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Post by darkshad on Sept 15, 2019 6:18:36 GMT
Name: Folkre Navajo Class and level: Monk 1 (Astral-Self Tradition) Race: Wood Elf Background: Outlander Alignment: Lawful Neutral Size: Medium
Experience: 198/300 Proficiency bonus: +2
Appearance: Tanned skin, Around 5'9, Deep blue eyes, Several clothing items feature pelt
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Post by darkshad on Sept 15, 2019 6:23:37 GMT
Stat and Modifiers
Str: 14 Mod: +2
Dex: 18 Mod: +4
Con: 15 Mod: +2
Int: 11 Mod: 0
Wis: 17 Mod: +3
Cha: 12 Mod: +1
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Post by darkshad on Sept 15, 2019 18:00:42 GMT
Saving ThrowsStat | Proficient? | Modifier | Strength | Yes | +4 | Dexterity | Yes | +6 | Constitution | No | +2 | Intelligence | No | +0 | Wisdom | No | +3 | Charisma | No | +1 |
Skills
Skill | Proficient? | Modifier | Acrobatics | No | +4 | Animal Handling | No | +3 | Arcana | No | +0 | Athletics | Yes | +4 | Deception | No | +1 | History | No | +0 | Insight | Yes | +5 | Intimidation | No | +1 | Investigation | No | +0 | Medicine | No | +3 | Nature | No | +0 | Perception | Yes | +5 | Performance | No | +1 | Persuasion | No | +1 | Religion | No | +0 | Sleight of Hand | No | +4 | Stealth | Yes | +6 | Survival | Yes | +6 |
Passive Perception: 15
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Post by darkshad on Sept 15, 2019 18:07:13 GMT
Armor Class: 17 Initiative: +4 Speed: 35 Maximum hitpoints: 17 Current hitpoints: 1 Temporary hitpoints: 0 Hitdice: 2d8 Current Hit dice: 0d8
Death Saves Success O O O Failure O O O
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Post by darkshad on Sept 15, 2019 18:24:29 GMT
Languages and Proficiencies
Languages: Common Elvish
Proficiencies
Tool Proficiencies: Pan Flute Weapon Proficiencies: Simple Weapons, Shortswords, Shortbows, Longswords, Longbows Armor Proficiencies: None
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Post by darkshad on Sept 15, 2019 18:46:20 GMT
Attacks and Spellcasting
Weapons
Name | Attack Bonus | Damage/Type | Unarmed | +6 | 1d4+4 Bludgeoning | Shortsword | +6 | 1d6+4 Slashing | Dart | +6 | 1d4+4 Piercing |
Spellcasting: NoneKi Save DC: 13
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Post by darkshad on Sept 15, 2019 18:59:15 GMT
Carry CapacityCarrying Capacity 210
Push/Drag/Pull Capability 420Character Weight 155 Equipment:Item Name | Weight | Shortsword | 2 lbs | Dart (9) | 2.25 lbs | Quarterstaff | 4 lbs |
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Backpack | Weight | Backpack | 5 lbs | Bedroll | 7 lbs | Tinderbox | 1 lbs | Mess Kit | 1 lbs | Torches (10) | 10 lbs | Rations (10) | 30 lbs | Waterskin | 5 lbs | Rope, Hempen (50 ft) | 10 lbs | Trophy (Bear Jaw Bone) | 5 lbs | Traveler's Clothes | 4 lbs | Crowbar | 5 lbs | Pan Flute | 2 lbs |
Total Weight: 93.25 lbs On Person: 6.5 In Backpack: 87 lbs Currency:
Copper - 0 Silver - 0 Electrum - 0 Gold - 10 Platinum -0
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Post by darkshad on Sept 15, 2019 19:27:25 GMT
Personality Trait
-I'm driven by a wanderlust that led me away from home.
-I have a lesson for every situation, drawn from observing nature.
-I am strong willed and brash when it comes to what I believe in.
Ideals -Nature. The natural world is more important than all the constructs of civilization.
Bonds -There is nothing more important to me then my friends and family.
-An injury to the unspoiled wilderness of my home is an injury to me.
-Leosin Erlanthar, a wondering monk, once saved my life.
Flaws -I am very often overpowered by my curiosity.
-Violence is my answer to almost any challenge.
Assumptions Every morning, he will spend up to 20 minutes preforming various workout routines if possible.
He very rarely leaves any of his belongings behind, and tends to be distrustful of those he does not know.
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Post by darkshad on Sept 15, 2019 19:40:20 GMT
Features and Traits:
Darkvision (Wood Elf): Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Keen Senses (Wood Elf): You have proficiency in the Perception skill.
Fey Ancestry (Wood Elf): You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Elf Weapon Training (Wood Elf): You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fleet of Foot (Wood Elf): Your base walking speed increases to 35 feet.
Mask of the Wild (Wood Elf): You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Unarmored Defense (Monk): Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Martial Arts (Monk):
Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield.
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
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Post by darkshad on Sept 15, 2019 19:56:08 GMT
Backstory:
Folkre Navajo was born into an upper class family, until one day on a vacation he was lost in the woods at a young age, chased off by wild animals away from his family. Until a wandering monastery, and a man named Leosin Erlanthar, found him and rescued him from the wild animals. They taught him the values of Nature and the lands, and how to survive and live a peaceful life. Yet Folkre saw the lands fall one by one to encroaching civilization, and heavily resented it. One day, against his clan's wishes he set up an ambush to drive away some of the people looking to take down more of the forest, but after this encounter he contracted an unknown sickness that his monastery has no idea how to treat. So, against his wishes, he was told to head into civilization to find a way to treat himself.
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