Friday, June 23, 2017

5th Edition - Zaheer (Re-post)

It has been brought to my attention that I am missing my old Zaheer character write-up for 5th Edition D&D. A little over a year ago, my original site had some issues with it and I lost everything I posted. Well, the posts for my old blog, I still have earlier drafts of everything I've posted. So I spent the morning re-writing Zaheer. I also created a PDF as well.

Screenshot from Nickelodeon's “Avatar: The Legend of Korra".


Disciple of Guru Laghima, Member of the Red Lotus

Chaotic Evil Human Monk of the Elements 11

Medium Humanoid (human)
Armor Class. 15.
Hit Points. 69. Hit Dice. 11d8.
Speed. 60 ft. Initiative. +3.
STR 10 (+0), DEX 16 (+3), CON 12 (+1).
INT 12 (+1), WIS 14 (+2), CHA 12 (+1).
Proficiencies. Proficiency Bonus +4.
Saving Throws. Strength +7. Dexterity +7.
Skills. Acrobatics +7, Insight +6, Persuasion +5, Religion +5, Stealth +7.
Tools. Artisan's tools (Calligrapher's supplies).
Armor. None.
Weapons. Simple weapons, Shortsword.
Languages. Common, Celestial, Draconic, Elvish.
Feats. Athlete, Mobile, Polearm master.
Immunities. Disease, Poison.
Senses. Normal. Passive Perception 12.


Attack. Can attack Twice with the Attack action, using the following:
Quarterstaff. Melee attack +7. Damage 1d6+3 bludgeoning (versatile 1d8+3).

Martial Arts. Melee attack +7. Damage 1d8+3 bludgeoning.

Racial/Background Traits

Human (variant). Ability scores (+1 Dexterity, Wisdom). Bonus skill (Persuasion). Bonus feat (Athlete).

Acolyte (background). Skill proficiencies (Insight, Religion). Languages (choose any two). Feature (Shelter of the Faithful).

Monk Class Traits

Unarmored Defense. Armor Class 15 when wearing no armor, nor using a shield.

Martial Arts. When unarmed or wielding a monk weapon:
— Can use Dexterity instead of Strength for attack and damage rolls while unarmed or with monk weapons.

— Unarmed damage is 1d8.

— After using the Attack action with an unarmed strike or monk weapon, can make one unarmed strike attack as a bonus action.

Ki. Points 11. Ki Attack +6. Ki Save DC 14. Can spend Ki points on the following abilities:

Flurry of Blows. After using an Attack action, can spend 1 Ki point to make two unarmed strikes as a bonus action.

Patient Defense. Can spend 1 Ki point to use Dodge as bonus action.

Step of the Wind. Can spend 1 Ki point to use Disengage or Dash as a bonus action, and double jumping distance.

Unarmored Movement. When not wearing armor, nor using a shield, Speed increased by 20 ft. Can move along vertical and across liquid surfaces without falling.

Way of the Four Elements (monastic tradition). Can spend up to 4 Ki points on a spell. Elemental disciplines are:
Elemental Attunement. Can spend 1 Ki point to briefly control elemental forces.

Fists of Unbroken Air. As an action, can spend 2 Ki points and have one enemy within 30 ft. make a Strength saving throw. On a failed save, target takes 3d10 bludgeoning damage, plus an extra 1d10 damage for each additional Ki point spent, and push target 20 ft. away and knock it prone. Takes one-half damage on a successful save and not knocked prone or pushed back.

Ride the Wind. Can spend 4 Ki points to cast the fly spell on self only.

Rush of Gales. Can spend 2 Ki points to cast the gust of wind spell.

Deflect Missiles. When hit by a missile from a ranged weapon attack, can use Reaction to reduce damage by 1d10+11. If damage is reduced to 0 and missile is small enough to hold in one hand and have one hand free, can spend 1 Ki to make a ranged attack with the caught missile as part of the same Reaction. Treated as a monk weapon for the attack.

Slow Fall. As a Reaction, can reduce falling damage by 55 ft.

Extra Attack. Can attack twice with the Attack action.

Stunning Strike. After hitting a creature with an unarmed strike or melee weapon attack, can spend 1 Ki point to attempt a stunning strike. Target must succeed on a Constitution saving throw or be Stunned until the end of next turn.

Ki-Empowered Strikes. Unarmed strikes count as magical for purposes of resistances and immunities.

Evasion. When subject to an effect that allows a Dexterity saving throw for one-half damage, on a successful save no damage is taken instead and only one-half damage on failed save.

Stillness of Mind. Can use action to end one Charmed or Frightened effect on self.

Purity of Body. Immunity to disease and poison.


Air nomad robes, Quarterstaff.

Creation Notes

Starting Ability Scores. 15, 13, 12, 12, 12, 10.

Sunday, June 4, 2017

AGE of Tamriel - Special Materials

Been spending the last few days going over the rules for special materials, not to mention which materials from the Elder Scrolls games I wanted to include. Initially, I tried to give flat modifiers, but with how minimal Fantasy AGE details arms and armor, I found it quite difficult to make each material feel unique. After some time thinking (and looking into FA's magic rules), I decided to try to connect each material to a combat stunt, leaving flat bonuses to those the most powerful, or I didn't have a good idea for.

With all that said, here is what I have currently settled for:

Special Materials

The Elder Scrolls setting has several unique materials in which arms, armor, and other items can be crafted from. These special materials can be used to create Masterwork items, items that are superior to your everyday items.
Special materials come in four grades; Common, Uncommon, Rare, and Legendary. An item's grade determines how hard it is to craft, a character must have an equivalent degree in the Master Crafter talent to work with the material. The only Legendary material is Daedric, it cannot normally be crafted by characters, it is included here for completeness. Outside of crafting, Uncommon and higher Masterwork items should be acquired as loot during adventures, or as rewards.