Basilisk Hill Breakdown:Zelquin

From RPGnet
Jump to: navigation, search

Basilisk_Hill_Breakdown

Rank[edit]

Human Monk/ 6th
XP: 50,000/90,000
Alignment - Neutral
Full PC
Henchmen

  • henchmen 1

Attributes[edit]

STR - 12 (Open doors 2-in-6)
INT - 16 (+2 additional languages & skills)
WIS - 9
DEX - 12
CON - 10
CHA - 10 (4 retainers max, loyalty is 7)

Skills[edit]

Languages

  • Alignment
  • Common
  • add lang 1
  • add lang 2

General Skills

  • Alchemy (Int) - Skilled (10+) - ID, isolate, & work with alchemical substances. (Hex 17.23, pg 9)
  • Survival - Herbalism (Int?) - Expert (5+) - Use plants and natural ingredients for medicinal/magical purposes. (Hex 17.23, pg 10)
  • Athletics -
    Acrobatics (Dex) - Skilled (10+) (Hex 17.23, pg 9)
    Climbing (Str) - Skilled (10+) (Hex 17.23, pg 9)
    Jumping (Str)- Skilled (10+) (Hex 17.23, pg 9)
    Running (Con) - Skilled (10+) (Hex 17.23, pg 9)

Class Abilities

  • May wear any armor and use spells but wearing armor can restrict the Disciplines that can be used.
  • At 1st level, select one weapon type to focus in; gain +1 hit/damage using weapon.
  • At 4th level an unarmed strike funtions as a magical weapon for purpose of damaging creatures that can only be hit by magical/silver weapons.
  • Can Climb Walls as a thief of same level when wearing leather armor or less.
  • Sworn vow of poverty and humility; can only possess that they and a mount can carry, 90% of the treasure earned must be donated back to their order or to others in need.
  • Starts with three Combat Maneuvers (Hex 17.22) and gain an additional maneuver at levels 5, 9, and 13.
  • Starts with three skills, plus any bonus from high INT; gain a new skill at levels 3, 5, 7, 9, 11, and 13.
  • Starts with one Knack; gains a new Knack at levels 5, 9, and 13.
  • Starts with two Disciplines, gain additional one every odd level. Each Discipline takes a number of feats to use. Regain feats by sleeping at least 4 hours then meditating for one hour.

Disciplines

  • Acrobatics (1 feat, UA) - Can jump 15' vert, 30' hor, automatically succeed on Dex check to avoid slipping.
  • Iron Will (2 feats, R) - Roll with advantage against charm, hold, fear, confusion, and other mind-affecting spells, and avoid Sleep spells.
  • Trance (1 feat) - enter into suspended animation which slows poison onset times five-fold or stay mobile and hold breath for five minutes plus slow poison onset time three-fold.
  • Freedom of Movement (1 feat, UA) - Cannot be held by grapples, restraints, web or entangle spells. Use another feat if there is not enough movement to escape spell area of effect.

Knacks

  • Apprentice Thief: Disable, Sneak, Spot (8 points to spend on improvements)
  • Divine Champion (1/3 Cleric caster): 1/round, use action and expend spell slot to turn undead with chance equal to the spell expended.

Thief Skills (Checks on a 1d20)

  • Climb Walls - 9+
  • Disable (Pick locks, bypass traps, work complex devices) - 14+
  • Sneak (Move Silently & Hide in Shadows) - 14+
  • Spot (Spot traps or secret passages) - 14+

Combat[edit]

AC: 6 [13]
HP: 22 (36 max)
Movement Rate: 120'/40'
Initiative Modifier: 0
Attacks

  • Primary Melee Attack:
  • Primary Ranged Attack:

Combat Maneuvers

  • Disarm: On a successful roll the target drops one weapon, requiring they spend next attack to pick it up. (DEX, Skilled, 10+, 8+ if using their weapon focus)
  • Defensive Stance: Cannot attack during round, roll for every physical attack against target, success causes -2 penalty on attack. (INT, Skilled, 8, 6+ if using their weapon focus)

Saves:

  • Petrification & Paralysis - 12
  • Poison & Death - 9
  • Blast & Breath - 14
  • Staves & Wands - 10
  • Spells - 12

Equipment[edit]

Gear, Armor, Weapons: Total Encumbrance ~xxx coins

  • item
  • item
  • item

Money:

  • On Hand:
  • With Factor: