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- Ester Rune
- Human Female
- Alightment: Neutral
- Tristalt Crusader/Archivist/Monk 9
- Age: 47
- Height 5'0"
- Weight 172 lbs
- Languages: Common, Abyssal, Draconic, Undercommon, Celestial
- Speed: 60[Base 30 + 30(Monk)]
- AC: 22 [10+2(Dex)+1(Monk)+1(Monk's Belt)+4(Wis Bonus)+2(armor attunement)+1(Toughening)+1(Deflection)]
- HP: 82 [13+6+13+6+13+6+13+6+13]
- Saves(F/R/W): Effective: +11/+10/+14. Base +6/+6/+6, Resistance +2/All. Con +3, Dex +2, Wis +4, Crusader's Indomitable Will +2(Will), Still Mind +4 vs enchantments.
- BAB: +9/+4, Flurry +9/+9/+4
- Steely Resolve: O/15
- Furious Counterstrike: 0/3
- Begins Combat with 2 Manuevers readied, can have up to 5 readied at one time.
- STR 18 +2(Physical Prowess)
- DEX 14
- CON 16
- INT 17 + +1(Level 4) = 18
- WIS 15 + 2(Mental Prowess) +1(Level 8) = 18
- CHA 13
- ARCHIVIST SPELLS
- ================
- Prepared Spells
- Level 0, 4 slots: Detect Magic, Light, Read Magic, Read Magic
- Level 1, 5 slots +1 bonus slot: Cure Light Wounds, Cure Light Wounds, Comprehend Languages, Protection from Evil, Endure Elements, Deathwatch
- Level 2, 5 slots +1 bonus slot: Cure Moderate Wounds, Cure Moderate Wounds, Lesser Restoration, Bull's Strength, Spider Climb, Resist Energy
- level 3, 4 slots +1 bonus slot: Cure Serious Wounds, Remove Curse, Magic Vestment, Dispell Magic, Bite of the Wereboar
- level 4, 3 slots +1 bonus slot: Cure Critical Wounds, Rusting Grasp, Airwalk, Divine Power
- level 5, 2 slots: Bite of the Weretiger, Summon Monster V
- Known Spells
- Level 0: Create Water, Cure Minor Wounds, Detect Magic, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue(10 pages)
- Level 1: Cure Light Wounds, Comprehend Languages, Shield of Faith, Protection from Evil, Command, Bane, Deathwatch, Endure Elements(8 pages)
- Level 2: Cure Moderate Wounds, Lesser Restoration, Resist Energy, Bull's Strength, Spider Climb(10 pages)
- Level 3: Cure Serious Wounds, Magic Vestment, Wind Wall, Remove Curse, Greater Magic Fang, dispell magic, Bite of the Wereboar(21 pages)
- Level 4: Cure Critical Wounds, Divine Power, Restoration, Death Ward, Dismissal, Rusting Grasp, Airwalk(28 pages)
- Level 5: Righteous Might, Summon Monster V, Flame Strike, Wall of Stone, Bite of the Weretiger (25 pages)
- All contained within spellbook 1 using 94 pages. Spellbook 2 is currently empty.
- SKILLS
- ======
- Balance 6
- Climb 4
- Concentration 6
- Craft
- Decipher Sript 7 +2 Lore Mastery
- Diplomacy 3
- Escape Artist 1
- Gather Information 3
- Healing 4
- Hide 3
- Intimidate 3
- Jump 4
- *ALL KNOWLEDGE SKILLS ARE CLASS SKILLS*
- Knowledge(arcana) 6
- Knowledge(dungeoneering) 5 +2 Lore Mastery
- Knowlege(history) 4
- Knowledge(religion) 6 +2 Lore Mastery
- Knowledge(the planes) 5
- Listen 2
- Martial Lore 4
- Move Silently 3
- Perform
- Profession
- Ride
- Search 3
- Sense Motive
- Spellcraft 10
- Spot 2
- Swim 4
- Tumble 7
- FEATS
- =====
- Human Bonus Feat - Improved Grapple
- Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you
- started the grapple.
- Archivist Bonus Feat: Scribe Scroll
- Benefit: At 1st level, an archivist gains Scribe Scroll as a Bonus Feat.
- You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level × its caster level × 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.
- Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.
- Monk Bonus Feat: Unarmed Strike
- At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. 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. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
- 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.
- A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
- Monk Level 1 Bonus Feat: Stunning Fist
- Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
- Level 1 Feat: Stone Power
- Benefit: When you use an attack action or a full attack action, or you initiate a Stone Dragon strike in melee combat, you can take a penalty of as much as –5 on your attack
- rolls. This number cannot exceed your base attack bonus. You gain temporary hit points equal to twice the number that you subtract from your attack rolls (to a maximum of
- +10). These temporary hit points last until the beginning of your next turn.
- Special: Stone Power can be used in place of Power Attack to qualify for a feat, prestige class, or other special ability. You can take both this feat and Power Attack.
- Monk Level 2 Bonus Feat: Combat Reflexes
- Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
- Level 3 Feat: Flying Kick
- Benefit: When fighting unarmed and using the charge action, you deal an extra 1d12 points of damage with your unarmed attack.
- Level 6 Feat: Skill Focus: Concentration
- Benefit: You get a +2 bonus on Concentration checks.
- Monk Level 6 Bonus Feat: Improved Trip
- Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.
- Level 9 Feat: Martial Stance: Giant's Stance
- MONK CLASS ABILITIES
- ====================
- AC Bonus (Ex) + 1(+2 with Monk's Belt) + 4(Wisdom Bonus)
- When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
- These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
- Evasion (Ex)
- At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she 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.
- Fast Movement +30 (Ex)
- At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
- Still Mind (Ex)
- A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
- Ki Strike - Magic (Su)
- At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
- Slow Fall - 40 ft (Ex)
- At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.
- Purity of Body (Ex)
- At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.
- Wholeness of Body (Su)
- At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.
- Improved Evasion (Ex)
- At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
- CRUSADER CLASS ABILITIES
- =========================
- Steely Resolve (Ex): 15
- Your supreme dedication and intense focus allow you to temporarily set aside the pain and hindering effects of injuries. When an opponent strikes you, the injury does not
- immediately affect you. You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool begins at 0 with each encounter. When you are
- attacked, any hit point damage the blow deals is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed
- damage pool, which then resets to 0. Any healing you receive can either increase your current hit point total as normal or reduce the total damage in your delayed damage
- pool. When you receive healing, you choose whether it affects your damage pool, your hit points, or both (you can split the amount of healing as you wish). Most crusaders opt
- to keep as much damage in their delayed damage pool as possible to maximize the benefit of their furious counterstrike ability(see below).
- Special effects tied to an attack, such as energy drain, stun, and so forth, still affect you as normal, and their effects are not delayed by this ability. For example, if you
- are bitten by a venomous spider, you must still attempt a Fortitude save against the poison immediately, even though the bite damage shifts into your delayed damage pool. By
- the same token, any other special attack that imposes a condition, such as a medusa’s petrifying gaze, takes immediate effect on you. At 1st level, your delayed damage pool
- can hold up to 5 points of damage. Any damage beyond that comes off your hit points as normal. The maximum damage your pool holds increases by 5 at 4th, 8th, 12th, 16th, and
- 20th level.
- Furious Counterstrike (Ex):
- During your turn, you gain a bonus on attack rolls and damage rolls equal to the current value of your delayed damage pool (see steely resolve, above) divided by 5, and
- rounding down (minimum +1). You can only gain a maximum bonus on attack rolls and damage rolls of +6 from furious counterstrike. Use the table below to quickly determine the
- attack bonus and damage bonus from furious counterstrike, based on the amount of damage in your delayed damage pool. This ability’s benefits last until the end of your turn.
- Delayed Damage Furious Counterstrike
- Pool Points Bonus
- 1–9 +1
- 10–14 +2
- 15–19 +3
- 20–24 +4
- 25–29 +5
- 30+ +6
- Indomitable Soul (Ex):
- Beginning at 2nd level, you draw upon the power of your unwavering faith to steel yourself against the enemies you face. Your personality, energy, and
- dedication to your faith make it possible for you to shrug off attacks that target your willpower. You add your Charisma bonus (if any) as a bonus on Will saves. This bonus
- does not stack with that from a paladin’s divine grace ability.
- Zealous Surge (Ex): 1/day
- Your boundless energy and dedication to your cause allow you to throw off the effect of a special attack, spell, or other attack that would otherwise
- hinder or harm you. Once per day, from 3rd level on, you can opt to reroll a single saving throw. You must abide by the result of the new, second saving throw, even if it is
- lower than the first. This ability does not require an action. You simply decide to use it after seeing the result of your saving throw roll but before the DM tells you if it
- fails or succeeds.
- Smite (Ex): Driven by the courage of your convictions and the ironclad strength of your beliefs, you can strike back at those who dare stand against your cause. Starting at
- 6th level, once per day, you can concentrate all your anger, hatred, and determination into a single attack. On the next melee attack you make, you gain a bonus on your attack
- roll equal to your Charisma bonus (if any) and a bonus on damage equal to your crusader level.
- Manuevers Known: 9
- Stone Bones, Vanguard Strike, Mountain Hammer, Stone Vice, Bonecrusher, Revitalizing Strike, Divine Surge, Overwhelming Mountain Strike, Elder Mountain Hammer
- Stances Known 4(3+1 Martial Stance: Giant's Stance)
- Martial Spirit, Stonefoot Stance, , Roots of the Mountain, Giant's Stance
- ARCHIVIST CLASS ABILITIES
- =========================
- Dark Knowledge: tactics, puissance, foe(6/day)
- Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. A Knowledge (arcana) check reveals secrets of magical beasts, Knowledge
- (dungeoneering) pertains to aberrations, Knowledge (religion) covers undead, and Knowledge (the planes) applies to outsiders and elementals. The DC of the check is 15.
- Most of the archivist’s dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. Dark knowledge can only be used once against
- any given creature. The archivist’s dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the archivist must be aware of the creature’s presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute,
- unless stated otherwise.
- Tactics: The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus to attack rolls made against them. For example, an
- archivist confronted by corruption eaters who succeeded on his Knowledge (dungeoneering) check would grant his allies the attack bonus against all the corruption eaters they
- fought in that encounter. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the archivist succeeds
- on his Knowledge check by 20 or more, then this bonus increases to +3.
- Puissance: Starting at 5th level, the archivist can use his dark knowledge to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of
- the archivist gain a +1 bonus on saving throws against the affected creature’s abilities. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases
- to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.
- Foe: Starting at 8th level, an archivist can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon
- damage rolls made against the target creatures equal to 1d6 points of damage. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6.
- If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6.
- Lore Mastery: Knowledge(Dungeoneering), Knowledge(Religion)
- Upon reaching 2nd level, an archivist gains a +2 bonus to all Decipher Script checks and to all checks of any one Knowledge skill of his choice. Once this choice is made, it
- cannot be changed. At 7th, 13th, and 17th level, the archivist can choose an additional Knowledge skill on which to gain the +2 bonus.
- Still Mind (Ex):
- Starting at 4th level, an archivist gains a +2 bonus on saving throws against spells and effects from the school of enchantment, due to his rigorous focus and intense mental
- discipline.
- EQUIPMENT(36,00 GP) 405 remaining
- ===================
- Monk's Belt - 13,000 gp; Weight 1 lb.
- This simple rope belt, when wrapped around a character’s waist, confers great ability in unarmed combat. The wearer’s AC and unarmed damage is treated as a monk of five levels
- higher. If donned by a character with the Stunning Fist feat, the belt lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC
- and unarmed damage of a 5th-level monk. This AC bonus functions just like the monk’s AC bonus.
- Handy Haversack - 2,000 gp; Weight 5 lbs.
- A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
- While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
- Ring of Sustenance - Price 2,500 gp
- This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
- wand of cure light wounds x 4(750 gp each) 3,000 gp
- Scrolls(added to prayer book)
- Flame Strike 1,125 GP
- Rusting Grasp 700 GP
- Air Walk 700 GP
- Spider Climb 150 GP
- Greater Magic Fang 375 GP
- Dispel Magic 375 GP
- Wall of Stone 1,125 GP
- Dismissal 750 GP
- Bite of the Wereboar 375 GP
- Bite of the Weretiger 1,125 GP.
- Prayerbook 1 - All100 pages used. 15 GP, 3 lbs
- Prayerbook 2 - 2 pages used, 98 pages empty. 15 GP, 3 lbs
- Prayerbook 3 - All 100 pages empty. 15 GP, 3 lbs
- Wooden Holy Symbol - 1 GP
- 3 vials of ink. 8 gp each(24 GP)
- Ink Pen - 1 sp
- Traveler's outfit 1 GP, 5 lbs.
- Monk's outfit - 5 GP, 2 lbs
- Spell component pouch 5 GP, 2 lbs.
- 2 lbs soap, 5 SP each, (1 GP) 2 lbs
- tent 10 GP, 20 lbs
- Bedroll 1 SP, 5 lbs.
- Rope of Climbing 3,000 GP, 3 lbs
- Bag of Holding Type I. 2,500 GP, 15 lbs.
- Efficient Quiver 1,800 GP, 2 lbs
- Masterwork Composite Longbow +5 Damage - 900 GP, 3 lbs
- 60 arrows 20/1 GP(3 GP)
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