Variant Custom-Made Characters #2: The monk!


Homebrew and House Rules


Rand (Male, Human, Monk)
Skills:
STR d8 []+1 []+2 []+3 []+4
DEX d8 []+1 []+2 []+3
CON d8 []+1 []+2 []+3
INT d6 []+1
WIS d8 []+1 []+2 []+3
CHA d6 []+1

Cards: Favored Card Type: Item
Weapon -
Spell -
Armor -
Item 5 []6 []7 []8
Ally 5 []6 []7 []8
Blessing 5 []6 []7 []8 []9

Powers: (Hand Size 4 []5)
*If you are not using a weapon or a spell, you may add 1d4 []+1 []+2 ([]with the magic trait) to your combat check.
*You may discard a blessing to move to a new location and explore. You must meet all requirements to move to or from a location.

Roles: roles include all of the above, plus the following:

Martial Artist: (Hand Size 4 []5 []6 []7)
*If you are not using a weapon or a spell, you may add 1d4 []+1 []+2 []+3 []+4 ([]with the magic trait[]and fire traits) to your combat check.

*You may discard a blessing to move to a new location and explore. You must meet all requirements to move to or from a location. ([]If this causes you to encounter a bane, you may add 1d6 to the check to defeat it).

[]you may discard a card to reroll a combat check.

[]If you succeeed in a combat check, you add +1 to all your checks until the end of your turn. This ability is not cumulative.

[]If you spend a blessing on a combat check, you may add d12(s) instead of the normal dice.

Master of Many Styles: (Hand Size 4 []5 []6 []7)
[]You may discard a card to evade a monster.

[]You may discard any card to explore again ([]if you discard a blessing, you may recharge it instead).

[]At the end of your turn, you may move to a new location ([]and/or move another character to your location).

[]If you spend a blessing to add to a non-combat check, you can add d12(s) instead of the normal dice.

Thoughts/Ideas on creation:
Skills: I wanted to try building a character who did not have a d10/12. this was the stat array that I came up with. He's really balanced. Almost too much so. I also decided to give him 5 different skills, instead of doing 1 really high skill.

Cards: As a monk, he has no need for weapons, armor, or spells; sticking to the theme of balance, I kept his card types averaged, and the extra cards averaged as well.

Powers: As far as monks abilities go in the tabletop, monks have flurry of blows, fast movement, and improved unarmed damage. I did what I feel is a good job simulating all three of these. His first power covers the improved unarmed damage, and the second one handles fast movement and flurry of blows pretty well. It's a different take from Sajan, but it's worked so far (I'm currently playing him through rise, and I've gotten to the last scenario of deck 2 without dying (just using 1 player # of locations).

Roles:
I wanted to increase the speed at which he does things with both roles, but wanted one that was more offensively focused, and one that handled out of combat stuff better.


Overall, I like it. One note, I think you have 13 power feats in Martial Artist, so you'll have to remove one.

I'm curious how combat has gone, since on the surface he feels very weak, especially early on. Also, you say he has 5 different skills, but I don't see any special skill (is he supposed to have melee?)


Doh! looks like I didn't add his skills. Good catch on the martial artist role too! updating shortly!

As far as how he plays, it's fairly interesting. My friend and I just two-manned our way through stone giants, and I do a lot of running around closing locations. I sometimes miss the power of a d10, but I tend to roll a lot of d4s.


Rand (Male, Human, Monk)
Skills:
STR d8 []+1 []+2 []+3 []+4 Melee +1
DEX d8 []+1 []+2 []+3 Acrobatics +1
CON d8 []+1 []+2 []+3 Fortitude +1
INT d6 []+1 Knowledge +1
WIS d8 []+1 []+2 []+3 Perception +1
CHA d6 []+1

Cards: Favored Card Type: Item
Weapon -
Spell -
Armor -
Item 5 []6 []7 []8
Ally 5 []6 []7 []8
Blessing 5 []6 []7 []8 []9

Powers: (Hand Size 4 []5)
*If you are not using a weapon or a spell, you may add 1d4 []+1 []+2 ([]with the magic trait) to your combat check.
*You may discard a blessing to move to a new location and explore. You must meet all requirements to move to or from a location.

Roles: roles include all of the above, plus the following:

Martial Artist: (Hand Size 4 []5 []6 []7)
*If you are not using a weapon or a spell, you may add 1d4 []+1 []+2 []+3 []+4 ([]with the magic trait[]and fire traits) to your combat check.

*You may discard a blessing to move to a new location and explore. You must meet all requirements to move to or from a location. ([]If this causes you to encounter a bane, you may add 1d6 to the check to defeat it).

[]If you succeeed in a combat check, you add +1 to all your checks until the end of your turn. This ability is not cumulative.

[]If you spend a blessing on a combat check, you may add d12(s) instead of the normal dice.

Master of Many Styles: (Hand Size 4 []5 []6 []7)
[]You may discard a card to evade a monster.

[]You may discard any card to explore again ([]if you discard a blessing, you may recharge it instead).

[]At the end of your turn, you may move to a new location ([]and/or move another character to your location).

[]If you spend a blessing to add to a non-combat check, you can add d12(s) instead of the normal dice.


Vrog Skyreaver wrote:

Doh! looks like I didn't add his skills. Good catch on the martial artist role too! updating shortly!

As far as how he plays, it's fairly interesting. My friend and I just two-manned our way through stone giants, and I do a lot of running around closing locations. I sometimes miss the power of a d10, but I tend to roll a lot of d4s.

Sounds good. Out of curiosity, where are the "lot" of d4's coming from? If you have an amulet of might fists (not a guarantee given you have 5 items and a starting hand of 4), you start at d8,2d4+1 (avg 10.5). It's actually not bad (compares favorably to Sajan, but without the blessing recharge backup), and with better non-combat utility.


my friend is playing harsk, so I tend to get 1d4 from him as well, as well as having a 3 soldiers....I end up getting 4d4 more often then would seem likely.

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