learn its abilities and weaknesses
- Successful touch attack gains info as appropriate Knowledge skill check
- Result equal to 15 + your cleric level + your Wisdom modifier.
- 21 = 15 + 1 (Cleric) + 5 (Wis)
- Increase your base speed by 10 feet.
Agile Feet (Su):
- As a free action, gain increased mobility for 1 round
- Ignore all difficult terrain and do not take any penalties for moving through it.
- Use this ability a number of times per day equal to 3 + your Wisdom modifier
Special Abilities
Chosen of Ogmah
- 1/Week: Ask 7 Yes/No Questions
- 3/Day: Arcane Mark, Message, Comprehend Languages
- +5 Knowledge Checks
Items
On Character
- Boots of Elvenkind (2,500 gp)
- Cloak of Resistance (1,000 gp)
- Ki Straps (7,500 gp = 5,000(standard) + 2,500(DM))
- +2 Stun DC
- +2 Ki Points (DM Addition)
- Monk’s Robe
- AC +5 Monk Levels
- Dmg +5 Monk Levels
- +1 Stunning attack
- Ring of Protection (18,000 gp)
- Ultimate Athleticism Belt (3,600 gp)
- Skills: Acrobatics, Climb, Jump, Swim
- Take 10 Under Stress
- 1/Day: Take 20
Other Items
- Artificer’s Monocle (1,500 gp)
- Detect Magic
- +5 Knowledge Arcana
- Identify Magic Items (1 min.)
- Bell of Communication (7 Words) (0 gp)
- Black Suit of Bane (0 gp)
- Blindfold of True Darkness (9,000 gp)
- Blindsight 30 ft.
- Immune to Gaze Attacks and Spells/Effects
- Cannot Use Normal Vision
- Cloak of Elvenkind (2,500 gp)
- Dwarven Signal Stone (0 gp)
- Flint & Steel (0 gp)
- Golum Dust (0 gp)
- Holy Water (x3) (0 gp)
- Jar of Ungent of Timelessness (150 gp)
- Mirror, Small (0 gp)
- Ogre Gauntlets (+2 str) (4,000)
- Potion Belt
- Potion of Shield of Faith (650 gp)
- Rations (x3)
- Silk Rope (50 ft.)
- Thunderstones (x3)
- Torch (x4)
- Wand of Bear Endurance (8 Charges) (4,500 gp)
- Wand of Cure Light Wounds (1D8+5) (50 Charges) (750 gp)
- Wand of Cure Light Wounds (1D8+5) (50 Charges) (750 gp)
- Wand of Peace (Sanctuary) (? Charges) (750 gp)
- Wand of Summon Monster IV (13 Charges) (21,000 gp)