Caralaria: Difference between revisions

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*Monk 3 provides: +1 BAB, Still Mind (+2 on saves vs. enchantment), +10 ft to speed when unarmored.
*Monk 3 provides: +1 BAB, Still Mind (+2 on saves vs. enchantment), +10 ft to speed when unarmored.
*Power Attack?
*Power Attack:
*Defensive Strike: The turn after successfully using total defense, gain +4 to hit the person that missed you.
*Fists of Iron: Use one of your Stunning Fist attempts to deal an additional 1d6 damage instead of a stun effect.
*Extra Stunning: Gain three additional uses of Stunning Fist per day.
*Faster Healing: Rest provides more healing.
*Weapon Focus (unarmed): Gain +1 to unarmed attacks
*Karmic Strike: On your turn, take a -4 to AC. It someone hits you, you can make an attack of opportunity on them.
*Kiai Shout: Up to 3 times per day, spend a standard action to shout. Those with fewer hit dice than you who hear it make a Will save (DC 10 + 1/2 your level + Cha mod) or be shaken (-2 to attacks, saves, skill and ability checks) for 1d6 rounds.
*Flying Kick: (Requires Power Attack) When making an unarmed charge attack, deal +1d12 damage.
 
Caralaria should probably start carrying a weapon for use against targets resistant to bashing damage. Her barbarian levels let her use a wide selection of weapons (all simple and martial weapons) and her monk levels add a few more (exotic martial arts weapons like nunchaku and kama). Only a small subset of these, however, are usable with her flurry of blows ability. These are: kama, nunchaku, quarterstaff, sai, shuriken and siangham. (See the [http://www.d20srd.org/srd/equipment/weapons.htm#weaponDescriptions SRD] for stats). You'll note that only the kama, siangham and shuriken are non-bashing weapons. She could go two ways here: either embrace the monk flurry and use one of those three weapons or forgo the flurry and get a barbarian weapon. Being in the city, you should be able to find weapons with minor enchantment for sale. The exotic weapons, however, are less likely to be found in magical versions. Something like a +1 kama would run around 2,300gp. Note that the flurry of blow ability assumes each strike is coming from a different weapon/fist/foot, so you'd need pairs of weapons for a flurry.





Revision as of 14:19, 10 September 2007

Art by shinsokuken

Personality

Though trying hard to follow the path of the monk, Caralaria is often frustrated by those around her and prone to petulant temper tantrums and violent rages. She is also eager to do well.

Appearance

While living in the wilderness as a girl, she ran into some form of chaos magic, which altered her appearance, giving her violet eyes and long pink hair. She dresses in the robes typical of her monastery, which seems to constantly adjust themselves to inadvertently show off her cleavage.

History

Born in a barbarian tribe, she fought as a warrior even when very young. Her whole family and most of her clan was wiped out in a raid, and she was severely wounded and left for dead. She was found by a traveling monk, who took her back to the monastery. Once healed, she decided to become a monk herself, in order to quell her violent rages.

Affiliations

Part of a monastic order called the Path of Iron, Caralaria and the other monks look to iron and other metals for inspiration, trying to emulate its attributes in their fighting style. The order reveres The Iron God, and contains a number of blacksmiths and other metal workers.

Caralaria is a guildsman in the Delver's Guild, giving her access to guild information, library, maproom and waystations. She also gains a 10% discount at Ebbert's Outfitters.

Associations

Some of the people Caralaria knows are:

  • Rentata Lug, female stonelost dwarf, cleric of the Iron God. Lives in Crispin Street in the Longbottom section of Midtown. On of the priests at the Foundry in the the Guildsman District. She found Caralaria when she had been left for dead, and brought here to the monastery.
  • Brother Traeis Qin, male human, monk of the Path of Iron. Lives in the Iron Monastery, where he is one of the more advanced (and strict) teachers. He is continually disappointed in Caralaria's attitude and lack of focus, but is dedicated to her training.

Rumors

Future Advancement

Some possibilities for future advancement:

  • Monk 3 provides: +1 BAB, Still Mind (+2 on saves vs. enchantment), +10 ft to speed when unarmored.
  • Power Attack:
  • Defensive Strike: The turn after successfully using total defense, gain +4 to hit the person that missed you.
  • Fists of Iron: Use one of your Stunning Fist attempts to deal an additional 1d6 damage instead of a stun effect.
  • Extra Stunning: Gain three additional uses of Stunning Fist per day.
  • Faster Healing: Rest provides more healing.
  • Weapon Focus (unarmed): Gain +1 to unarmed attacks
  • Karmic Strike: On your turn, take a -4 to AC. It someone hits you, you can make an attack of opportunity on them.
  • Kiai Shout: Up to 3 times per day, spend a standard action to shout. Those with fewer hit dice than you who hear it make a Will save (DC 10 + 1/2 your level + Cha mod) or be shaken (-2 to attacks, saves, skill and ability checks) for 1d6 rounds.
  • Flying Kick: (Requires Power Attack) When making an unarmed charge attack, deal +1d12 damage.

Caralaria should probably start carrying a weapon for use against targets resistant to bashing damage. Her barbarian levels let her use a wide selection of weapons (all simple and martial weapons) and her monk levels add a few more (exotic martial arts weapons like nunchaku and kama). Only a small subset of these, however, are usable with her flurry of blows ability. These are: kama, nunchaku, quarterstaff, sai, shuriken and siangham. (See the SRD for stats). You'll note that only the kama, siangham and shuriken are non-bashing weapons. She could go two ways here: either embrace the monk flurry and use one of those three weapons or forgo the flurry and get a barbarian weapon. Being in the city, you should be able to find weapons with minor enchantment for sale. The exotic weapons, however, are less likely to be found in magical versions. Something like a +1 kama would run around 2,300gp. Note that the flurry of blow ability assumes each strike is coming from a different weapon/fist/foot, so you'd need pairs of weapons for a flurry.


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