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Post by Rix Arratay on Jun 9, 2020 22:59:25 GMT
Name: Rix Arratay
Class and Level: Monk 1 ( ), Druid 2 (Moon)
Race: Variant Human Background: Outlander Alignment: Neutral Good Size: Medium
Experience: 900/?
Proficiency bonus: +2
Appearance: Rix is a young looking man with medium length black hair tied back with a simple cord and plain clothing. His skin is tanned with long exposure to the sun, his eyes are a deep ocean blue that show hints of green and amber when the sun strikes them just right. At 6'2", he's fairly tall, but his medium frame fits his height, likely weighing around 170lbs or so, built for speed rather than strength. He moves with a natural grace, his footsteps steady and even no matter the terrain or situation.
His traveler's clothes are dusty and worn, but obviously well cared for. A cloak of some kind of animal pelt hangs from his shoulders, mostly covering what looks to be a quiver full of arrows with the shaft of short bow poking above, though no backpack. A belt hung with an empty dagger sheath on one side and a similarly empty pouch wraps around his waist, and his boots are scuffed but well-made. He holds a staff made of simple wood, straight and smooth from use.
Rix is deliberate and calm. He knows he's not the biggest fish in the sea, not even close, but he's determined to grow into someone that can survive any situation. He's happy to provide a voice of reason, or if necessary, cold logic, but he truly wants to make the world a better place for at least those closest to him.
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Post by Rix Arratay on Jun 9, 2020 23:06:16 GMT
Stat and Modifiers
Stat | Score | Modifier | Strength | 11 | +0 | Dexterity | 16 | +3 | Constitution | 14 | +2 | Intelligence | 14 | +2 | Wisdom | 16 | +3 | Charisma | 9 | -1 |
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Post by Rix Arratay on Jun 10, 2020 1:27:04 GMT
Saving ThrowsStat | Proficient? | Modifier | Strength | Yes | +2 | Dexterity | Yes | +5 | Constitution | No | +2 | Intelligence | No | +2 | Wisdom | No | +3 | Charisma | No | -1 |
Skills
Skill | Proficient? | Modifier | Acrobatics | Yes | +5 | Animal Handling | No | +3 | Arcana | No | +2 | Athletics | Yes | +2 | Deception | No | -1 | History | No | +2 | Insight | No | +3 | Intimidation | No | -1 | Investigation | No | +2 | Medicine | No | +3 | Nature | No | +2 | Perception | Yes | +5 | Performance | No | -1 | Persuasion | No | -1 | Religion | No | +2 | Slight of Hand | No | +3 | Stealth | Yes | +5 | Survival | Yes | +5 |
Passive Perception: 15
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Post by Rix Arratay on Jun 10, 2020 2:15:27 GMT
Armor Class: 16 (Unarmored Defense) Initiative: +3 Speed: 40 Maximum hitpoints: 24 Current hitpoints: 24Temporary hitpoints: 0 Hitdice: 3d8 Current Hit dice: 2d8 Death Saves
Success | O O O | Failure | O O O |
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Post by Rix Arratay on Jun 10, 2020 2:27:34 GMT
Languages and Proficiencies
Languages:
Common Druidic Sylvan Primordial
Proficiencies:
Musical Proficiencies: Flute Tool Proficiencies: Cooking Tools Weapon Proficiencies: Simple Weapons, Shortswords Armor Proficiencies: Non-Metal Light Armor, Medium Armor, and Shields
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Post by Rix Arratay on Jun 10, 2020 2:43:57 GMT
Attacks and Spellcasting
Weapons
Name | Attack Bonus | Damage/Type | Properties | | Quarterstaff | +5 | 1d6/1d8+3 Bludgeoning | Versatile(d8) | | Unarmed Strike | +5 | 1d4+3 Bludgeoning | Monk | | Shortbow | +5 | 1d6+3 Piercing | Range, Two-Handed, Ammunition (range 80/320) | | | | | | | | | | | |
CantripsMold Earth Shape Water 1st Level Spells (Unprepared/ =Prepared= | Max: 5) =Absorb Elements=Create or Destroy Water Entangle =Faerie Fire=Fog Cloud =Goodberry==Healing Word=Jump =Longstrider=Purify Food and Drink Speak with Animals Thunderwave
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Post by Rix Arratay on Jun 10, 2020 2:54:24 GMT
Equipment: (Total on Body: 19.5 lbs)
A set of Travelling clothes (worn) - 4 lb. Pelt Cloak (worn) 5 lb. Belt pouch (attached to the belt) - 1 lb.
Druidic focus (An anklet made of woven roots, inside boots) - 0 lb.
Quarterstaff (Held in hand or through loop on back) - 4 lb.
Dagger (attached to the belt) - 1 lb.
Shortbow (Looped around quiver) - 2 lb.
Quiver (Strapped to back under cloak, has several loops for other equipment) - 1 lb. Arrows (19, inside quiver) - 1.5 lb.
Backpack - 5 lbs (Total on Backpack: 93 lbs)
Bedroll - 7 lbs
Mess kit - 1 lb
Rations x10 - 20 lbs
Hempen rope (50ft) - 10 lbs
Tinderbox - 1lb
Torch x6 - 6 lbs
Waterskin - 5 lbs
Healer's Kit - 6 lbs (10gp)
Herbalism Kit - 3 lbs. (5gp) A small bag with two polished get gems Preserved food x5 (10lbs) five full waterskins (25lbs) Hand Crossbow Sickle Dagger x2
Total Weight: 19.5 lbs (112.5 lb w/ backpack)
Encumbered > 165 lb. Heavily Encumbered > 220 lb. Max Carry Capacity: 165 lb. Push, Drag or Lift: 330 lb.
Currency:
Copper - 0 Silver - 75 Electrum - 0 Gold - 42 (+9 to be split) Platinum - 0
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Post by Rix Arratay on Jun 10, 2020 3:20:23 GMT
Personality Trait
- I place no stock in wealthy or well-mannered folk, though I can fake respect if necessary. Money and manners won't save you from a hungry owlbear. - I feel far more comfortable out in the wild than I do behind walls. At least animals are predictable creatures.
Ideals
- Nature. The natural world is more important than the constructs of civilization, but both have their place. (Neutral)
Bonds
- My family is the most important thing to me, even when they are far away.
Flaws
- I am slow to trust others, sentients are unpredictable and I see the danger they pose first.
Assumptions
- Rix almost always has a calm, neutral expression and tone. - Rix is always on the lookout for foragable items, spices, or game trails that could lead to food. - Rix keeps his weapons on him at all times, even while asleep, mostly hidden beneath his cloak. - Rix always cooks his food (if possible) and will cook for others without asking.
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Post by Rix Arratay on Jun 10, 2020 3:28:07 GMT
Class Features:
◆ Unarmored Defense (Monk 1, PHB 48) Without armor and no shield, my AC is 10 + Dexterity modifier + Wisdom modifier.
◆ Martial Arts (Monk 1, PHB 78) [1d4] Monk weapons: shortsword, simple weapon (not two-handed/heavy), unarmed strike. With these, I can use Dex instead of Str and use the Martial Arts damage die. When taking an Attack action with these, I get one unarmed strike as a bonus action.
◆ Druidic (Druid 1, PHB 66) I know Druidic; Hidden messages with it can only be understood by who know Druidic
◆ Spellcasting (Druid 1, PHB 66) [2 cantrips known] I can cast prepared druid cantrips/spells, using Wisdom as my spellcasting ability I can use a druidic focus as a spellcasting focus I can cast my prepared druid spells as rituals if they have the ritual tag
◆ Combat Wild Shape (Moon Druid 2) I can change into any CR1 or below Beast type creature using a bonus action, taking it's physical stats and HP in place of my own. I can still use any abilities I gain from my classes except spellcasting. I can use a spell slot to heal myself 1d8 times the level of the slot as a bonus action.
Background Features:
◆ Wanderer (Outlander) I have an excellent memory for maps and geography, and I can always recall the general layout of terrain, settlements, and other features around me. In addition, I can find food and fresh water for myself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Feats:
◆ Mobile (Variant Human Feat, PHB 168) When I use the Dash action, difficult terrain doesn't cost me extra movement that turn. When I make a melee attack against a creature, I don't provoke opportunity attacks from that creature for the rest of the turn, whether I hit or not. [+10 ft speed]
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Post by Rix Arratay on Jun 10, 2020 15:16:55 GMT
Background:
Rix was born in the forests of The Moonwood, specifically the bit at the south of the Moonwood. His mother (Orelia) was a Druid who kept that area of the forest, while his father (Cairn) was a hunter turned Ranger who guarded the area from trespassers and monsters as well as providing meat for the family.
Rix grew up with teachings from both his parents, who seemed to want to compete on who could teach their firstborn son more. His mother wanted him to grow into being a druid of course, while his father loved to have company while on a hunt and would teach Rix all about surviving off the land and how to shoot a bow.
Once every few weeks Rix would be dropped off at the Moonwood monastery, home to a cadre of Sun Soul monks, while his parents got some time alone. Some of the monks took an interest and would teach him some of their techniques or let him sit in on their discussions. Rix liked one in particular, Brother Sevaxis, a kindly older man who knew Rix's parents quite well and who always seemed full of life an energy. Often Rix would get to listen to stories of adventure and daring quests from (or about) his parents, and that fueled his desire to know more and go new places. His parents were part of the Emerald Enclave, specifically members of the Planar Circle, and had settled down to have a family, though would occasionally emabrk on Enclave buisness.
At six years of age, Rix got two siblings. Alice and Arthur were twins who took after their mother's fair features, each with blue eyes and blonde hair. Rix's mother mostly took care of them while Cairn and Rix went to hunt for food and patrol the lands for any dangers.
As the two grew older it became clear that Alice had a particular talent for magic while Arthur was a crack shot with a bow, and Rix had an affinity for the monk's techniques and was especially light on his feet. All three of them were adopted into the Enclave in the Circle of Initiates, more of a given because of their proximity and lineage, not to mention their own proclivities towards nature.
When Rix was twenty and had been hunting and training on his own for some time, word came for his parents that they were called to some sort of important mission, and with little time to say goodbye the siblings were dropped off at the monastery and left in the monks' care.
A year passed, then two, and still there was no word of his parents. However, he had heard whispers among the monks who worked closely with the Enclave. The signs and portents are clear, they said, nature was out of balance. Terrible disaster was drawing closer with every passing day. To restore the balance of nature, someone must destroy the four elemental nodes, terrible locations hidden somewhere in the Dessarin Valley, but all the most capable members were already on missions just as important if not more.
This was possibly the thing that had pulled his parents away, and the twins were getting ansy at the monestry without their mother and father to keep them in line. He left a note for the twins to stay where they were and where he was going, but didn't have much hope they'd listen. Determined to find his parents or else stop this imbalance in nature and in the process gather the power to track them down himself, Rix set off with little more than his weapons, his wits, and the focus he had been gifted from his mother.
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