Zounds!
I almost forgot to write up today's PC! My plan is to finish out the various '70s and '80s bands as AD&D characters this month, and today is a fine day for another such being. Since some names fit specific classes better than others, I'll be making use of Method V to ensure I roll up the PC I want to stat up, in this case, a monk.
Method V is almost necessary given the stringent requirements to qualify as a monk: Strength 15, Wisdom 15, Dexterity 15, and Constitution 11. At least monks automatically meet the PHB recommendation of at least two abilities of 15 or higher. Monks have no chance for bonus xp, however, no matter how high stats may be.
Iron Butterfly, Superior Master - LN Human Monk 7
S 15 - +200 Weight, Open Doors 1-2, Bend Bars/Lift Gates 7%
I 15 - 4 possible additional languages
W 16 - +2 Magical Attack Adjustment
D 17 - +2 Reaction/Attacking Adjustment, -3 Defensive Adjustment
C 12 - System Shock Survival - 80%, Resurrection Survival - 85%
Ch 14 - 6 henchmen total, +5% Loyalty Base, +10% Reaction Adjustment
Current XP: 111,500 XP until next level: 200,001
HP: 18
AC: 5 and Dex, so 2
Languages Known: Common, Draconic, Elf,
Class Limitations: must be Lawful; no armor allowed; 2 magic weapons, 3 magic others at any time; limited wealth - surplus MUST go to a religious institution; only specific weapons, rings, and miscellaneous magic allowed; no Strength hit/damage bonuses
Class Skills: chance to stun per open hand hit; chance to kill per open hand hit; deflect nonmagical missiles; saves vs damage = 0 damage; 22% chance to be surprised; thief skills (see below) as thief of same level; can fall 30' with no damage if within 4' of a wall; speak with animals (as druid); mask mind from ESP - ESP works 24% of time; immune to disease and haste/slow spells; feign death (14 turns); heal self d4+1 1/day; monk move 21/rd; monk open hand attacks 3/2 rds; monk open hand damage 2d4+1
Open Locks: 52%
Find/Remove Traps: 50%
Move Silently: 55%
Hide in Shadows: 43%
Hear Noise: 25%
Climb Walls: 94%
Equipment: robes, tattoos, adventurer's kit, Wraps of the Master.
Goals: to find the Garden of Edah, wherein dwells one of the Masters of Dragons (Red, Green, or White), in order to defeat him/her and become the Master of Dragons himself; keep ally Mott the Hoople from doing anything too stupid; travel the world dispensing justice as needed.
-----
Wraps of the Master: these fist wraps are of white cloth with runes of silvered thread running along them. These wraps cover the palms, fingers, and the wrists of the wearer. These wraps allow the wearer to strike beings that require magic to hit, and also provide negative plane protection so that undead can be punched with impunity.
-----
Observation: as punishment for rolling up high stats, a player has to record lots of stuff on their character sheet. Seems fair.
I like how Monks (and Druids) have to seek out and challenge higher-level Monks (and Druids) in order to level up. I haven't actually played through this process, but I imagine it is a whole new dynamic, one that could make games quite entertaining if applied across the board as a house rule.
The magic item restrictions make sense, given the vague idea of monks holding vows of poverty. I wonder if this is a proto-attunement thing, for the 5e readers among my three regulars.
No comments:
Post a Comment