Copy of Monk of Zamur Khan Monastery

(Generated 9 times)
Namelist Generic fantasy names (View names)
Rank Veteran
Race Human
Cult rank Proven
Notes **Augment Skill:*** 1 Magic Point per level of Intensity. A level of Intensity improves the success chance of the skill by one grade. For example, increasing a skill from Standard to Easy costs 1 Magic Point; increasing it to Very Easy costs 2, and so on. ***Invoke Trait:*** 2 Magic Points. All traits have a default Intensity of 1. ***Enhance Attribute:*** 3 Magic Points per step of increase. Each step is a level of Intensity (for example, enhancing Dam- age Modifier by one step, from 1d2 to 1d4 costs 3 Magic Points; enhancing from 1d2 to 1d6 costs 6 Magic Points and so forth). (RQ6: pg 224)
STR 2d6+6
CON 2d6+6
SIZ 2d6+6
DEX 2d6+6
INT 2d6+6
POW 3d6
CHA 3d6
D20Hit locationArmor
01-03 Right leg 0
04-06 Left leg 0
07-09 Abdomen 0
10-12 Chest 0
13-15 Right arm 0
16-18 Left arm 0
19-20 Head 0
Movement 6
Natural armor No

Standard skills

Athletics STR+DEX+50 Boating STR+CON+50 Brawn STR+SIZ+50
Conceal DEX+POW+50 Dance DEX+CHA+50 Deceit INT+CHA+50
Endurance CON+CON+50 Evade DEX+DEX+50 First Aid DEX+INT+50
Influence CHA+CHA+50 Insight INT+POW+50 Locale INT+INT+50
Perception INT+POW+50 Ride DEX+POW+50 Sing CHA+POW+50
Stealth DEX+INT+50 Swim STR+CON+50 Unarmed STR+DEX+50
Willpower POW+POW+50

Magic skills

Meditation INT+CON+4D10+50 Mysticism POW+CON+4D10+50

Combat styles

Way of the StaffSTR+DEX+50

Weapon options

1-handed weapons

Amount: 0

2-handed weapons

Amount: 1
Quarterstaff (1)

Ranged weapons

Amount: 0


Amount: 0