Water Temple Guard

(Generated 18 times)
Namelist Generic fantasy names (View names)
Tags
Classic fantasy
Human
Toee
Rank Rabble
Race Human
Cult rank None
Notes Rabble Rank 1 Monks Artful Dodger: All monks of Rank 1 or higher automatically possess the Artful Dodger talent granting fast reflexes and 1 extra Action Point, which may only be used to Parry or Evade. This is an innate ability and cost no Magic Points to invoke. In addition, you may use the Evade skill to dodge a melee attack without falling prone. Against a ranged attack, you only end up prone if you fail the roll. Combat Proficiency: Being a master of armed and unarmed combat, monks gain a further +5% to their Combat Style. Unarmed Prowess: All monks of Rank 1 or higher treat Unarmed blocks and parries as ‘Medium’ sized, enabling them to better defend themselves from armed opponents.
Creatorraleel
Stats
STR 13
CON 13
SIZ 13
DEX 14+1d4
INT 2d6+6
POW 12+1d6
CHA 8+2d4
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
Attributes
Movement 6m (20´)
Natural armor No

Standard skills

Athletics STR+DEX+30 Boating STR+CON+30 Brawn STR+SIZ+30
Deceit INT+CHA+30 Endurance CON+CON+30 Evade DEX+DEX+30
Insight INT+POW+30 Locale INT+INT+30 Perception INT+POW+30
Ride DEX+POW+30 Stealth DEX+INT+30 Unarmed STR+DEX+45
Willpower POW+POW+30

Magic skills

Meditation INT+CON+30 Mysticism POW+CON+30

Combat styles

Water Temple TrainingSTR+DEX+45

Weapon options

1-handed weapons

Amount: 1
Broadsword (1)
Falchion (1)
Dagger (1)
Hook Sword (3)
Chain Whip (3)

2-handed weapons

Amount: 1
Naginata (1)
Yari (1)
Bo Staff (1)
Three Piece Rod (3)
Meteor Hammer (3)

Ranged weapons

Amount: 1d2-1
Dagger (1)

Shields

Amount: 1d4-3
Buckler Shield (1)

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Hook Sword 1h-melee 1d6 M S - Bleed, Entrapping Y N 6 8
Three Piece Rod 2h-melee 1d6 M L - Stun Location,Entrapping, Flexible, Double Ended, Changeable Grip Y N 4 8
Chain Whip 1h-melee 1d4 M L - Entangle,Flexible Y N 8 6
Meteor Hammer 2h-melee 1d6 M VL - Entrapping, Flexible, Offensive,Double Ended, Entangle, Stun Location Y N 2 8