Caralaria 13th Age: Difference between revisions
From DivNull RPG
imported>Wordman No edit summary |
imported>Wordman mNo edit summary |
||
Line 29: | Line 29: | ||
|armor=None, no shield | |armor=None, no shield | ||
|basicmelee=+14 vs AC | |basicmelee=+14 vs AC | ||
|basicmeleedmg= | |basicmeleedmg=6[W]+11 | ||
|basicmeleemiss=6 | |basicmeleemiss=6 | ||
|basicmeleeweapon= | |basicmeleeweapon=punch | ||
|basicmeleedie=d8 | |basicmeleedie=d8 | ||
|basicmeleeavg= | |basicmeleeavg=32 | ||
|basicranged=+11 vs AC | |basicranged=+11 vs AC | ||
|basicrangeddmg=6[W]+10 | |basicrangeddmg=6[W]+10 | ||
|basicrangedmiss=0 | |basicrangedmiss=0 | ||
|basicrangedweapon= | |basicrangedweapon=shuriken | ||
|basicrangeddie= | |basicrangeddie=d4 | ||
|basicrangedavg= | |basicrangedavg=25 | ||
|racialpower=''Quick to Fight'': Roll Initiative Twice and choose result you want. | |racialpower=''Quick to Fight'': Roll Initiative Twice and choose result you want. | ||
|classfeatures=* | |classfeatures=* ''Jab, Fist & Kick Attacks'': Monk forms provide jab (6d6+STR), punch (6d8+STR) and kick (6d10+STR) attacks. You may get magic-weapon style powers from magic bracers. | ||
*Forms | *''Forms'': Monks attack in a three step progression, with forms that provide one of each type of attack. Each step improves your defense: opening (+1 AC), flow (+2 AC), finishing (+3 AC). Monks can mix forms, but must follow the progression, and have to begin with an opening on a miss or round spent doing something else. | ||
*Ki | *''Ki'': You get a pool of six points of ki per day. Spending ki is a free action, and only one point can be spent per turn. A point can be spent to adjust the natural result of a roll by 1 or to activate a ki power. | ||
* | *''Two-Weapon FIghting'': You may reroll a melee attack on a natural roll of 2. | ||
|classtalents=* '''' | |classtalents=* ''Flurry<sup>a</sup>'' (at-will, quick action, escalation 2+): Target one enemy with a DEX+Level vs. AC attack, dealing jab damage. | ||
** Ki Power (A Thousand Palms): After making a flurry attack, spend a point of ki to make another flurry attack against a different target. | |||
* ''Leaf on Wind'' (1/battle, when you make move action): Take another move action as a free action. In addition, if you fall with a wall, tree, or other physical object next to you, you can fall up to 30 feet per level without taking damage. | |||
** Ki Power (Wind’s Comrade): You can spend 1 point of ki during your turn to gain ''flight'' until the end of your turn. | |||
* ''Spinning Willow Style<sup>ac</sup>'' (when a ranged- or close-quarters attack targeting AC or PD hits you): Roll a normal save, take only half damage on success. On a natural 18+, take no damage and redirect a quarter of the damage to a nearby enemy. | |||
|specialtitle= | ** Ki Power (The Willow Bends): You can spend 1 point of ki to turn a failed Spinning Willow Style save into a success. | ||
* ''Path of the Perfect Warrior'' (1/day): For an entire battle, increase your jab damage dice to d8s, your punch damage dice to d10s, and your kick damage dice to d12s. | |||
Ki Power (Perfect Breath): Once per day when you are healing using a recovery, you can spend 1 point of ki to heal using a second (free) recovery as well. | |||
|specialtitle=Forms | |||
|specialtext=* '''' | |specialtext=* '''' | ||
Revision as of 08:36, 5 October 2014
Female Human Monk 6
One Unique Thing:
Backgrounds: Path of Iron +4, Fashion Provocateur +2, Feral Child +2
Icon Relationships: The Foundry +2, The Spire +1, The Entropy Sphere -1
|
|
| ||||||||||||||||||||||||||||||||||||||||||||
|
Racial Power
Quick to Fight: Roll Initiative Twice and choose result you want.
Class Features
- Jab, Fist & Kick Attacks: Monk forms provide jab (6d6+STR), punch (6d8+STR) and kick (6d10+STR) attacks. You may get magic-weapon style powers from magic bracers.
- Forms: Monks attack in a three step progression, with forms that provide one of each type of attack. Each step improves your defense: opening (+1 AC), flow (+2 AC), finishing (+3 AC). Monks can mix forms, but must follow the progression, and have to begin with an opening on a miss or round spent doing something else.
- Ki: You get a pool of six points of ki per day. Spending ki is a free action, and only one point can be spent per turn. A point can be spent to adjust the natural result of a roll by 1 or to activate a ki power.
- Two-Weapon FIghting: You may reroll a melee attack on a natural roll of 2.
Class Talents
- Flurrya (at-will, quick action, escalation 2+): Target one enemy with a DEX+Level vs. AC attack, dealing jab damage.
- Ki Power (A Thousand Palms): After making a flurry attack, spend a point of ki to make another flurry attack against a different target.
- Leaf on Wind (1/battle, when you make move action): Take another move action as a free action. In addition, if you fall with a wall, tree, or other physical object next to you, you can fall up to 30 feet per level without taking damage.
- Ki Power (Wind’s Comrade): You can spend 1 point of ki during your turn to gain flight until the end of your turn.
- Spinning Willow Styleac (when a ranged- or close-quarters attack targeting AC or PD hits you): Roll a normal save, take only half damage on success. On a natural 18+, take no damage and redirect a quarter of the damage to a nearby enemy.
- Ki Power (The Willow Bends): You can spend 1 point of ki to turn a failed Spinning Willow Style save into a success.
- Path of the Perfect Warrior (1/day): For an entire battle, increase your jab damage dice to d8s, your punch damage dice to d10s, and your kick damage dice to d12s.
Ki Power (Perfect Breath): Once per day when you are healing using a recovery, you can spend 1 point of ki to heal using a second (free) recovery as well.
Forms
- '
Feats
- Adventurer: , , ,
- Champion: ,
Magic Items (max: 7)
- +3 clever step robe
- +3 vanity bracers
- Slayer's boots
- Scroll of Seven Subtle Serpents
- Defense ring