Human Rogue/Monk, PHB
Två stenar som sköljer i vattenbrynet : Female Human Rogue 2/Monk 4; CR 6; Medium Humanoid (Human); HD 6+1d6+4d8+6; hp 38; Init +3; Spd 40 ft; AC 15, touch 15, flatfooted 10; Base Atk +4; Grp +4; Atk +4 melee (1d6/*2, improved unarmed strike) or +4 melee (stun 1 round DC 14, stunning fist) or +6 melee (1d6/*2, masterwork quarterstaff); AL LG; SV Fort +5, Ref +10, Will +6*; Str 10, Dex 16, Con 12, Int 13, Wis 14, Cha 8. SA Flurry of blows, Stunning attack, Sneak attack (+1d6), Ki strike (magic). SQ AC Bonus (Ex), Trapfinding, Evasion (Ex), Fast movement, Still mind, Slow fall. Skills and Feats: Balance +8, Climb +1, Disable device +10, Escape artist +6, Hide +4, Jump +1, Listen +7, Knowledge (arcana) +4, Move silently +10, Open lock +12, Search +12, Spot +11, Swim +1, Tumble +12; Combat Expertise, Improved disarm, Run, Combat Reflexes, Stunning Fist, Weapon Focus: Quarterstaff; Languages: Common.
AC Bonus (Ex): 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.
Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x 1-1/2 or x1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
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.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she 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 the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Bonus Feat: At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.
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 (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 (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 (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.
Possessions:
Masterwork thieves tools; See-through eyepatch with detect magic (command word: ‘balance is power’) 2 uses/day and it gives +2 to Search skill; Masterwork quarterstaff; Soft leather boots (+2 to Move silently skill). Shoulderbag with a small notebook, pen, a crude wooden sundial and some coins.
Bakgrund
Två stenar som sköljer i vattenbrynet (kallad Två stenar) är 167 cm lång och väger 56 kilo. Hennes röda hår är kort – nästan stubbat – och hon har ett asymmetriskt ansikte som gör att potentiella partners sällan ser efter henne. Hon är smal och klär sig helst i tättsittande grå eller gula kläder. Två stenar bär alltid – utan undantag – en axelremsväska på ryggen och stödjer sig på en lång stav som är bronsskodd. När hon talar är hennes röst mjuk och man får oftast anstränga sig för att höra vad hon säger. Runt halsen, som ett slags halsband, har hon en gul tyglapp i en lädersnodd. Detta är hennes magiska ögonlapp. På fötterna har hon nästan alltid sina magiska stövlar.
Med en okänd fader och en mor som sörjde för dottern först genom att sälja sig på allt sjabbiga syltor växte Linna Peradotter upp i en större stad. Hennes barndom var minst sagd kaotisk och modern och Linna flyttade ständigt, var i skuld till alla och som ung lärde sig Linna att stjäla allt hon kom över. För tio år sedan dog modern i feber och Linna stod plötsligt ensam i livet. För att klara sig var hon tvungen att begå allt djärvare inbrott och blev ganska duktig. Så en dag fick hon tag i en bok som berättade om en vis kvinna som lärde balansens väg, vägen som lär kropp och själv, ordning och lugn, fred och fasta. Linna läste länge och tänkte intensivt innan hon sålde boken och begav sig till den visa eremitkvinnan Vinande grästråets strävan.
Trots att Vinande grässtråets strävan var gammal, 67 år, tog hon Linna som elev och Linna fann äntligen lugn i sin oroliga själ. Här gick hon från ett kaotiskt leverne till en inre frid och fick den trygghet hon alltid önskade. Hennes namn – Två stenar som sköljer i vattenbrynet – tog Linna som en del av träningen mot inre balans efter att ha mediterat vid en sjö i två dygn. Under träningen blev Vinande grässtråets strävan allt åldrigare och gick slutligen bort. Två stenar sörjde länge men tog arvet och begav sig till en större stad där en av läromästaren gamla bekanta – en trollkarl med gott rykte – tillverkade ett antal enklare föremål till Två stenar.
På väg från samma trollkarl försökte så några rackare råna Två stenar på allt hon ägde men räddades av en viss alvkvinna, och tillsammans kunde de övermanna rackargänget. Lokeesha visade sig vilja göra gott och detta vill Två stenar hjälpa till med, vad annars finns det att ägna sig åt och fortfarande ha gott samvete?
På grund av sin bakgrund och sin träning är Två stenar ovillig att dräpa, ety den som dräps kan ha barn och sådana ska inte vara utan föräldrar. Därmed försöker hon alltid inkapacitera fiender på olika sätt, eller helt kort genom att ta deras vapen och låta Büyük hålla fast dem tills de ger upp. Hon är ganska duktig på att spana och är nästan alltid den som frivilligt beger sig in i skuggor för att söka fakta. Även om hon är tyst, ja till och med tillbakadragen, så tänker hon mycket och är inte sen att komma med goda (men korta och ibland kryptiska) råd till de hon vill hjälpa.
Vid de tillfällen som hon kommit över skatter så vårdar hon dessa tills hon kommer till en plats där det finns behövande barn, helst föräldralösa barn. Hon ser då till att en god präst eller liknande tar emot skatten i utbyte mot löfte om att hela summan, förutom kanske en tiondel, går till själva stödet för barnen.