Con simplified version
Notes about playing Master John. John is easily killed, and lacks magic. However he does not need magic against non-supernatural opponents.
He needs to use his stealth to avoid combat, but if forced he usually splits his attacks 2 to each opponent (4 total) usually getting a critical hit on one, and killing them that round. Sometimes his 12-24 damage defeats the opponents anyway.
- He runs as fast as horse, so stealth and speed can often have him get past opponents.
-Generally, in a group he finishes off human like opponents.
-Open hand damage does not work on large creatures, only human size or smaller.
-His small hit points (40) give him a glass jaw - he is able to defend well (-2 AC) but once hit he goes down fast.
-He moves at normal human walking speed (well slily faster 15) when moving silently.
Brother John
Master of Spring
16th-level Human Monk
(Master of Spring)
Lawful Good
Strength 15
Intelligence 15 (18 against mental attacks)
Wisdom 15
Dexterity 17
Constitution 14
Charisma 8
Armor Class: -2
Movement Rate: 30
C
Base THAC0: 10
(4 open-hand attacks/round)
Hit Points: 40
SAVING THROWS:
Death, poison 10,
Being turned to stone 9,
Wands (RSW) 8 (5 if dodging,7 if mental attack)
Breath Weapon 13,(10 if Dex can be use) - takes no damage if makes save
Spell 9 (8 if mind attack)
SPECIAL ABILITIES: Master John is
an old-style (pre- Oriental
Adventures) monk, and has special
abilities as per Players Handbook,
including abilities A-K and a 4%
chance of being surprised.
Thief Skills:
Open locks 99%,
Find remove traps 95%,
Silent 99%,(109% not encumbered)
Hide 99%, (109% not encumbered)
Hear Noise 50%
CW 99.6%
PROFICIENCIES: Weapon: bo stick,
caltrop, crossbow, dagger, jo stick,
lasso, sap, quarterstaff, halberd.
Skills Animal trainer, animal
noise, blind-fighting, direction
sense, endurance, rope use
Special Powers:
-Master of biology +8 damage with any weapon (not not open hand_ as he targets nerves and vulnerable areas, including the crossbow.
-Takes no falling damage if can roll down/grab walls
-hit opponent open hands with 5 more than needed (15 for AC:0) critical AC+10% or opponent is
killed, otherwise they those there next rounds of attacks. So if the fount someone like
himself an he would get a critical on a 17, and kill them 8% of the time.
-Open hand damage does 2d6+10 (averaged, for simplicity) so 12-24 damage per open hand yo ti
4 times.
-immune to poison disease, quest magic, and to haste and slow magic.
-Only surprised by supernatural forces
-Self heal once a day 1d4+10 hit points
-90% of the time charm and mind effecting powers are ignored.
-palm of death; once a day touch with a pinky finger and kill a living opponent.
-Appear dead once a day, going into suspended animation (for up to 3 1/2 hours) this power may be used when entering the negatives to stop bleeding.
-Speak with animals and plants 3 times a day for an hour each. (modified)
MAGICAL ITEMS: carpet of flying
(smallest size - 1 person, 240 yard ar round, can hover).
Monks potion - allows his open hand to hit creatures hit only by magic weapons, I use,
duration 1 hour. Small sips can be taken, but they only last for one attack (so one round drink, one round attack, repeat) in this case 7 sips can be taken - each sip takes away 10 minutes of duration if the full potion is drunk.
Normal equipment:
a Backpack, Waters kin, Week’s Iron Rations, Traveler’s Clothes, Purse with 6 gold coins, a bo stick (walking, also wooden stake), light crossbow & 10 silver bolts & 10 cold iron bolts, silver dagger, cold iron (for demons) hand axe & 3 silver tipped javelins. Thieves tools (lock picks, trap making/removing)
Crossbow damage: 1d6+8
Javelins 1d6+8
bow stick 1d3+8
As Master of Spring, John was the second-highest ranking monk of his
order. Although he had long since acquired the experience needed to
challenge the Grand Master of Flowers for the leadership of the
order, he refrained from doing so out of respect for his venerated master.
Instead, he resigned from the order, and another Master of Spring was
appointed to take his place. John took a vow of poverty and set out into
the world. John meditates at least four hours each day and practices his skills for
another four. Whenever he needs food or other items, he takes the most
menial jobs he can find, preferably involving hard physical labor. This
preserves his sense of connection with the world. He is 60 years old, but
looks 20 years younger. He is wiry, muscular, and very thin, and dresses
in simple rags, as befits an ascetic. He remains in Bloodstone for as
long as he is needed, but refuses money, titles, magical items, and
even a roof over his head.
Notes about playing Master John. John is easily killed, and lacks magic. However he does not need magic against non-supernatural opponents.
He needs to use his stealth to avoid combat, but if forced he usually splits his attacks 2 to each opponent (4 total) usually getting a critical hit on one, and killing them that round. Sometimes his 12-24 damage defeats the opponents anyway.
- He runs as fast as horse, so stealth and speed can often have him get past opponents.
-Generally, in a group he finishes off human like opponents.
-Open hand damage does not work on large creatures, only human size or smaller.
-His small hit points (40) give him a glass jaw - he is able to defend well (-2 AC) but once hit he goes down fast.
-He moves at normal human walking speed (well slily faster 15) when moving silently.
Brother John
Master of Spring
16th-level Human Monk
(Master of Spring)
Lawful Good
Strength 15
Intelligence 15 (18 against mental attacks)
Wisdom 15
Dexterity 17
Constitution 14
Charisma 8
Armor Class: -2
Movement Rate: 30
C
Base THAC0: 10
(4 open-hand attacks/round)
Hit Points: 40
SAVING THROWS:
Death, poison 10,
Being turned to stone 9,
Wands (RSW) 8 (5 if dodging,7 if mental attack)
Breath Weapon 13,(10 if Dex can be use) - takes no damage if makes save
Spell 9 (8 if mind attack)
SPECIAL ABILITIES: Master John is
an old-style (pre- Oriental
Adventures) monk, and has special
abilities as per Players Handbook,
including abilities A-K and a 4%
chance of being surprised.
Thief Skills:
Open locks 99%,
Find remove traps 95%,
Silent 99%,(109% not encumbered)
Hide 99%, (109% not encumbered)
Hear Noise 50%
CW 99.6%
PROFICIENCIES: Weapon: bo stick,
caltrop, crossbow, dagger, jo stick,
lasso, sap, quarterstaff, halberd.
Skills Animal trainer, animal
noise, blind-fighting, direction
sense, endurance, rope use
Special Powers:
-Master of biology +8 damage with any weapon (not not open hand_ as he targets nerves and vulnerable areas, including the crossbow.
-Takes no falling damage if can roll down/grab walls
-hit opponent open hands with 5 more than needed (15 for AC:0) critical AC+10% or opponent is
killed, otherwise they those there next rounds of attacks. So if the fount someone like
himself an he would get a critical on a 17, and kill them 8% of the time.
-Open hand damage does 2d6+10 (averaged, for simplicity) so 12-24 damage per open hand yo ti
4 times.
-immune to poison disease, quest magic, and to haste and slow magic.
-Only surprised by supernatural forces
-Self heal once a day 1d4+10 hit points
-90% of the time charm and mind effecting powers are ignored.
-palm of death; once a day touch with a pinky finger and kill a living opponent.
-Appear dead once a day, going into suspended animation (for up to 3 1/2 hours) this power may be used when entering the negatives to stop bleeding.
-Speak with animals and plants 3 times a day for an hour each. (modified)
MAGICAL ITEMS: carpet of flying
(smallest size - 1 person, 240 yard ar round, can hover).
Monks potion - allows his open hand to hit creatures hit only by magic weapons, I use,
duration 1 hour. Small sips can be taken, but they only last for one attack (so one round drink, one round attack, repeat) in this case 7 sips can be taken - each sip takes away 10 minutes of duration if the full potion is drunk.
Normal equipment:
a Backpack, Waters kin, Week’s Iron Rations, Traveler’s Clothes, Purse with 6 gold coins, a bo stick (walking, also wooden stake), light crossbow & 10 silver bolts & 10 cold iron bolts, silver dagger, cold iron (for demons) hand axe & 3 silver tipped javelins. Thieves tools (lock picks, trap making/removing)
Crossbow damage: 1d6+8
Javelins 1d6+8
bow stick 1d3+8
As Master of Spring, John was the second-highest ranking monk of his
order. Although he had long since acquired the experience needed to
challenge the Grand Master of Flowers for the leadership of the
order, he refrained from doing so out of respect for his venerated master.
Instead, he resigned from the order, and another Master of Spring was
appointed to take his place. John took a vow of poverty and set out into
the world. John meditates at least four hours each day and practices his skills for
another four. Whenever he needs food or other items, he takes the most
menial jobs he can find, preferably involving hard physical labor. This
preserves his sense of connection with the world. He is 60 years old, but
looks 20 years younger. He is wiry, muscular, and very thin, and dresses
in simple rags, as befits an ascetic. He remains in Bloodstone for as
long as he is needed, but refuses money, titles, magical items, and
even a roof over his head.
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