Post by joelocaust on Jan 24, 2010 20:00:03 GMT -5
>I snatched commi's layout, cuz it's dope. Thanks.<
>Modified to add a Vest of Health +4, James had one, so I wanted one, I assume it's 16k<
Kannod Blackhand
LE Human
Monk/Tattooed Monk 14/3
Init +7; Listen +20; Spot +20
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Defense
--------------------------------------------------------------------------------
AC 41, touch 34, flat-footed 28 (Breakdown: +18 bracers/ring/amulet, +7 Dex, +3 Wis, +3 Monk Bonus)
HP 147 (17d8+17*4)
Fort +19, Ref +24, Will +20
NOTES:
Improved Combat Expertise, up to +12 AC for -12 Attack
Deflect Arrows, ignore one ranged attack per round
--------------------------------------------------------------------------------
Offense
--------------------------------------------------------------------------------
Speed: 80 ft.
UNARMED
Attack: (+18/+18/+18/+13/+8)
Damage: (2d8+6)
SPECIAL ATTACKS:
Stunning Fist: DC 21 Fort or stunned for 1 round, 14/day
Weakening Touch: -6 STR for 1 minute, no damage, non-stacking, expends a stunning fist
Freezing the Lifeblood: DC 21 Fort or Paralyzed for 1d4+1 rounds, no damage
NOTES:
+4 to Grapples (Imp. Grapple)
No disarm penalties (Imp. Disarm)
+1d6 damage on all attacks if Combat Expertise is used over -2/+2 (Deadly Defense)
Fleet of Foot, Can turn 90 degrees while charging/running
--------------------------------------------------------------------------------
Statistics
--------------------------------------------------------------------------------
Str 22
Dex 24
Con 18
Int 18
Wis 17
Cha 8
BAB: +12/+7/+2
SKILLS
Balance 23
Climb 23
Concentration 4
Diplomacy -1
Escape Artist 7
Hide 30
Jump 18
Knowledge (Arcana) 4
Knowledge (Religion) 12
Listen 20
Move Silently 7
Search 17
Spot 20
Swim 6
Tumble 23
Bluff 9
CLASS ABILITIES - MONK (2d8 unarmed, +50' move, +3 AC)
Flurry of Blows - 2 extra full BAB attacks
Improved Evasion - Half damage on failed Ref saves, none on successes
Still Mind - +2 vs. Enchantments
Ki Strike (lawful/magical) - Fists are lawful and magical
Purity of Body - Immune to non-magical disease
Wholeness of Body - Can heal (2*lvl) 28 hp a day
Diamond Body - Immune to all poisons
Abundant Step - 1/day Dim Door, range 400+40/lvl (680), 1 passenger/3lvls (4)
Diamond Soul - Spell Resistance: 24 (10+lvl)
Slow Fall 70'
CLASS ABILITIES - TATTOOED MONK
Ocean Tattoo - Never need to eat, sleep, or drink.
White Mask Tattoo - Immune: Detect Lies, Detect Thoughts, alignment detect, +10 Bluff
FEATS 1 human, 1 background, 3 Monk Bonus Feats, 6 feats level-based,
Improved Unarmed Strike - Fists = weapons
Stunning Fist - Fort Save 21(10+(lvl/2)+Wis), stunned for 1 round, 14/day
Deflect Arrows - Ignore ranged hit once per round
Improved Disarm - No penalties to disarm
Combat Expertise - -1 to -5 Attack for +1 to +5 AC, max of BAB (5)
Deadly Defense - +1d6 on defensive attacks of at least -2
Improved Combat Expertise - -1 to -BAB attack for +1 to +BAB AC, max of BAB (12)
Fleet of Foot - May turn 90 degrees while running/charging
Improved Grapple - +4 to Grapple, No AOO on attempt
Endurance - +4 vs. hot/cold/holding breath/running
Weakening Touch - -6 str for 1 minute on stunning fist hit, no damage, non stacking
Freezing the Lifeblood - Fort save 21(DC 10+ (.5*level)+wis) or 1d4+1 paralysis, no dmg
INVENTORY
Necklace of Adaptation (not always worn)
Bracers of Armor +8
Gloves of Dexterity +6
Cloak of Resistance +5
Amulet of Nat Armor +5
Ring of X-Ray Vision
Ring of Protection +5
Boots of Speed
Belt of Giant Strength +6
Headband of Intellect +4
Vest of Health +4
GOLD 1000
LANGUAGES
Common
Halfling
Undercommon
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HISTORY
--------------------------------------------------------------------------------
Kidnapped as a baby, Kannod was raised by the underground cult "The Black Hand". All Children of the Black Hand are raised to believe that the most important thing in life is Order. Order through Force, Force through Discipline. As a disciple of the Black Hand, the final lesson learned is that the undisciplined lead to chaos, and must be purged so that the strong can maintain peace. The Monks are then released to follow their own paths and maintain order through any means that they deem necessary. Few still exist in a city so fiercely divided.
Kannod has taken the time to warp the teachings of his masters, expanding on the understanding and definitions of "undisciplined" and "strong" to encompass his own goals. His fervent beliefs empower him towards one of two goals, transcending all other influence or being the ultimate influence on all others. He now vies for control of the city (with what he has deemed the strongest faction) and will willingly execute anyone (Black Hand or otherwise) that would oppose them (and refuse to join when defeated).
Appearance: media.giantbomb.com/uploads/1/17166/881241-baron_large.png
>Modified to add a Vest of Health +4, James had one, so I wanted one, I assume it's 16k<
Kannod Blackhand
LE Human
Monk/Tattooed Monk 14/3
Init +7; Listen +20; Spot +20
--------------------------------------------------------------------------------
Defense
--------------------------------------------------------------------------------
AC 41, touch 34, flat-footed 28 (Breakdown: +18 bracers/ring/amulet, +7 Dex, +3 Wis, +3 Monk Bonus)
HP 147 (17d8+17*4)
Fort +19, Ref +24, Will +20
NOTES:
Improved Combat Expertise, up to +12 AC for -12 Attack
Deflect Arrows, ignore one ranged attack per round
--------------------------------------------------------------------------------
Offense
--------------------------------------------------------------------------------
Speed: 80 ft.
UNARMED
Attack: (+18/+18/+18/+13/+8)
Damage: (2d8+6)
SPECIAL ATTACKS:
Stunning Fist: DC 21 Fort or stunned for 1 round, 14/day
Weakening Touch: -6 STR for 1 minute, no damage, non-stacking, expends a stunning fist
Freezing the Lifeblood: DC 21 Fort or Paralyzed for 1d4+1 rounds, no damage
NOTES:
+4 to Grapples (Imp. Grapple)
No disarm penalties (Imp. Disarm)
+1d6 damage on all attacks if Combat Expertise is used over -2/+2 (Deadly Defense)
Fleet of Foot, Can turn 90 degrees while charging/running
--------------------------------------------------------------------------------
Statistics
--------------------------------------------------------------------------------
Str 22
Dex 24
Con 18
Int 18
Wis 17
Cha 8
BAB: +12/+7/+2
SKILLS
Balance 23
Climb 23
Concentration 4
Diplomacy -1
Escape Artist 7
Hide 30
Jump 18
Knowledge (Arcana) 4
Knowledge (Religion) 12
Listen 20
Move Silently 7
Search 17
Spot 20
Swim 6
Tumble 23
Bluff 9
CLASS ABILITIES - MONK (2d8 unarmed, +50' move, +3 AC)
Flurry of Blows - 2 extra full BAB attacks
Improved Evasion - Half damage on failed Ref saves, none on successes
Still Mind - +2 vs. Enchantments
Ki Strike (lawful/magical) - Fists are lawful and magical
Purity of Body - Immune to non-magical disease
Wholeness of Body - Can heal (2*lvl) 28 hp a day
Diamond Body - Immune to all poisons
Abundant Step - 1/day Dim Door, range 400+40/lvl (680), 1 passenger/3lvls (4)
Diamond Soul - Spell Resistance: 24 (10+lvl)
Slow Fall 70'
CLASS ABILITIES - TATTOOED MONK
Ocean Tattoo - Never need to eat, sleep, or drink.
White Mask Tattoo - Immune: Detect Lies, Detect Thoughts, alignment detect, +10 Bluff
FEATS 1 human, 1 background, 3 Monk Bonus Feats, 6 feats level-based,
Improved Unarmed Strike - Fists = weapons
Stunning Fist - Fort Save 21(10+(lvl/2)+Wis), stunned for 1 round, 14/day
Deflect Arrows - Ignore ranged hit once per round
Improved Disarm - No penalties to disarm
Combat Expertise - -1 to -5 Attack for +1 to +5 AC, max of BAB (5)
Deadly Defense - +1d6 on defensive attacks of at least -2
Improved Combat Expertise - -1 to -BAB attack for +1 to +BAB AC, max of BAB (12)
Fleet of Foot - May turn 90 degrees while running/charging
Improved Grapple - +4 to Grapple, No AOO on attempt
Endurance - +4 vs. hot/cold/holding breath/running
Weakening Touch - -6 str for 1 minute on stunning fist hit, no damage, non stacking
Freezing the Lifeblood - Fort save 21(DC 10+ (.5*level)+wis) or 1d4+1 paralysis, no dmg
INVENTORY
Necklace of Adaptation (not always worn)
Bracers of Armor +8
Gloves of Dexterity +6
Cloak of Resistance +5
Amulet of Nat Armor +5
Ring of X-Ray Vision
Ring of Protection +5
Boots of Speed
Belt of Giant Strength +6
Headband of Intellect +4
Vest of Health +4
GOLD 1000
LANGUAGES
Common
Halfling
Undercommon
--------------------------------------------------------------------------------
HISTORY
--------------------------------------------------------------------------------
Kidnapped as a baby, Kannod was raised by the underground cult "The Black Hand". All Children of the Black Hand are raised to believe that the most important thing in life is Order. Order through Force, Force through Discipline. As a disciple of the Black Hand, the final lesson learned is that the undisciplined lead to chaos, and must be purged so that the strong can maintain peace. The Monks are then released to follow their own paths and maintain order through any means that they deem necessary. Few still exist in a city so fiercely divided.
Kannod has taken the time to warp the teachings of his masters, expanding on the understanding and definitions of "undisciplined" and "strong" to encompass his own goals. His fervent beliefs empower him towards one of two goals, transcending all other influence or being the ultimate influence on all others. He now vies for control of the city (with what he has deemed the strongest faction) and will willingly execute anyone (Black Hand or otherwise) that would oppose them (and refuse to join when defeated).
Appearance: media.giantbomb.com/uploads/1/17166/881241-baron_large.png