Post by sojourn on May 13, 2019 18:48:00 GMT
2700
Race: Half-Drow
Gender: Male
Age: 32 (b. 18 Mirtul, 1458 DR)
Alignment: Chaotic Good
Deities: Eilistraee, Sehanine Moonbow
Initiative: +2
Armor Class: 15 (10+3+5)
Speed: 40ft (30ft+10ft)
Favored Terrain: Urban
Favored Enemies: Humans, Orcs
Ki Save DC: 12
Passive Perception: 14
Passive Investigation: 10
Passive Insight: 14
Eyes: Violet
Height: 5'4"
Weight: 125lb
Kieran is, at first glance, unassuming, having inherited his narrow frame from his drow mother, but he is compact and athletic with lithe muscle and well-practiced grace. His skin is dark, almost a charcoal, the coloration of his elvish heritage strong in his veins. His hair is pure white, shaved close on the sides and the rest of it worn about shoulder-length, done in braids or pulled into a topknot to keep it all from his violet eyes.
His ears are pierced, as is his septum and his lip. The entire left side of his body from shoulder to wrist, down to his ankle, are decorated with dark ink tattoos in an aesthetically pleasing mix of organic and geometric patterns. He keeps himself clean and well-trimmed, having found that appearances matter more than he'd prefer now that he's not some kid on the streets.
The half-drow dresses for ease of movement, silence, and stealth—dark colors, wrapped ankles and wrists, fabric that is soft and flowing. His favored weapons are curved shortswords, both worn at a strategic angle against his back instead of slung low at his hips.
He tends to travel with as little equipment as necessary whenever possible and, while not sensitive to light like his full-bloodied drow relatives, Kieran prefers to wear a hood in the day time.
Kieran, for all of his energy, is a man of careful words. He is not an introverted creature, despite how society has treated him for his heritage, but experience has taught him to be cautious when offering his friendship to others, far too aware of the sting of broken trust and betrayal. When one does make their way through the darkness and beneath the surface into Kieran's heart, they find a loyal and affectionate friend.
He is efficient and ruthless when it comes to self-discipline and work, able to focus on things with a razor's sharpness. He's in possession of an impressively indomitable will, having survived an urchin's life and longing to find for himself some form of inner peace. Some might call his humor surprisingly warm and his laugh, when they hear it, infectious, and others might call his aloofness too gruff and his adventurousness risky.
While they may be perceived as calm, reserved, or even shy, Mediators have an inner flame and passion that can truly shine. When deciding how to move forward, they will look to honor, beauty, morality and virtue – Mediators are led by the purity of their intent, not rewards and punishments.
Born under the Sign of the Star
and with New Selûne under the sign of the Eagle
Those born under the sign of the Star are courageous, energetic, impetuous and determined to make their own way in the world. Self-reliant and adventurous, they love taking risks and are tenacious workers. Affectionate and charming, they inspire great loyalty in others.
Those with Selûne under the sign of the Eagle are determined, resilient and ambitious. Good organizers, leaders and strategists, they are not deterred by setbacks, believing hard work, patience and persistence will triumph. They are loyal but reserved in showing affection.
Kieran isn't quite sure where he was born and he doesn't remember the faces of his parents, but Waterdeep and its expansive cityscape are pretty much the only place he's bothered to call home. Sure, he's traveled a bit, but not far, not for long. The wilderness calls to him. The dark places intrigue him. His history has simply kept him restless but confident in the most familiar of places.
Passed around orphanages or simply left on the street, most of the half-drow's youth was one of struggle. He learned the necessities of how to fight to survive, swift and nimble with a hard fist. He learned the alleys and the shadows, memorizing the Dock Ward's safe places and discovering how to use darkness to his advantage for protection. The youth learned quickly that his enemies often had humanoid faces instead of just the monsters outside the safety of the city gates, but he was often the one who took the beatings for others, protecting friends and foraging for food for other children.
It was as a young teen that he was taken in by a monk who felt called to the city. The older human adopted a handful of young urchins into his care, calling them a school and breaking them to his own form of self-discipline and focus. Kieran took quickly to his teaching, becoming a favored pupil and finding in his master a father figure he'd never had before.
When his beloved master and several of his fellow acolyte peers were murdered, the half-drow barely survived, cowering in the shadows instead of standing against their masked, mysterious attackers. Vengeance and repentance have driven him to seek redemption, Kieran hopeful to find those who took away his family as well as find forgiveness for his fearful mistake.
Feature: Ear to the Ground
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
Skill Bonus: Stealth, Insight
STR | 12 | +1 |
DEX | 16 | +3 |
CON | 14 | +2 |
INT | 10 | +0 |
WIS | 14 | +2 |
CHA | 10 | +0 |
Stat Bonuses: +2 Cha, +1 Dex, +1 Wis
Skill Bonus: Perception, Medicine
Languages: Common, Elvish, Orcish, Undercommon
Darkvision: Thanks to your elf blood, 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.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Starting Class, Currently Level 2
- 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.
Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier.
- Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
- Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
- Step of the Wind: You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Multi-Class, Currently Level 1
(Humans, Orcs)
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 6th and 10th level.
+5 Acrobatics (DEX)
+4 Insight (WIS)
+4 Medicine (WIS)
+5 Stealth (DEX)
+4 Survival (WIS)
+4 Perception (WIS)
+2 Animal Handling (WIS)
+0 Arcana (INT)
+1 Deception (CHA)
+0 History (INT)
+1 Intimidation (CHA)
+0 Investigation (INT)
+0 Nature (INT)
+0 Performance (CHA)
+1 Persuasion (CHA)
+0 Religion (INT)
+3 Slight of Hand (DEX)
Thieves' Tools
Martial Weapons
Simple Weapons
Short Swords
Light Armor
Medium Armor
Shields
Gold Pieces | 250 |
Silver Pieces | 1 |
Copper Pieces | 6 |
Shortsword (x2)
10 Darts
On Person / Carried:
Bedroll & Blanket
Backpack:
10 Pitons
10 Torches
Crowbar
Hammer
Healer's Kit
Sack (2)
Tinderbox
Waterskin
Dice Set
Candle (2)
Pouch 2:
Thieves' Tools
Caltrops (bag of 20)
Mirror, Steel