Post by Ossular on Feb 24, 2019 23:48:23 GMT
"I am Goromitali."
AT A GLANCE
Monk (Way of the Shadow)/5
Dragonborn (Green)
Male
27
Chaotic Good
Outlander (Homesteader)
Respects Selûne (Goddess of the Moon)
Total Experience: 6580
APPEARANCE
AT A GLANCE
Monk (Way of the Shadow)/5
Dragonborn (Green)
Male
27
Chaotic Good
Outlander (Homesteader)
Respects Selûne (Goddess of the Moon)
Total Experience: 6580
APPEARANCE
- Goromitali stands about 6'8", weighing in at 320 lbs.
- His scales are a deep, forest green; his eyes a lighter chartreuse with slits for pupils.
- While Goromitali doesn't have frills, his snout is pointed, with sharp protrusions at the end of his chin.
- His canines protrude when his mouth is closed; a slight overbite.
- Goromitali's ridges (above his eyes; down his snout) aren't fully symmetrical, but are sharp and angular with little horn-like protrusions.
- Goromitali is missing the end of his left pinkie digit (dragonborn only have three fingers and a thumb), an old wound.
- While scaled, Goromitali does possess scars from old fights before his exile from his clan.
- Goromitali doesn't often wear boots due to his double-jointed legs and talon-like claws, opting for wraps of leather instead.
PERSONALITY
- Quiet, stoic. Jokes/Insults often go over his head.
- Prefers to listen and observe instead of talk.
- Actions speak louder than words.
- Prefers utility over appearance (not that he doesn't appreciate art, but a dagger is a dagger).
- Follows his own code of ethics; doesn't answer to unjust authority.
- Maintains presence in a social situation, despite not being talkative.
- Patient. Will not usually interrupt someone else unless they start repeating themselves.
- Tends to help people out when he can, even if he gets nothing out of it.
- Likes: Apples, Fish, Night, the dark, his morning rituals.
- Dislikes: Overly sugary pastries (pies, frostings, etc.), posh/noble society, copper (coins, dragons, etc.) the Zhentarim.
HISTORY
Originally, Goromitali was born into a small clan of Dragonborn located within the lands of Tymanther to the east of Faerun, though was drove out at a young age after his mother and father were executed as members of a cult of Tiamat, with Goromitali being exiled and left to the wilds. He followed his mother's last advice- "go west" and over the next decade of his life, the green dragonborn made his way from Tymanther to Threskel, then across the Sea of Fallen Stars to the Dales, eventually coming to Evereska.
It was in Evereska that Goromitali met a red dragonborn by the name of Julakesh, and the two displaced dragonborn fell for one another, deciding to make their life on the edge of the Graypeak Mountains. For a time, Goromitali was happy and Julakesh was with child. They were preparing for the hatching of their child, with Goromitali off to gather food before Julakesh's past in Waterdeep caught up to her- the Zhentarim had come to collect a debt. Upon returning to his homestead, Goromitali had found that his wife and unborn child had been murdered, his house ablaze and his life shattered. From the ashes, though, he found a single trace- a signet ring with a Zhent emblem on it, and it was enough. Goromitali traveled to Waterdeep, following the stories told by his now-dead Julakesh, focused on claiming vengeance on the people that had taken everything from him.
BACKGROUND
Outlander: Goromitali grew up in the wilds, far from the comforts of civilization, town or technology. He's witnessed migration of herds larger than forests, survived weather more extreme than could be explained to a city-dweller and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in Goromitali's blood, having grown up as a nomadic explorer turned homesteader. Even in the places he doesn't know specifically, Goromitali will always know the ways of the wild.
Skills: Athletics, Survival
Tool(s): Jeweler's Tools
Language(s): Giant
FEATURE- The Wanderer: Goromitali has an excellent memory for maps and geography, and he can always recall the general layout of terrain, settlements and other features around him. In addition, he can find enough food and fresh water for himself and up to five other people each day, provided the land offers berries, small game, water, etc.
Skills: Athletics, Survival
Tool(s): Jeweler's Tools
Language(s): Giant
FEATURE- The Wanderer: Goromitali has an excellent memory for maps and geography, and he can always recall the general layout of terrain, settlements and other features around him. In addition, he can find enough food and fresh water for himself and up to five other people each day, provided the land offers berries, small game, water, etc.
BASE STATS
Strength: 16 (+3)
Dexterity: 14 (+2)
Constitution: 12 (+1)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 9 (-1)
HP: 21
AC: 14
Movement: 40 ft. (while not wearing armor); default 30 ft.
Initiative: +2
Proficiency Bonus: +2
Languages: Common, Draconic, Giant
Proficient Tools: Flute, Jeweler's Tools
Proficient Weapons: Simple, Short-swords
Proficiency Bonus: +2
Languages: Common, Draconic, Giant
Proficient Tools: Flute, Jeweler's Tools
Proficient Weapons: Simple, Short-swords
SKILLS
(BOLD = proficient)
(BOLD = proficient)
STRENGTH-BASED:
DEXTERITY-BASED:
CONSTITUTION-BASED:
INTELLIGENCE-BASED:
WISDOM-BASED:
CHARISMA-BASED:
- Athletics: +5
- Saving Throw: +5
DEXTERITY-BASED:
- Acrobatics: +4
- Sleight of Hand: +2
- Stealth: +4
- Saving Throw: +4
- Saving Throw: +1
INTELLIGENCE-BASED:
- Arcana: +0
- History: +0
- Investigation: +0
- Nature: +0
- Religion: +0
- Saving Throw: +0
WISDOM-BASED:
- Animal Handling: +2
- Insight: +2
- Medicine: +2
- Perception: +2
- Survival: +4
- Saving Throw: +2
CHARISMA-BASED:
- Deception: -1
- Intimidation: -1
- Performance: -1
- Persuasion: -1
- Saving Throw: -1
RACE/CLASS ABILITIES
- BREATH WEAPON: Goromitali can use an action to exhale a destructive energy. When he uses his breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by his draconic ancestry. The DC is 8 + Goromitali's Constitution Modifier + Goromitali's Proficiency Bonus (DC 11). A creature takes 2d6 damage on a failed save, or half as much damage on a successful save, and increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After Goromitali uses his breath weapon, he can't use it again until he completes a short or long rest.
- Goromitali's breath weapon is a 15-foot cone, deals poison damage, and requires a Constitution Saving Throw.
- DAMAGE RESISTANCE: Goromitali has resistance to the damage type associated with his draconic ancestry.
- Goromitali has resistance to poison damage.
- MARTIAL ARTS: Goromitali's practice of martial arts gives him mastery of combat styles that use unarmed strikes and monk weapons, which are short-swords and any simple melee weapons that don't have the heavy or two-handed properties. He also gains the following benefits while unarmed or wielding only monk weapons, and isn't wearing armor or wielding a shield:
- Goromitali can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons.
- Goromitali can roll a d4 in place of the normal damage his an unarmed strike or monk weapon. This die change as Goromitali gains monk levels, becoming a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.
- When Goromitali uses the attack action with an unarmed strike or a monk weapon on his turn, he can make one unarmed strike as a bonus action.
- UNARMORED DEFENSE: While Goromitali is wearing no armor and not wielding a shield, his AC equals 10 + his Dexterity Modifier + his Wisdom Modifier.
- KI: Starting at 2nd level, Goromitali's training allows him to harness the mystical energy of Ki, which is represented by a number of ki points. Goromitali's overall Monk level determines the amount of points he currently has. He can spend these points to fuel various ki-based features, of which Goromitali learns more as he levels up. Ki points are recovered after a short or long rest, in which all of the expended ki is drawn back into Goromitali. At least 30 minutes of a rest must be spent in meditation in order to regain ki points.
- Some of the ki features require a target to make a saving throw to resist the feature's effects. Goromitali's saving throw DC is 8 + his proficiency bonus + his Wisdom modifier (DC 12).
- FLURRY OF BLOWS: Immediately after taking the Attack action on his turn, Goromitali can spend 1 ki point to make two unarmed strikes as a bonus action.
- PATIENT DEFENSE: Goromitali can spend 1 ki point to take the Dodge action as a bonus action on his turn.
- STEP OF THE WIND: Goromitali can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
- UNARMORED MOVEMENT: Starting at 2nd level, Goromitali's speed increases by 10 feet while not wearing armor or wielding a shield. This bonus increases at certain monk levels (to +15 ft. at 6th; to +20 ft. at 10th; to +25 ft. at 14th; to +30 ft. at 18th). At 9th level, Goromitali gains the ability to move along vertical surfaces and across liquids on his turn without falling during the movement.
- DEFLECT MISSILES: Starting at 3rd level, Goromitali can use his reaction to deflect or catch a missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack his reduced by 1d10 + his Dexterity modifier + his monk level. If Goromitali reduces the damage to 0, he can catch the missile if it is small enough for him to hold in one hand, and he has at least one hand free. If Goromitali catches the missile in this way, he can spend 1 ki point to make a ranged attack with the weapon/piece of ammunition he just caught as part of the same reaction. Goromitali makes this attack with proficiency, regardless of his weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a maximum range of 60 feet.
- WAY OF SHADOW: SHADOW ARTS: Starting at 3rd level, Goromitali can use his ki to duplicate the effects of certain spells. Additionally, Goromitali also gains the minor illusion cantrip.
- Minor Illusion: Goromitali creates a sound or image of an object within range (30 ft.) that lasts for the duration (1 minute). The illusion ends if he dismisses it as an action or casts the spell again. If a sound is created, its volume can range from a whisper to a scream. It can be Goromitali's voice or someone else's voice, a lion's roar, a beating of drum, or any other sound he chooses. The sound continues unabated throughout the duration, or he can make discrete sounds at different times before the spell ends. If an image is created of an object- such as a chair, muddy footprints, or a small chest- it must be no larger than a 5-foot cube. The image can't create sound, light, smell or other sensory effects, and physical interaction with the object reveals it to be an illusion, as things can pass through it. A creature using it's action to examine the sound or image can determine it's an illusion with a successful Intelligence (Investigation) check against Goromitali's Ki Save DC (listed above). If successful, the illusion becomes faint to the creature.
- Darkness: Magical darkness spreads from a point Goromitali chooses within range (60 feet) to fill a 15-foot radial sphere for the duration (concentration, up to 10 minutes). The darkness spreads around corners. A creature with darkvision can't see through this darkness, and non-magical light can't illuminate it. If the point Goromitali chooses is on an object he is holding, or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the darkness with an opaque object, such as a bowl, helm or sheathe, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
- Darkvision: As an action, Goromitali can touch a willing creature to grant the ability to see in the dark. For the duration, that creature has Darkvision out to a range of 60 feet. This lasts for 8 hours.
- Pass Without Trace: As an action, Goromitali emits a veil of shadows and silence, masking himself and companions from detection. For the duration (concentration, up to one hour), each creature that Goromitali chooses within 30 feet of him (including himself) has a +10 bonus to Dexterity (Stealth) checks and cannot be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
- Silence: As an action, Goromitali generates a sphere of silence. For the duration, no sound can be created within or pass through a 20-foot sphere centered on a point Goromitali chooses within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that requires a verbal component is impossible while inside the sphere.
GEAR
- Current Wealth: 10 GP, 0 EP, 0 SP, 0 CP
- Short-sword, Quarterstaff
- Backpack, Bedroll, Mess Kit, Rations (x10), hempen rope (50 ft.), Tinderbox, Torch (x10), Waterskin, a bracelet of beads and bear claws, a hunting trap, traveler's clothes