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Basilisk Hill Breakdown:Zelquin
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[[Basilisk_Hill_Breakdown]] == Rank == '''Human Monk/ 6th'''<br /> '''XP:''' 50,000/90,000<br /> '''Alignment''' - Neutral<br /> '''Full PC'''<br /> Henchmen *henchmen 1 == Attributes == STR - 12 (Open doors 2-in-6)<br /> INT - 16 (+2 additional languages & skills)<br /> WIS - 9<br /> DEX - 12<br /> CON - 10<br /> CHA - 10 (4 retainers max, loyalty is 7)<br /> == Skills == '''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 == '''AC:''' 6 [13]<br /> '''HP:''' 22 (36 max)<br /> '''Movement Rate:''' 120'/40'<br /> '''Initiative Modifier:''' 0<br /> '''Attacks''' *Primary Melee Attack: Open Hand - +1 to hit, 1d4 dam.; also considered magical for hitting *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 == '''Gear, Armor, Weapons:''' Total Encumbrance ~xxx coins *item *item *item Money: *On Hand: *With Factor:
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