Difference between revisions of "Morro"

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Race: Halfling
 
Race: Halfling
  
Level: Monk 2 [XP: 1,214/3,000]
+
Level: Monk 2 [XP: 1,514/3,000]
  
 
Crime: Heresy [+1 bonus to all saving throws against divine spells]
 
Crime: Heresy [+1 bonus to all saving throws against divine spells]

Latest revision as of 14:36, 21 July 2017

Basic Description[edit]

Morro

Height: 3'0

Weight: 30 lb

Hair: Shaved Bald

Eye Color: Black

Race: Halfling

Alignment: Lawful Evil

Race: Halfling

Level: Monk 2 [XP: 1,514/3,000]

Crime: Heresy [+1 bonus to all saving throws against divine spells]

Background[edit]

They say Talingarde is the greatest nation in the world, noble, peaceful, kindly. Morro considers it a lie. He was an orphan, alone, hungry, desperate and uncared for. Then the cloaked man came out of the rain one night to speak to him and take him it. It was not meant as an act of charity, it was recruitment. The Thousand Iris Society was a group that had delved into the dark and the esoteric for secrets of power, but did not worship the evil gods themselves.

The power of the universe was meant for mortals, they said, the advancement of self a great thing. Morro was one taught and trained in harsh, mystic disciplines. It was a simple arrangement. He would serve as the hands of the masters leading the Iris, and when they seized power, dutiful service would be rewarded greatly.

Sir Balin of Karfeld ultimately cut the dreams of the Thousand Iris short, shattering their headquarters. Morro fought against soldiers in the inquisitor's escort, killing some but was overwhelmed. Sir Balin's judgement was that, though not worshipers of evil, the Thousand Iris Society spread the profane and thus the surviving members, such as Morro, would be burned as heretics.

But Morro had not faced his past ordeals only to melt in fire.

Abilities[edit]

Str 6 (-2), Dex 20 (+5), Con 12 (+1), Int 12 (+1), Wis 15 (+2), Cha 10 (+0)

Saves[edit]

Fortitude +5, Reflex +8, Will +5 (+7 vs. fear)

Other Stats[edit]

HP: 16

AC: 18 (+5 Dex, +2 Wis, +1 size)

Size: Small

Speed: 20 ft.

Initiative +5

Unarmed: Attack +7, Damage 1d4-2

Class Features[edit]

  • Flurry of Blows: Can make 2 attacks in a Flurry at a modified total of +5.
  • Unarmed Strike: A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
  • Evasion: If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Skills[edit]

Class: Acrobatics (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Swim (Str)

Acrobatics 5 (+12), Escape Artist 5 (+10), Perception 5 (+9), Sense Motive 5 (+7), Stealth 5 (+16)

(includes racial bonuses)

Languages: Common, Elven, Halfling

Feats[edit]

Deflect Arrows, Improved Unarmed Strike, Stunning Fist, Weapon Finesse

Equipment[edit]

Backpack, small

Belt pouch, small

Winter blanket, small

50 ft. Silk Rope

Waterskin, small

Flint & Steel

8 days of trail rations, small

5 torches


MONEY: 180 gp, 3 sp, 5 cp


LOAD: LIGHT (16/20)