This was another concept that came up when I was rolling up random combinations of race, class, and background. As I recall, I had split that group up into four groups of three or so and one of those included the half-orc rogue noble and the yuan-ti fighter courtier. So I decided that the yuan-ti was some sort of bodyguard for the half-orc. However, like with the noble-born half-orc theoretical, I'm doing some changes here. Part of that is due to the fact that at the time I only have two monk theoreticals but I have five fighter theoreticals.
Also, I am well aware of the idea that yuan-ti are usually an evil race and don't particularly care. I had been rolling up at random and had come to the conclusion that the yuan-ti of that world fit some sort of warrior caste that protected the ruling body a la knights and samurai. Of course, in the long run that might have ended seeing a power shift into the hands of said warrior caste, as happened with a lot of different feudal cultures in real life, but, anyway, on to the theoretical. I vacillated between shifting the class to monk or ranger and eventually settled on monk because I want to play around a bit with the Kensai archetype.
For this I am using my typical theoretical 30 pt array of 15, 14, 13, 12, 11, 10.
Also, I am well aware of the idea that yuan-ti are usually an evil race and don't particularly care. I had been rolling up at random and had come to the conclusion that the yuan-ti of that world fit some sort of warrior caste that protected the ruling body a la knights and samurai. Of course, in the long run that might have ended seeing a power shift into the hands of said warrior caste, as happened with a lot of different feudal cultures in real life, but, anyway, on to the theoretical. I vacillated between shifting the class to monk or ranger and eventually settled on monk because I want to play around a bit with the Kensai archetype.
For this I am using my typical theoretical 30 pt array of 15, 14, 13, 12, 11, 10.
1st Level Yuan-ti Pureblood Monk
Str: 10
Dex: 15
Con: 13
Int: 12
Wis: 14
Cha: 14
HP: 9
AC: 14
Save DC: 12
Speed: 30 ft
Save DC: 12
Speed: 30 ft
Proficiency Bonus: +2
Darkvision 60ft
Innate Spellcasting: Poison Spray, Snake Friendship
Poison Immunity
Magic Resistance
Darkvision 60ft
Innate Spellcasting: Poison Spray, Snake Friendship
Poison Immunity
Magic Resistance
Armor Proficiencies: None
Weapons: Simple Weapons, Shortswords
Tools: Calligrapher's Tools
Saving Throws: Strength, Dexterity
Languages: Common, Draconic, Abyssal, Orcish, Elvish
Languages: Common, Draconic, Abyssal, Orcish, Elvish
Proficient Skills
Athletics (Monk) +2
Insight (Bodyguard) +4
Perception (Bodyguard) +4
Stealth (Monk) +4
Athletics (Monk) +2
Insight (Bodyguard) +4
Perception (Bodyguard) +4
Stealth (Monk) +4
Background: Bodyguard
Unarmored Defense
Martial Arts (1d4)
Reasoning: Insight and Persuasion came with the Courtier background. This was almost what I wanted, but I decided to shift the Persuasion to Perception and rename the background as Bodyguard instead. I have some thoughts on the Background Feature as being given allowances for going places not normally allowed as long as they are actively protecting someone. In any case, the choices out of Monk went to Athletics and Stealth because of the fact that the original object of protection was a rogue who operated as a spy and they would need to keep up.
2nd to 5th Level
2nd Level - Ki, Unarmored Movement, +6 HP (15)
3rd Level - Monastic Tradition: Kensai, Deflect Missiles, Path of the Kensai (Darts, Rapier), +6 HP (21)
4th Level - Ability Score Improvement: Sentinel, Slow Fall, +6 HP (27)
5th Level - Proficiency Bonus: +3, Extra Attack, Stunning Strike, +6 HP (33)
Reasoning: I had something of a musketeer idea in mind for this character, so the rapier was definite. I was less sure about what to do for the ranged weapon but settled on Darts as something easy to conceal and carry. This doesn't give me a new proficiency, but does allow me to use the kensai abilities with darts. I chose sentinel here due to their occupation and background. This does leave them a bit vulnerable for a while with the lower Stats, but that can be made for later.
5th Level Statistics
5th Level Yuan-ti Pureblood Kensai
Str: 10
Dex: 15
Con: 13
Int: 12
Wis: 14
Cha: 14
HP: 33
AC: 14
Save DC: 13
Speed: 40 ft
Ki: 5
Save DC: 13
Speed: 40 ft
Ki: 5
Proficiency Bonus: +3
Darkvision 60ft
Innate Spellcasting: Poison Spray, Snake Friendship
Poison Immunity
Magic Resistance
Darkvision 60ft
Innate Spellcasting: Poison Spray, Snake Friendship
Poison Immunity
Magic Resistance
Armor Proficiencies: None
Weapons: Simple Weapons, Shortswords, Rapiers
Tools: Calligrapher's Tools
Saving Throws: Strength, Dexterity
Languages: Common, Draconic, Abyssal, Orcish, Elvish
Languages: Common, Draconic, Abyssal, Orcish, Elvish
Proficient Skills
Athletics (Monk) +3
Insight (Courtier) +5
Persuasion (Courtier) +5
Stealth (Monk) +5
Athletics (Monk) +3
Insight (Courtier) +5
Persuasion (Courtier) +5
Stealth (Monk) +5
Background: Courtier
Feat: Sentinel
Unarmored Defense
Martial Arts (1d6)
Ki
Flurry of Blows
Step of the Wind
Patient Defense
Unarmored Movement
Monastic Tradition: Kensai
Path of the Kensai (Rapier, Darts)
Slow Fall
Extra Attack
Stunning Strike
6th to 10th Level
6th Level - One with the Blade, Path of the Kensai (Longbow), Ki-Empowered Strikes, +6 HP (39)
7th Level - Evasion, Stillness of Mind, +6 HP (45)
8th Level - Ability Score Improvement: +1 Dex and +1 Con, +14 HP (59)
9th Level - Proficiency Bonus +4, Unarmored Movement Improvement, +7 HP (66)
10th Level - Purity of Body, +7 HP (73)
Reasoning: The weapon choices I'd hit for this class as I leveled would depend highly on what weapons we encounter in the game. In this case, I've been just picking weapons that appeal to me. For the Ability Score Improvements, I increased Dexterity and Constitution, granting both increased health and increased martial effectiveness.
10th Level Statistics
10th Level Yuan-ti Pureblood Kensai
Str: 10
Dex: 16
Con: 14
Int: 12
Wis: 14
Cha: 14
HP: 73
AC: 15
Save DC: 14
Speed: 50 ft
Ki: 10
Save DC: 14
Speed: 50 ft
Ki: 10
Proficiency Bonus: +4
Darkvision 60ft
Innate Spellcasting: Poison Spray, Snake Friendship
Poison Immunity
Magic Resistance
Darkvision 60ft
Innate Spellcasting: Poison Spray, Snake Friendship
Poison Immunity
Magic Resistance
Armor Proficiencies: None
Weapons: Simple Weapons, Shortswords, Rapiers, Longbow
Tools: Calligrapher's Tools
Saving Throws: Strength, Dexterity
Languages: Common, Draconic, Abyssal, Orcish, Elvish
Languages: Common, Draconic, Abyssal, Orcish, Elvish
Proficient Skills
Athletics (Monk) +4
Insight (Courtier) +6
Persuasion (Courtier) +6
Stealth (Monk) +7
Athletics (Monk) +4
Insight (Courtier) +6
Persuasion (Courtier) +6
Stealth (Monk) +7
Background: Courtier
Feat: Sentinel
Unarmored Defense
Martial Arts (1d6)
Ki
Flurry of Blows
Step of the Wind
Patient Defense
Unarmored Movement
Monastic Tradition: Kensai
Path of the Kensai (Rapier, Darts, Longbow)
Slow Fall
Extra Attack
Stunning Strike
One With the Blade
Ki-Empowered Strikes
Evasion
Stillness of Mind
Unarmored Movement Improvement
Purity of Body
11th to 15th Level
11th Level - Sharpen the Blade, Path of the Kensai (Glaive), +7 HP (80)
12th Level - Ability Score Improvement: +2 Wis, +7 HP (87)
13th Level - Proficiency Bonus +5, Tongue of the Sun and Moon, +7 HP (94)
14th Level - Diamond Soul, +7 HP (101)
15th Level - Timeless Body, +7 HP (108)
Reasoning: Unfortunately, there are still not many choices here. I increased Wisdom to 16 in order to improve saving throw issues.
15th Level Statistics
15th Level Yuan-ti Pureblood Kensai
Str: 10
Dex: 16
Con: 14
Int: 12
Wis: 16
Cha: 14
HP: 108
AC: 16
Save DC: 16
Speed: 55 ft
Ki: 15
Save DC: 16
Speed: 55 ft
Ki: 15
Proficiency Bonus: +5
Darkvision 60ft
Innate Spellcasting: Poison Spray, Snake Friendship
Poison Immunity
Magic Resistance
Darkvision 60ft
Innate Spellcasting: Poison Spray, Snake Friendship
Poison Immunity
Magic Resistance
Armor Proficiencies: None
Weapons: Simple Weapons, Shortswords, Rapiers, Longbow, Glaive
Tools: Calligrapher's Tools
Saving Throws: Strength, Dexterity
Languages: Common, Draconic, Abyssal, Orcish, Elvish
Languages: Common, Draconic, Abyssal, Orcish, Elvish
Proficient Skills
Athletics (Monk) +5
Insight (Courtier) +8
Persuasion (Courtier) +7
Stealth (Monk) +8
Athletics (Monk) +5
Insight (Courtier) +8
Persuasion (Courtier) +7
Stealth (Monk) +8
Background: Courtier
Feat: Sentinel
Unarmored Defense
Martial Arts (1d8)
Ki
Flurry of Blows
Step of the Wind
Patient Defense
Unarmored Movement
Monastic Tradition: Kensai
Path of the Kensai (Rapier, Darts, Longbow, Glaive)
Slow Fall
Extra Attack
Stunning Strike
One With the Blade
Ki-Empowered Strikes
Evasion
Stillness of Mind
Unarmored Movement Improvement
Purity of Body
Sharpen the Blade
Tongue of Sun and Moon
Diamond Soul
Timeless Body
16th to 20th Level
16th Level - Ability Score Improvement +2 Dex, +7 HP (115)
17th Level - Proficiency Bonus +6, Unerring Accuracy, Path of the Kensai (Dagger), +7 HP (122)
18th Level - Empty Body, +7 HP (129)
19th Level - Ability Score Improvement: +2 Dex, +7 HP (133)
20th Level - Perfect Self, +7 HP (140)
Reasoning: I considered increasing both Dexterity and Wisdom to 18, but decided that this brand of Monk benefits more from having high Dexterity than for high Wisdom. As such I decided to max out their Dexterity. This increases their Attack and Damage Bonuses with their monk and kensai weapons tremendously.
20th Level Statistics
20th Level Yuan-ti Pureblood Kensai
Str: 10
Dex: 20
Con: 14
Int: 12
Wis: 16
Cha: 14
HP: 108
AC: 18
Save DC: 17
Speed: 60 ft
Ki: 20
Save DC: 17
Speed: 60 ft
Ki: 20
Proficiency Bonus: +6
Darkvision 60ft
Innate Spellcasting: Poison Spray, Snake Friendship
Poison Immunity
Magic Resistance
Darkvision 60ft
Innate Spellcasting: Poison Spray, Snake Friendship
Poison Immunity
Magic Resistance
Armor Proficiencies: None
Weapons: Simple Weapons, Shortswords, Rapiers, Longbow, Glaive
Tools: Calligrapher's Tools
Saving Throws: Strength, Dexterity
Languages: Common, Draconic, Abyssal, Orcish, Elvish
Languages: Common, Draconic, Abyssal, Orcish, Elvish
Proficient Skills
Athletics (Monk) +6
Insight (Courtier) +9
Persuasion (Courtier) +8
Stealth (Monk) +11
Athletics (Monk) +6
Insight (Courtier) +9
Persuasion (Courtier) +8
Stealth (Monk) +11
Background: Courtier
Feat: Sentinel
Unarmored Defense
Martial Arts (1d10)
Ki
Flurry of Blows
Step of the Wind
Patient Defense
Unarmored Movement
Monastic Tradition: Kensai
Path of the Kensai (Rapier, Darts, Longbow, Glaive, Dagger)
Slow Fall
Extra Attack
Stunning Strike
One With the Blade
Ki-Empowered Strikes
Evasion
Stillness of Mind
Unarmored Movement Improvement
Purity of Body
Sharpen the Blade
Tongue of Sun and Moon
Diamond Soul
Timeless Body
Unerring Accuracy
Empty Body
Perfect Self
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