|
Post by Iron Bonny Shades on Dec 10, 2003 0:13:53 GMT -5
Much thanks to quasalpine for his help in cowriting this one. Deadlands Monk Of all the things that have brought over by the chinese, probably the flashiest is that of their martial arts. With a blurr of moves from the hand, foot, or even head, these hand to hand experts can take down a cowpoke real quick. However, what most westerners don't realize that the hand to hand style is only the first step on the journey to enlightenment. By tapping into their chi they can often preform magical effects that rival the things hucksters and the blessed can do. This high minded ideals rarely gets through to most westerners, and even many chinese who can be a tad hypocritical.
Level BAB Fort Ref Will Special 1 +0 +2 +2 +2 Improved Unarmed Strike, Evasion, Bonus Feat, Chi, Enhanced Movement. 2 +1 +3 +3 +3 Bonus Feat 3 +2 +3 +3 +3 Iron Will, Bonus Chi ability, +1 A.C. 4 +3 +4 +4 +4 5 +3 +4 +4 +4 6 +4 +5 +5 +5 Bonus Feat 7 +5 +5 +5 +5 8 +6/+1 +6 +6 +6 9 +6/+1 +6 +6 +6 Improved Evasion, Bonus Chi ability 10 +7/+2 +7 +7 +7 Bonus Feat, +2 A.C. 11 +8/+3 +7 +7 +7 12 +9/+4 +8 +8 +8 Bonus Chi ability 13 +9/+4 +8 +8 +8 14 +10/+5 +9 +9 +9 Bonus Feat 15 +11/+6/+1 +9 +9 +9 Bonus Chi ability, +3 A.C. 16 +12/+7/+2 +10 +10 +10 17 +12/+7/+2 +10 +10 +10 18 +13/+8/+3 +11 +11 +11 Bonus Feat, Bonus Chi ability 19 +14/+9/+4 +11 +11 +11 20 +15/+10/+5 +12 +12 +12 +4 A.C.
Hit Dice: D8 Alignment: Any Lawful Class Skills The key skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Knowledge (occult)(Int), Knowledge (religon)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ridicule (Int), Spot (Wis), Swim (Str), Tale Telling (Cha), Tumble (Dex), Wilderness Lore (Wis) See Chapter 4 skills in the Player's Handbook for skill descriptions. Skill Points At first level : (4 +Int modifier) x 4 Skill Points at Each Level: 4 + Int modifier. Weapon and Armor Proficiency: Monk are proficient with the following Martial Art Weapons: Club, Crossbow, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, short bow, shuriken, siangham and sling. Improved Unarmed Strike: Monks are highly trained in hand to hand fighting. As a result, a monk does not provoke an attack when attacking an opponent with her bare hands. Furthermore, the monk does 1d6 damage, plus strength bonuses with her hands and 1d8 damage plus strength bonus with her feet. Additionally, making an off hand attack penalty doesn't apply while attacking bare handed. The Deadlands monk can make an unarmed attack as an extra attack, but she suffers the standard penalties for two weapons (see Core Rules 1, page 125 for full details). This same penalty applies to one handed martial art weapons and double martial art weapons. Evasion: A deadlands monk can avoid even magical and usual spells with great agility. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a ball o doom), the Deadlands monk instead takes no damage. Evasion can only be used if the monk is wearing no armor. Enhanced Movement: The monk moves at 40 ft per round, instead of the standard 30 ft. Bonus feats: At levels 1, 2, 6, 10, 14 and 18, the Deadlands Monk gets a bonus feat, chosen from the following list: From PHB: Alertness, Ambidexterity, Blind-Fight Combat Reflexes, Deflect Arrows, Dodge, (Mobility, Spring Attack) Endurance, Expertise, Improved Disarm, Improved Initiative, Improved Trip, Lightning Reflexes, Stunning Fist, Two Weapon Fighting (Improved Two Weapon Fighting) and Weapon Finesse* (unarmed strike or Martial Art Weapons), Weapon Focus* (unarmed strike or martial art weapon), Weapon Exotic () From Deadlands d20: Extra Chi points (basically extra Spell points, only for chi), Level Headed, Nerves o steel, Sand, The Stare. Feats listed in parentheses require the feats listed before them as prerequisites. Feats listed with an asterisk may be selected more than once, but if they apply to a weapon, they must be applied to a different weapon each time. Improved Evasion: At 9th level, a Deadlands monk evasion ability improves. Even if the saving throw is failed, she still only takes half damage. Chi: The Deadlands Monk has learned to harness his abilities to harness his body to do things that are well beyond human limits. By using her chi, she can tap into the power of the hunting grounds to the point of becoming a living legend. By using the Concentration skill, she can activate a Chi Power by rolling against a dc 15 + plus the Chi spent in the activation. Failing a chi power causes the Chi to be spent with no affect. The monk gets 1 chi power per level. Chi Points: At First Level, the Deadland's Monk starts out with Chi Points equal to their Constitution plus their Constitution bonus. They then get a bonus number of chi points equal to their Constitution bonus per level.
|
|
|
Post by Iron Bonny Shades on Dec 10, 2003 0:16:54 GMT -5
Ape Strike Cost to Start: 2 Cost to Maintain: n/a Range: melee attack Duration: One attack Components: V, S Speed: One attack Save: None Effect: Upon casting this spell you may make an immediate unarmed melee attack action using your normal base attack roll only. If you do not perform the attack or fail it, the chi ability fails. If this attack action is successful Ape strike gives as base bonus damage to your normal unarmed damage (plus bonuses), based on how well you rolled on your Chi spell casting. At it's base roll the spell provides +1d4 unarmed damage. For every TWO points above the base DC (17) your gain +1 damage to your attack roll, up to a maximum damage equal your level. Thus if you roll a total of 23, you do an extra 1d4+2 damage.
Blood of Gold Prerequistes: Closing the Gate Cost to Start: 6 Cost to Maintain: n/a Range: Self Components: V, S Duration: special Speed: special Save: n/a Effect: The Deadlands Martial Artist can heal his most terrible wounds by going into a chanting trance. After successfully rolling your Chi spell skill you may pick any of the DC levels you could achieve on the list below and spend the indicated time to heal. If you are disturbed (failing your concentration check) before this time expires the spell fails. Also you must mediate, and are considered flat-footed and cannot take other actions while you are healing. All sub-dual damage is recovered and bleeding is stopped by this spell. This spell has no effect if the caster is starving, severely dehydrated, or suffering penalties from extreme cold or heat. The spell also does not heal ability point damage or cure any damage caused by diseases. DC Healed Casting time/duration 21 4d4 1 minute 23 4d6 5 minutes 25 4d8 15 minutes 27 4d10 30 minutes 29 4d12 1 hour
Closing The Gate Prerequistes: none Range: Self Duration: instant Components: V, S Cost to Start: 2 Cost to Maintain: n/a Speed: 1 partial action Save: N/A Effect: Using this Chi Ability Heals 2d4, + wisdom modifier bonus in hit point damage, heals all subdual damage, and stops normal (not caused by magic, disease, or poison) bleeding. It can only be done once per hour.
Crumbling Dam Prerequistes: none Cost to Start: 6 Cost to Maintain: n/a Range: Melee attack Duration: One attack Components: V, S Speed: one attack Save: Will and Fort Effect: Upon using this ability you must use it on your next available unarmed normal attack action. Upon a successful attack, you do 1d3 Temporary Wisdom points and 1d3 temporary Constitution points of damage to your target. This is all in addition to your normal unarmed damage. A Will save (based on DC) negates the lost Wisdom points, and a Fort save (based on DC) negates lost Con points. These points restore themselves
Dragon’s Claw Prerequistes: none Cost to Start: 4 Cost to Maintain: n/a Range: Melee Attack Duration: 2 melee rounds Components: V, S Speed: 1 action Save: N/A Effect: For the duration the Deadlands Monk gets +2d6 damage to their unarmed attack damage, and gain the Sunder feat, and may do damage to objects or vehicles with your bare hands on each and every unarmed attack for the remainder of the current melee round, and for one additional melee round thereafter. Upon making a critically successful attack roll you force the object to make a reliability check. This power must be unarmed, and does not protect you from energy shields, radiant heat or cold or other special protections the object has, just from pounding your hands in.
Fangs of the Serpent Prerequistes: Dragon's Claw. Cost to Start: 4 Cost to Maintain: n/a Range: Melee attack Duration: instant Components: V, S Speed: one action Save: Will and Fort, negates Effect: Upon activating this power you must use it on your next available normal unarmed attack action. If that attack is successful you do 1d4 temporary Wisdom damage, and 1d4 temporary Constitution damage, in addition you your normal unarmed damage to the target. For every 2 points of temporary ability points of damage the caster inflicts he recovers 1d4 hit points. These hit points will heal the caster normally, and cannot make your hit points exceed their normal maximum. A Will save negates the lost Wisdom points, and a Fort save negates lost Con points.
Fall Like a Feather Prerequistes: Tumble 5 levels Range: Self Cost to Start: 4 Cost to Maintain: n/a Speed: Instantaneous Duration: Instantanteous Components: V, S Save: N/A Effects: With a successful roll, the Monk can fall fall 10 feet without taking damage. For every 5 points above that, the fall height increases by 10 feet.
Fury Fans the Flame Prerequistes: +3 attack or higher. Cost to Start: 4 Cost to Maintain: 2 Range: Melee attack Speed: 1 melee round (full melee action) Duration: Based on chi used Save: N/A Effect: After taking a full melee round to focus this power, at the start of the next melee round you gain the Great Cleave feat on each of you normal attack actions. All attack melee actions, including those gained from feats, other spells (i.e. haste), and dual handed techniques, dual weapons benefit from this spell, but NOT attacks of opportunity. This spell requires you to use the weapon (or lack there of) that you have in your hand when it is cast. If you drop your weapon, change weapons, or pick up a weapon the spell is negated.
Gimmick Weapon Prerequistes: none Cost to Start: 2 Cost to Maintain: 1 Range: 1 weapon. Save: None Speed:1 action Duration: Based on chi used Components: V, S Save: n/a By casting this spell the Chi warrior can pick up and use a melee weapon as if they had the Proficiency for that weapon, offhanded and dual weapon penalties still apply. They can also pick up objects not normally used as lethal weapons and use them without penalty (typically –4 if not meant to be a weapon). Here’s a list of some gimmick type weapons: Bar stools, Chairs: 1d6, 20/x2, blunt Bottles: 1d4+1, 20/x2, blunt on the first strike, slashing there after Pool cues, mops, and brooms: 1d4/1d4, 20/x2, blunt Ladders, 1d6/1d6, 20/x2, blunt, can grapple with it Tables, 1d8, 20/x2, blunt Utensils; 1d4, 20/x2, piercing Hoes, pitchforks, shovels, 1d6+1, 20/x2, blunt or piercing.
Jade King’s Stance Prerequistes: None Cost to Start: 10 Cost to Maintain: 2 Range: self, everyone within visual (200 ft) range Speed: 1 Full round Duration: Based on chi used Components: V, S Save: Special Effect: Everyone (within about 200 feet) at the beginning of a combat makes a Willpower save DC = caster’s level + Wisdom modifier and Charisma Modifier bonuses. Those who fail this roll cannot take any direct actions action against the caster for the duration of the spell. Those who make the save are immune to the effects for 1 minute, and than must reroll again after this period passes if the spell is still in effect.
Those who failed the save cannot attack, touch, aim, order others to attack, cast spells or any other actions against the caster, for bad or good for the duration of the spell. They may try to use indirect ways to hit the caster, such as explosions, avalanches, storms, or area effect powers, but they are -5 to attack and the caster receives +5 to any associated saves or AC against said attacks. If there is any doubt, such as lucky shots, or bizarre circumstances that may cause an attacker to hit the caster, assume the caster simply gets out of the way. Any new combatants who enter combat are also affected by the spell.
As an added bonus the Caster receives +2 to all intimidate rolls for the duration of the spell.
Leopard Protects her Cubs Prerequistes: None Cost to Start: 6 Cost to Maintain: 1 Range: Self and/or Allies within 30 feet Components: V Speed: 1 action Duration: Based on chi used Components: V, S Save: None Effect: Allows you to protect yourself and/or allies from harm. The number of allies within a 30 foot radius the caster can protect depends on your Chi Spell skill roll based on the chart below. Once the spell is cast the affected allies may move normally and do not have to stay within any particular range. The protection gives chosen allies a +3 AC insight bonus, and +3 to all saves for the duration of the spell or until the Caster is rendered mentally incapacitated. The caster may include himself as one of the people to be affected. Roll DC Number of people affected 21 2 23 3 25 4 27 5 30 6
|
|
|
Post by Iron Bonny Shades on Dec 10, 2003 0:18:02 GMT -5
Mantis Pinch Prerequistes: None Cost to Start: 4 Cost to Maintain: n/a Range: Touch Duration: Instant Components: S Speed: 1 action Duration: one attack Components: V, S Save: Ref, negates Effect: Upon casting you immediately make a touch attack roll. Before making the attack you must state which ability you will try to damage, you may choose any one of the abilities (Str, Dex, Con, Int, Wis, or Cha). The target makes a Reflex save DC equal to your attack roll. If they fail they take 1d3 points of damage to the ability you selected. A critically successful attack automatically hits (unless countered with a critically successfully Reflex save) and does 1d6 ability damage instead. If the creature you are trying to attack does not have the associated ability or a score of 3 or less the spell has no effect. Note that your normal damage is not added to this spell, nor can it be combined with other spells.
Mind of Quicksilver Prerequistes: None Cost to Start: 10 Cost to Maintain: 2 Range: Self Speed: 1 Full round Duration: Based on chi used Components: V, S Save: Ref, negates Save: Special Effect: By using this power you are able to mimic the attack style of your enemies. If an enemy attacks you using a feat or non-magical special attack (such as cleave, whirlwind attack, improved trip, etc) on your next action you may try to mimic the attack if the spell is currently active. You must make a Will save DC = 10 + creature’s CR or level. If the save is successful you can use the special attack or feat for the remainder of the spell as if you had all the normal perquisites. You may only mimic one power at time, but may abandon it in favour of another one during the duration of the spell, as long as you take the melee action and saving throw to do so.
Your damage and attack bonuses remain the same but gain all the benefits of the feat or special attack, but have all the limitations of the said power or feat. You cannot mimic attacks that deal ability damage or are magical or truly supernatural in nature (except Ki attacks), and cannot mimic ranged attacks. However, just because an enemy is using a weapon, does not mean you need to use one to mimic the special attack they are using, hello whirlwind with kicks.
Few Samples of Mind of Quick Silver A 10th level warrior uses the Whirlwind feat against you. If your Will save 20 is successful you can use the Whirlwind feat.
A 7 th level monk trys a Ki attack (which he can use once per day) that give +1 attack/damage. If your Will save 21 is successful you may attack using the Ki strike once during the duration of the spell.
Quick like a Bunny Prerequistes: Run Feat Cost to Start: 5 Cost to Maintain: 2 Range: Self Speed: Partial Action Duration: Per round. Effect: Using his internal chi, the Monk can move like lightning. With a successful concentration check (dc 20), the monk can move 5 feet faster. For every 5 additional points, the monk can move an additional 5 feet per round. this can be maintained at a cost of 2 chi per round.
Righteous Reversal Prerequistes: none Cost to Start: 8 Cost to Maintain: n/a Range: Melee Duration: Instant Speed: free action Duration: instantanous Components: V, S Save: Special Effect: When an enemy attacks you in melee, you may choose before they roll their attack if your are going to use Righteous Reversal as free action. If the enemy's attack succeeds the spell is activated, if the attack fails the spell fails and the spell points are expended anyways. When the spell is activated successfully it mirrors any damage the enemy does on right back to them, though yours is in the form of a melee attack. You still take the damage, but can do equal damage to the guy, gal or thing that hit you. If they are using a special attack that allows saving throws, they are also allowed these saving throws. Remember the enemy's attack must damage you is some way, you cannot mirror attacks that you do not take damage from, but can mirror ability point damage if it done directly to you. You cannot mirror on going damage, or damage from environmental situations.
River Flows Uphill Prerequistes: none Cost to Start: 6 Cost to Maintain: 1 Range: Self Speed: 1 action Duration: Based on chi used Components: V, S Save: None Effect: While this spell is active, if an attack takes you to zero or less hit points you are restored to 1d6, + wisdom bonus modifier in hit points at the beginning of the next melee round. If this happens the spell is considered completed and is now deactivated. This power does not negate or delay any on-going damage, nor does it restore ability damage. If you are taken to negative hit points equal or greater than your Constitution score (or -10 depending on the rules your using) you die anyways.
Seize the Pearl of Death Prerequistes: Deflect Arrows Cost to Start: 10 Cost to Maintain: n/a Range: Self, special Components: S, M Speed: Free action Save: Special Effect: When an enemy attacks you with a ranged weapon, you may snatch it and throw it back with nearly equal velocity including bullets! Just before the enemy makes attack roll against you, you may cast the spell as a partial action. If the attack succeeds the spell goes off, if the attack fails (misses) the spell fails and the spell points are used up. If the spell succeeds you catch the ranged weapon and must roll a ranged attack roll, using your base unmodified base attack bonus and the weapons based unmodified damage and range penalties. You may throw the missile at any target in fount of you that you can see or are aware of. This spell is useless against buckshot, liquid, fragmentation, elemental attacks (pure fire, cold, electrical), spells, contact explosives, or multiple shots. You could snatch a single bullet from a volley and throw it back, but will be hit by the rest of the volley.
If the spell roll fails you take damage regardless of your AC or resistances, and if you critically fail you are hit with a critical hit. If you critically fail the throw back attack roll you also take the damage from the strike without the befit of any protection.
The Serpent's Embrace Prerequistes: none Cost to Start: 10 Cost to Maintain: n/a Range: Touch attack, One target Duration: Instant, Paralysis: 1 minute per level Components: S Speed: 1 action Save: Fort, Special Effect: Upon casting, you make a touch attack roll. If the attack roll succeeds the victim must make a fort save. A failed roll means the victim takes 1d10, +1 point per caster level in damage and is paralysed and unconscious for 1 minute per caster level. The Target drops all hand held objects and fall to the ground and cannot move, act or even think and are completely prone and cannot be wakened by normal or chemical means, though magic still works. Any powers or spells that require concentration, commands or the conscious or continuous thought of the victim are dispelled. Only a remove Paralysis spell or better (level 3 spells) can awaken the victim, and it still takes them 1d10 rounds to come around. This spell has no effect against creatures normally immune to critical hits, energy drain, or paralysis.
A Fort save DC 20 haves the damage and duration of the paralysis. A Fort save DC greater than the Chi Skill roll negates the damage and paralysis.
Smoke Parts for Iron Prerequistes: none Cost to Start: 8 Cost to Maintain: n/a Range: Self Duration: Varies, 5 minutes maximum Components: V, S Casting Time: 1 action Save: None Effect: This allows your unarmed attacks to become deadly magical attacks. Your fists and feet gain a magical attack and damage bonus equal your Wisdom modifier bonus (Wisdom 16(+3) makes you fists a +3 magical weapon), up to a maximum of +5, and a minimum of +1. This power will stack with normal feats and special abilities, but not other spells. You can even attack creatures that are insubstantial. Duration is based on how well you Roll on your Chi Spell Skill when activating the power, and is based a number of successful melee attacks. Once you make the number of indicated successful melee attacks the spell is used up (this includes attacks of opportunity and partial actions you choose to use the power with). If you fail to make any successful melee attacks within 10 minutes of casting the spell also dissipates. If you pick up and use a weapon the spell dissipates.
ROLL Duration 23 2 successful attacks 25 4 successful attacks 27 6 successful attacks 29 8 successful attacks 31 10 successful attacks
|
|
|
Post by Iron Bonny Shades on Dec 10, 2003 0:18:20 GMT -5
Spirit Bomb Prequisites: n/a Cost To Start: 6 Cost to Maintain: n/a Range: (Short, 50 feet, +10 feet per level) Duration: Instant Components: S, V Speed 1 melee round Save: Will, Half Effect: After taking a full melee round to power up using chanting and powerful kata stances you can fling an invisible ball of chi energy at an opponent as your first action of the next round. You must see and choose your target when starting to cast the spell in the first round, but do not have to see them once you release it. The Spirit bomb seeks out its target and does 1d8 damage, +1 point of damage per caster level (max +10), and +1 point of damage per wisdom modifier bonus. The victim may make a Willpower DC 10 + Spirit Bomb's damage, if they make it they still take half damage. The Spirit Bomb ignores and is not affected by normal cover, AC, , and non-magical physical or energy type barriers (such as mad science force fields). But spell resistance, magical cover (blur, invisibility, incorporeal or phased) and true magical barriers works normally. The spirit bomb will do damage all normal and human like creatures, all beasts, abominations, undead, plants, oozes and outsiders, but not constructs, elementals or machinery. If the target is destroyed/killed or moves out range before your ready to release the spirit bomb the spell fizzles harmlessly. (i.e. Chin, level 10, has a wisdom of 18 (+3), thus his Spirit Bomb does 1d8+13 damage and he rolls 15 damage, his victim must make a will save of 25 or better to take half damage).
Ten-Foot Punch Prequisites: +3 bab Cost to Start: 10 Cost to Maintain: 1 Range: Short (10 foot range increment) Duration: based on chi Components: S Speed: 1 melee round Save: None Effect: This allows the caster to attack with normal unarmed melee attack rolls at range. To the observer the caster seems to be punching and kicking in thin air, while the other guy yards away seems to be wheeling in pain over nothing. Your attack rolls suffer -1 to attack and -1 damage per 10 foot range increment, and you still must contend with the targets normal AC, concealment or other protection. You must also be able to see the target you are hitting and cannot use Ten-Foot Punch to flank or catch them flat-footed. This spell must be used while unarmed, as soon as you pick up a weapon it deactivates. This spell can be combined with ONE other chi spell from spell level 1-3 that use unarmed attacks as their focus (such as Ape Strike, or Crumbling Dam), but Ten-Foot Punch and the secondary spell must be cast one after another, and the secondary spells duration remains unchanged. If the secondary spell's duration is expended or is dispelled another spell can not be recast in conjunction with Ten-Foot Punch
Venom Punch Prequisites: +3 bab Cost to Start: 10 Cost to Maintain: 5 Range: Melee Attack, One target Components: S Speed: 1 action Save: Will, Negates Effect: After casting the spell the caster can strike with a piercing unarmed attack that inflicts poison like Chi damage. The attack remains charged in the hand until a successful attack is made (and the spell goes off) or for five melee rounds, including the remainder of the current melee round. The initial damage is equal your normal attack damage, and the target must make a normal Will saving throw. If the Will save fails at the start of the next melee round HALF the damage (rounded down) you did on the initial attack is dealt once again to the target. This spell cannot be combined with other spells or feats that enhance damage, and must be done unarmed. (Chin hits a rowdy with venom punch that does 6 points of damage; the rowdy fails the save, and at the start of the next round takes another 3 points of damage).
Wind Blows over the Earth Prequisites: n/a Cost to Start: 4 Cost to Maintain: n/a Range: Melee attack, One target Duration: Instant Components: S, V Speed: 1 action Save: Fort, negate Effect: upon casting this spell you make a melee touch attack. The target is pushed back in a straight line away from the caster, a number of feet based on its size. The target does not take any damage unless you push them over a cliff, into a trap, or through something that hurts. Pushing them into walls or other solid objects that do not normally have combat values does 1d4 damage.
Diminutive, Tiny: caster level x 20 in feet. Small: caster level x 10 in feet. Medium: caster level x 5 in feet Large: caster level in feet Huge or bigger: Not possible.
Weapons of the Deadlands Monks
Code:
Martial Monk Weapons: Name Size Cost Damage Critical Range Weight Reach Type Knife: Butterfly S $5 1D4+1 19-20/x2 / 1 lb 5 ft S or P Pole 10' M $2 1d6/1d6 x2 / 4 lbs 5 ft B Pole 5' M $1 1d6 x2 10 ft 3 lbs 5 ft B Sword Chinese M $15 1d6 18-20/x2 / 2 lbs 5 ft S or P
Code:
Exotic Monk Weapons (requires an exotic weapon feat to use): Name Size Cost Damage Critical Range Weight Reach Type Flying Claw L $30 Flying Crescent L $50 1d8 x3 / 10 lbs 15 ft S Flying Guillotine L $150 1d8 18-20/x4 / 5 lbs 15 ft S Staff, Three-sectional L $10 2d4 x2 / 5 lbs 10 ft B
Bibliography Core Book 1: Player's Handbook The Quitessential Monk Hex Arcana Arms and Armor: Bastion Games
|
|