CriticalFumble.net Forums  

Go Back   CriticalFumble.net Forums > Play-by-Post Games > Bastards & Broadswords

Bastards & Broadswords Origen's D&D 5E campaign.

Reply
 
Thread Tools Display Modes
  #1  
Old 11-23-2013, 11:09 PM
Chimaera's Avatar
Chimaera Chimaera is offline
Radiation Romeo
 
Join Date: Dec 2006
Location: Los Alamos
Posts: 16,769
Chimaera has a reputation beyond reputeChimaera has a reputation beyond reputeChimaera has a reputation beyond reputeChimaera has a reputation beyond reputeChimaera has a reputation beyond reputeChimaera has a reputation beyond reputeChimaera has a reputation beyond reputeChimaera has a reputation beyond reputeChimaera has a reputation beyond reputeChimaera has a reputation beyond reputeChimaera has a reputation beyond repute
Default Rooker Wolven; Aspiring Meddler, Saboteur, and Agente Provocateur

Rooker Wolven
Human; Monk 2;


Str 15 +200gp weight allowance; open doors 1-2 on d6; bb/lg 7%
Int 18 +7 additional languages/NWP slots
Wis 17 +3 magical attack adjustment
Dex 16 +1 reaction/attack adjustment
Con 14 system shock survival 88% resurrection survival 92%
Cha 11 max. henchmen 4
Com 11

HP: 12 (first level max) + 4 (1/2+1 of 1d6): 16

AC: 5 (Monk Base), -5 (Iron Wind Martial Arts Style, AC 5): 0

Init: +1 (Dex mod): +1

Move: 15” (Monk base)

Saves:
Paralyzation, Poison or Death Magic: 13
Petrification or Polymorph: 12
Rod, Staff or Wand: 14
Breath Weapon: 16
Spell: 15

Weapon Proficiencies (gain 1 every 2 levels):
1. El Viento de Fierro (The Iron Wind) (Martial Arts Style)
2. Quarterstaff
3. Jo

Non-Weapon Proficiencies (gain 1 every 2 levels):
1. Swimming (Str)
2. Healing (Wis +2)
3. Rope-Use (Dex)

Martial Arts Maneuvers:
Choke Hold

Languages:
Common (base), Ogre, Goblin, Elvish, Dwarven, Undercommon, Halfling, Gnomish

Class Features:
Martial Arts Expertise -
Custom Martial Art
Iron Wind, hard/soft, hand & foot, vital area
AC 5, 2/1 att. base, damage 1d8
Maneuver List:
  • Lock 1, 4
  • Movement 5, 6
  • Push 3
  • Throw 2, 4
  • Vital Area 1, 2, 3, 4
  • Mental/Physical Training 1, 2, 5, 6
Enhanced AC, Movement, Unarmed Damage, Unarmed Attacks (current base HTH is 1d6)
(no Str or Dex mods to hit, damage, or AC)
(staves counts as “unarmed” in terms of martial arts)
+1 per 2 levels damage bonus with weapons
Stuns opponents for 1d6 rounds if roll to hit exceeds target by 5
Chance to kill opponent outright: 1% x AC, modified by Monk levels over 7
Missile Deflection: can roll a save vs. petrification for every non-magical missile attack that hits to deflect them and take no damage
Successful saves avoid damage altogether (even if half-damage is specified); at 9th level, failed saves result in half-damage/effect

Thief Skills (as Thief of same level) -
Open Locks 25% (base) + 5% (Dex): 30%
Find/Remove Traps 20% (base): 20%
Move Silently 15% (base): 15%
Hide in Shadows 10% (base): 10%
Hear Noise 10% (base): 10%
Climb Walls 85% (base): 85%

Special Abilities -
catalepsy/feign death: 2 turns/level duration
mask mind from ESP: 70% resistance, +2% per add. lvl
__________________
"Labor is prior to, and independent of, capital. Capital is only the fruit of labor, and could never have existed if labor had not first existed. Labor is the superior of capital, and deserves much the higher consideration." -- Abraham Lincoln

Last edited by Chimaera; 04-28-2014 at 07:57 PM.
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 09:54 PM.


Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.
Copyright on all original post text belongs to the poster.