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Post by sojourn on May 14, 2019 2:08:36 GMT
QUICK FACTS Class: Monk 3 / Ranger 2 Race: Half-Drow Gender: Male Age: 32 (b. 18 Mirtul, 1458 DR)
Alignment: Chaotic Good Deities: Eilistraee, Sehanine Moonbow Proficiency Bonus: + 3 Initiative: +3 Armor Class: 16 (10+3+3) Speed: 40ft (30ft+10ft)
Ki: 3 Ki Save DC: 14
Passive Perception: 16 Passive Investigation: 10 Passive Insight: 16
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Post by sojourn on May 14, 2019 2:08:57 GMT
APPEARANCE Hair: White 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 chin-length or shorter, worn untamed and loose 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. PERSONALITY 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. INFP: The Mediator 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. BIRTH SIGNS Year of Lightning Strikes 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.
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Post by sojourn on May 14, 2019 2:11:08 GMT
HISTORY 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. BACKGROUND: URBAN BOUNTY HUNTER Feature: Ear to the GroundYou 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, Perception
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Post by sojourn on May 19, 2019 13:11:43 GMT
FEATS, STATS, & TRAITS STR | 10 | +0 | DEX | 16 | +3 | CON | 14 | +2 | INT | 8 | -1 | WIS | 16 | +3 | CHA | 10 | +0 |
Stat Bonuses: +2 Cha, +1 Dex, +1 Wis 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. Drow Magic:You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. CLASS FEATURES: MONK Starting Class, Currently Level 3 UNARMORED DEFENSE While you are wearing no armor and not wielding a shield, your AC equals: 10 + your Dexterity modifier + your Wisdom modifier. MARTIAL ARTS At 1st level, your practice of martial arts gives you 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 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.
KI Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. 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. - Distant Eye: When you make a ranged weapon attack, you can spend 1 ki point to prevent attacking at long range from imposing disadvantage on your attack rolls until the end of current turn.
- 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.
- Quickened Healing: As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled.
- 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.
Ki-Fueled Strikes (A UA Class Feature Variant Addition) If you spend 1 ki or more as part of your action on your turn, you can then immediately make one unarmed strike as a bonus action. UNARMORED MOVEMENT 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. DEFLECT MISSILES Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack. MONASTIC TRADITION: WAY of SHADOW Shadow ArtsYou can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don't already know it. CLASS FEATURES: RANGER Multi-Class, Currently Level 1
FAVORED FOE You can call on your bond with nature to mark a creature as your favored enemy for a time: you know the hunter's mark spell, and wisdom is your spellcasting ability for it. You can use it a certain number of times without requiring concentration—a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. When you gain the spellcasting feature at 2nd level, hunter's mark doesn't count against the number of ranger spells you know. NATURAL EXPLORER You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: - You ignore difficult terrain
- You have advantage on initiative rolls
- On your first turn during combat, you have advantage on attack rolls against creatures that have not acted
In addition, you are skill at navigating the wilderness (well, urban wilderness in Kieran's case?). You gain the following benefits when traveling for an hour or more: - 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
FIGHTING STYLE: Blindfighting (UA Class Feature Variant) Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you. SPELLCASTING By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spells: Cure Wounds, Ensnaring Strike. SKILLS & PROFICIENCIES +2 Athletics (STR) +5 Acrobatics (DEX) +5 Stealth (DEX) +4 Survival (WIS) +4 Perception (WIS)
+2 Animal Handling (WIS) +0 Arcana (INT) +1 Deception (CHA) +0 History (INT) +2 Insight (WIS) +1 Intimidation (CHA) +0 Investigation (INT) +2 Medicine (WIS) +0 Nature (INT) +0 Performance (CHA) +1 Persuasion (CHA) +0 Religion (INT) +3 Slight of Hand (DEX)
PROFICIENCIES Gaming Set (Dice) Thieves' Tools Cook's Utensils
Martial Weapons Simple Weapons Short Swords
Light Armor Medium Armor Shields
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Post by sojourn on May 19, 2019 13:15:27 GMT
EQUIPMENT & LEDGER WEALTH Gold Pieces | 4357 | Silver Pieces | 0 | Copper Pieces | 6 |
GEAR Weapons:Insignia of ClawsQuarterstaff Shortsword (x1) 10 Darts On Person / Carried: Backpack:10 Days of Rations 10 Pitons 10 Torches Crowbar Hammer Healer's Kit Sack (2) Tinderbox Waterskin
Pouch 1:Dice Set Candle (2) 2 Potions of HealingPouch 2:Thieves' Tools Caltrops (bag of 20) Mirror, Steel
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Post by sojourn on May 19, 2019 13:27:23 GMT
NEEDS UPDATING. Don't look here. Aaahhhh. THREAD TRACKER MEMORIES SPRING 1490DR TITLE | LOCATION | CHARACTERS INVOLVED | REWARDS | Never a Dull Moment | Waterdeep, Mistshore | Kieran (PC), Miri (PC), Caim (PC), Ceres (NPC), Talia (NPC) | 1900XP | Blue Alley | Waterdeep, Blue Alley | Kieran (PC), Solstice (PC), Crispin (PC), Miri (PC), Stephen (PC), Sister Valerie (PC) | TBD | Blood's Blood | Waterdeep | Kieran (PC), Dhaunmyr (PC), | TBD | Code Legal? What Code Legal? | Waterdeep, City Prison | Kieran (PC), Citrine (PC), | TBD | The Black Hand Strikes | Waterdeep | Kieran (PC), Dhaunmyr (PC), Solstice (PC), Rinn (PC) | TBD |
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Post by sojourn on May 26, 2019 14:13:34 GMT
PROGRESSION PLAN MONK PROGRESSION LEVEL | ABILITIES | 3 | 3 ki Deflect Missiles Monastic Tradition: Way of Shadow
- Cantrip: Minor Illusion
- Spells (2 ki/spell): darkness, darkvision, pass without trace, silence
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[/ul][/td][/tr][tr style="background-color:#FFF;"][td style="padding:3px;"]4 [/td][td style="padding:3px;"]4 ki Slow Fall ASI: Elvish Accuracy (+1 Wis)[/td][/tr][tr][td style="padding:3px;"]5 [/td][td style="padding:3px;"]5 ki / 1d6 Unarmed Damage Extra Attack Stunning Strike[/td][/tr][tr style="background-color:#FFF;"][td style="padding:3px;"]6 [/td][td style="padding:3px;"]6 ki / +15ft movement Ki-Empowered Strikes Shadow Step[/td][/tr][tr][td style="padding:3px;"]7 [/td][td style="padding:3px;"]7 ki Evasion Stillness of Mind[/td][/tr][tr style="background-color:#FFF;"][td style="padding:3px;"]8 [/td][td style="padding:3px;"]8 ki ASI: +2 Dex[/td][/tr][tr][td style="padding:3px;"]9 [/td][td style="padding:3px;"]9 ki Unarmored Movement Improvement[/td][/tr][tr style="background-color:#FFF;"][td style="padding:3px;"]10 [/td][td style="padding:3px;"]10 ki / +20ft movement Purity of Body[/td][/tr][tr][td style="padding:3px;"]11 [/td][td style="padding:3px;"]11 ki / 1d8 Unarmed Damage Cloak of Shadows[/td][/tr][tr style="background-color:#FFF;"][td style="padding:3px;"]12 [/td][td style="padding:3px;"]12 ki ASI: +2 Dex[/td][/tr][tr][td]13[/td][td style="padding:3px;"]13 Ki Tongue of Sun and Moon[/td][/tr][tr style="background-color:#FFF;"][td style="padding:3px;"]14[/td][td style="padding:3px;"]14 ki Diamond Soul[/td][/tr][/tbody][/table][/div] RANGER PROGRESSION LEVEL | ABILITIES | 2 | Fighting Style: Dueling Ranger Spells (2 known, 2 1st slots)
| 3 | Primeval Awareness Archetype: Stalker Conclave
Ranger Spells (3 known, 3 1st slots) | 4 | ASI: +2 Wis or Feat Ranger Spells (3 known, 3 1st slots) |
ROGUE PROGRESSION LEVEL | ABILITIES | 1 | Multiclass Bonus Skill: Slight of Hand Proficiency: Thieves' Tools Language: Thieves' Cant Sneak Attack: 1d6 Expertise: Stealth Expertise: Perception
| 2 | Cunning Action |
[/div][/div]
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