Caralaria: Difference between revisions

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Next will be character level 9. Some possibilities:
Next will be character level 9. Some possibilities:


* [http://www.d20srd.org/srd/classes/monk.htm Monk] 6: BAB +1, All saves +1, d8 hit points, 8 skill points. Select either [http://www.d20srd.org/srd/feats.htm#improvedDisarm Improved Disarm] or [http://www.d20srd.org/srd/feats.htm#improvedTrip Improved Trip], slow fall ability increases to 30', unarmored speed bonus increases to +20'.
* [http://www.d20pfsrd.com/classes/basic-classes/monk Monk] 6: BAB +1, All saves +1, d8 hit points, 8 skill points. Bonus feat (from special list), slow fall ability increases to 30', unarmored speed bonus increases to +20'. Additional attack on flurry.
* [http://www.d20srd.org/srd/classes/barbarian.htm Barbarian] 4: BAB +1, Fort save +1, d12 hit points, 8 skill points. One extra Rage per day. (To do this, you'll need to take the Iron Rage feat.)
* [http://www.d20pfsrd.com/classes/basic-classes/barbarian Barbarian] 4: BAB +1, Fort save +1, d12 hit points, 8 skill points. Additional Rage Power.


All characters gain a feat every three levels. Her next such feat will come at CL 9. Some of the feats you have the prerequisites for are (there are, of course, others):
All characters gain a feat every two levels. Her next such feat will come at CL 9. Some of the feats you have the prerequisites for are (there are, of course, others):


*Iron Rage (learned): When you rage, you no longer lose access to your monk benefits. While you are raging, you also combine your monk and barbarian levels for the purposes of determining your unarmed strike damage. For example, a 3rd-level barbarian/5th-level monk would deal unarmed damage as a 8th-level monk (that is, dealing 1d10). Similarly, while raging, you stack your monk and barbarian levels to determine the effective levels of your barbarian Damage Reduction ability (if any). In addition, you can multiclass freely between the monk and barbarian classes. You must still remain lawful in order to retain your monk abilities and take monk levels.
*[http://www.d20pfsrd.com/feats/greater-feint-combat---final Greater Feint]: A successful feint against a target makes him lose his Dex bonus against your next attack on him. You already know Improved Feint, which lets you do feint as a move action. Greater feint makes the target of any feint you perform lose his Dex bonus against everyone for the next round (in addition to your next attack).
*Greater Feint: A successful feint against a target makes him lose his Dex bonus against your next attack on him. You already know Improved Feint, which lets you do feint as a move action. Greater feint makes the target of any feint you perform lose his Dex bonus against everyone for the next round (in addition to your next attack).
*[http://www.d20pfsrd.com/feats/spring-attack-combat---final Spring Attack]: Move in, strike, and move away, all in one round and without provoking an attack or opportunity.
*Spring Attack: Move in, strike, and move away, all in one round and without provoking an attack or opportunity.
*[http://www.d20pfsrd.com/feats/lunge-combat---final Lunge]: Take a -2 penalty to AC to increase your reach by 5 feet. What this means is that in addition to threatening the squares immediately around you, you threaten the squares immediately around them as well. (This is similar to some large creatures.)
*Lunge: Take a -2 penalty to AC to increase your reach by 5 feet. What this means is that in addition to threatening the squares immediately around you, you threaten the squares immediately around them as well. (This is similar to some large creatures.)
*[http://www.d20pfsrd.com/feats/weapon-focus-combat---final Weapon Focus] (unarmed): Gain +1 to unarmed attacks
*Vital Strike: For one your attacks in a round, roll the base damage dice of the weapon twice (without adding Strength, or any other bonuses). This additional damage is not multiplied by critical hits.
*Cleave: Changed from 3.5, this now works any time you hit a target, allowing you to strike a target adjacent to the one struck. Can only be used once per round.
*Cleave: Changed from 3.5, this now works any time you hit a target, allowing you to strike a target adjacent to the one struck. Can only be used once per round.
*Extra ki: Adds two points to your ki pool.
*Extra ki: Adds two points to your ki pool.
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*Extra Stunning: Gain three additional uses of Stunning Fist per day.
*Extra Stunning: Gain three additional uses of Stunning Fist per day.
*Faster Healing: Rest provides more healing.
*Faster Healing: Rest provides more healing.
*Weapon Focus (unarmed): Gain +1 to unarmed attacks
*Pain Touch: On a successful use of Stunning Fist against a creature of Large size or smaller,  the target becomes nauseated (can do nothing but take a move action) for 1 round following the round they are stunned.
*Pain Touch: On a successful use of Stunning Fist against a creature of Large size or smaller,  the target becomes nauseated (can do nothing but take a move action) for 1 round following the round they are stunned.
*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 become shaken (-2 to attacks, saves, skill and ability checks) for 1d6 rounds.
*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 become shaken (-2 to attacks, saves, skill and ability checks) for 1d6 rounds.
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* A [http://www.d20srd.org/srd/magicItems/wondrousItems.htm#beltMonks monk's belt] lets you add five to your effective monk level when figuring out your unarmed damage and AC bonus (e.g. an 8th level monk gets a +1 AC and does 1d10 with unarmed attacks). It also gives you an extra use of Stunning Fist per day. This is a fairly rare item to find for sale.
* A [http://www.d20srd.org/srd/magicItems/wondrousItems.htm#beltMonks monk's belt] lets you add five to your effective monk level when figuring out your unarmed damage and AC bonus (e.g. an 8th level monk gets a +1 AC and does 1d10 with unarmed attacks). It also gives you an extra use of Stunning Fist per day. This is a fairly rare item to find for sale.
* A pair of [http://www.d20srd.org/srd/magicItems/wondrousItems.htm#glovesofDexterity gloves of dexterity]
* A pair of [http://www.d20srd.org/srd/magicItems/wondrousItems.htm#glovesofDexterity gloves of dexterity]
* An [http://www.d20srd.org/srd/magicItems/wondrousItems.htm#amuletofMightyFists amulet of mighty fists], which add  to attack and damage for unarmed attacks.
* Defensive items like [http://www.d20srd.org/srd/magicItems/rings.htm#protection rings of protection] or an [http://www.d20srd.org/srd/magicItems/wondrousItems.htm#amuletofNaturalArmor amulet of natural armor] or a [http://www.d20srd.org/srd/magicItems/wondrousItems.htm#iounStones dusty rose ioun stone].
* Something to buff saving throws, such as a [http://www.d20srd.org/srd/magicItems/wondrousItems.htm#cloakofResistance cloak of resistance]. This kind of item can usually be found in other forms, like robes, belts, etc.
* Something to buff saving throws, such as a [http://www.d20srd.org/srd/magicItems/wondrousItems.htm#cloakofResistance cloak of resistance]. This kind of item can usually be found in other forms, like robes, belts, etc.
* Potions or other random magical items
* Potions or other random magical items

Revision as of 06:58, 15 December 2009

Art by shinsokuken

Caralaria is a human barbarian/monk in the Dissolution campaign, played by Scott.

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. The order owns and operates a monastery in the Guildsman District, near the borders of Midtown and the Warrens.

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

Associations

Some of the people Caralaria knows are:

  • Ernat Trillneus, a male gnome, visits the Path of Iron monastery fairly regularly in is capacity as a low-ranking officer in the powerful Ironworker's Guild. Though he has never been introduced to Caralaria, he is clearly smitten with her, and finds excuses to stare at her while she trains.
  • Rentata Lug, female stonelost dwarf, cleric of the Iron God. Lives in Crispin Street in the Longbottom section of Midtown. One 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.
  • Marina Parian, a human worker at the Herbalists Guildhall just down the street from the Path of Iron monastery, occasionally visits the monks to tend to minor injuries and advise on food and herbal use in the monks' training. Though outwardly gentle and quiet, Caralaria knows she has a wild vicious streak, somewhat like her own.
  • 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.
  • Myraeth Tuneweaver, a male shoal elf runs Myraeth's Oddities Delver Square, the place to buy and sell second hand magic items in Ptolus (although not weapons and armor, nor any newly created items). He is extremely popular with adventurers and knows most of them by name. His inventory changes constantly.

Rumors

  • Many in the city speak in guarded tones about the Iron Mage, a mysterious figure who appears as a walking suit of armor. No one is sure about his goals, but he is thought to work plans on a very long time scale, taking actions that don't have obvious benefits until years later.
  • A number of monks in the monastery speak of the Iron Angels, supposedly extra-dimensional beings that serve the Iron God, though no one has claimed to have seen any themselves.
  • Caralaria has overheard some of the higher ranking monks talking about a possible conflict approaching between he Ironworkers' Guild and the Masons' Guilds. Since the Ironworkers' Guild controls all of the other metalworking guilds, if it came to open conflict, it would be large and bloody.
  • The monks are constantly talking about the Shuul, a pro-technology group that appeared not long ago, but seems to have tied itself to both the Ironworkers' Guild and the Temple of the Iron God. Caralaria doesn't know of any Shuul visiting the Path of Iron, but some of the lower-ranking monks claim they must have.

Future Advancement

Current: Barbarian 3/Monk 5
Most Recent Level: Monk

Next will be character level 9. Some possibilities:

  • Monk 6: BAB +1, All saves +1, d8 hit points, 8 skill points. Bonus feat (from special list), slow fall ability increases to 30', unarmored speed bonus increases to +20'. Additional attack on flurry.
  • Barbarian 4: BAB +1, Fort save +1, d12 hit points, 8 skill points. Additional Rage Power.

All characters gain a feat every two levels. Her next such feat will come at CL 9. Some of the feats you have the prerequisites for are (there are, of course, others):

  • Greater Feint: A successful feint against a target makes him lose his Dex bonus against your next attack on him. You already know Improved Feint, which lets you do feint as a move action. Greater feint makes the target of any feint you perform lose his Dex bonus against everyone for the next round (in addition to your next attack).
  • Spring Attack: Move in, strike, and move away, all in one round and without provoking an attack or opportunity.
  • Lunge: Take a -2 penalty to AC to increase your reach by 5 feet. What this means is that in addition to threatening the squares immediately around you, you threaten the squares immediately around them as well. (This is similar to some large creatures.)
  • Weapon Focus (unarmed): Gain +1 to unarmed attacks
  • Cleave: Changed from 3.5, this now works any time you hit a target, allowing you to strike a target adjacent to the one struck. Can only be used once per round.
  • Extra ki: Adds two points to your ki pool.
  • Extra rage: Adds six turns to your rage duration.
  • 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.
  • Pain Touch: On a successful use of Stunning Fist against a creature of Large size or smaller, the target becomes nauseated (can do nothing but take a move action) for 1 round following the round they are stunned.
  • 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 become 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.

In spending the skill points gained on her next level, teachers in her monastery have encouraged her to learn Craft (Blacksmith), Craft (Weaponsmithing) or Craft (Armorsmithing) as a way to become more in tune with the properties of iron. The monastery has tools and facilities for metalworking of all kinds.

Caralaria will now have a bit of wealth. Monks don't particularly care for hording wealth for its own sake, so would encourage spending it to improve others or herself. The monastery does not require donations from monks, but most monks contribute to the running of the monastery when they can, either with cash, food, raw materials, etc. Sacrifices to the Iron God are also appreciated. As for spending it on herself, monks don't need much compared to other classes. In addition to the aforementioned weapons, you might be able to find some useful magic items for sale. Some possibilities:

  • A monk's belt lets you add five to your effective monk level when figuring out your unarmed damage and AC bonus (e.g. an 8th level monk gets a +1 AC and does 1d10 with unarmed attacks). It also gives you an extra use of Stunning Fist per day. This is a fairly rare item to find for sale.
  • A pair of gloves of dexterity
  • Something to buff saving throws, such as a cloak of resistance. This kind of item can usually be found in other forms, like robes, belts, etc.
  • Potions or other random magical items

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