Post by authenticet on May 18, 2019 23:57:06 GMT
Biography
Character Name: Zephyr
Character Level: 3
Race: Air Genasi
Gender: Female
Alignment: Chaotic neutral
Deity: Akadi
Size: Medium
Hair: Light grey/white
Eyes: Dark grey
Height: 5'3"
Weight: 105lbs
Age: 21
Appearance: Zephyr wears a simple white dress with a cut from the top of the thigh down to the bottom of the dress on either side to make movement easier; underneath which she wears a simple pair of slightly greyed trousers and a simple, matching greyed bodice and hood. She carries on her a long quarterstaff for combat. Her skin is a light grey/blue colour, and, due to being an air Genasi, when she speaks her voice is extremely airy, and accompanying her is a very gentle breeze.
History: During her first few years she remained in the Earthspur mountains, with Genasi only leaving the mountain every few months to get supplies that were hard to acquire on mountain tops. At the age of 17 she encountered death for the first time in front of her, seeing one of the older Genasi slowly pass away in front of her, leaving her with a fascination into how death worked and most importantly, how to avoid it.
She chose to leave the sanctuary of the mountains and began travelling, asking around for clerics, scholars, anyone who could explain to her the nature of death and what happened after one died. She found nothing, herbal medicines, explanations of how death was natural, and introductions to many Gods who could potentially alleviate the worry after one died.
She eventually found herself arriving at a monk training camp after she was pointed in the direction by a friendly gnome who'd heard of a group of people who spent their lives avoiding death and upon arrival she found what he'd said to be true. She was accepted into the camp due to her interest in the Way of the Long Death and was placed under the tutelage of a fire Genasi named Empyrean who was a few years her senior. The two of them found themselves becoming very close to each other over the duration of her training with them, but she was still largely unsatisfied. Her fascination had manifested itself into a fear and she knew that in order to avoid death she'd have to become more experienced; a problem she often expressed annoyance to Empyrean with when she was given more menial tasks due to her novice abilities. She chose to leave in the dead of the night, much to the betrayal and grief of Empyrean and vowed not to return to him until she found herself above death the same way he was.
Personality: Zephyr comes across as extremely light-hearted and jovial, often partaking in light 'banter' and poking fun at those around her. She sees a lot of what she's doing as an adventure, but also her mission in life - and fails to see the potential redundancy in spending one's life trying to avoid death. She finds herself picking up bad habits in terms of her health very easily, drinking in excess in the name of a 'fun night out' and refuses to acknowledge to herself the potential affect on her longevity it could have. Simply she can be very hypocritical and unempathetic demonstrated in her abandonment of Empyrean.
I begin or end my day with small traditional rituals that are unfamiliar to those around me.
Sarcasm and insults are my weapons of choice.
Adventure. I’m far from home, and everything is strange and wonderful!
I’m fascinated by the beauty and wonder of this new land.
I have a weakness for the new intoxicants and other pleasures of this land.
Stats
Ability Scores
Strength: 8 (-1)
Dexterity: 16 (+3)
Constitution: 15 (+2)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 10 (+0)
Class
Monk: Way of the Long Death
Skills
Flurry of Blows
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 Defence
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.
Unarmed Strike
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.
Deflect Missiles
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 + 3 + 3. If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon) with a range of 20/60.
Deflect Missiles Attack
If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon).
Touch of Death (Special)
When you reduce a creature within 5 ft. of you to 0 HP, you gain +5 temp HP.
Unarmoured Defence
While not wearing armour and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
Martial Arts
While you are unarmed or wielding only monk weapons and you aren’t wearing armour or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
Unarmed Strike: 1 Bonus Action
Ki
You can spend Ki Points to fuel ki features. You have 3 points per short rest and your Ki save DC is 12.
Flurry of Blows - 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 Defence - 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.
Unarmoured Movement
Your speed increases by 10 feet while you are not wearing armour or wielding a shield.
Unending Breath
You can hold your breath indefinitely while you’re not incapacitated.
Mingle with the Wind
You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Proficiencies & Languages
Proficiencies in bold
DEX Acrobatics + 5
WIS Animal Handling + 2
INT Arcana + 1
STR Athletics - 1
CHA Deception + 0
INT History + 1
WIS Insight + 4
CHA Intimidation + 0
INT Investigation + 1
WIS Medicine + 2
INT Nature + 1
WIS Perception + 4
CHA Performance + 0
CHA Persuasion + 0
INT Religion +3
DEX Sleight of Hand + 3
DEX Stealth + 3
WIS Survival + 2
Common, primordial, infernal
Background
Far traveller - Feature: All Eyes on You
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
Gear
Quarterstaff (to use as a 2 handed weapon)
Woodcarver's tools
Lyre
A prayer wheel
5 sticks of incense
Vestments
Wooden bird
Overview
Initiative +3
Hit points = 24
Proficiency bonus +2
Armour class = 15
Walking speed = 40ft
Character Name: Zephyr
Character Level: 3
Race: Air Genasi
Gender: Female
Alignment: Chaotic neutral
Deity: Akadi
Size: Medium
Hair: Light grey/white
Eyes: Dark grey
Height: 5'3"
Weight: 105lbs
Age: 21
Appearance: Zephyr wears a simple white dress with a cut from the top of the thigh down to the bottom of the dress on either side to make movement easier; underneath which she wears a simple pair of slightly greyed trousers and a simple, matching greyed bodice and hood. She carries on her a long quarterstaff for combat. Her skin is a light grey/blue colour, and, due to being an air Genasi, when she speaks her voice is extremely airy, and accompanying her is a very gentle breeze.
History: During her first few years she remained in the Earthspur mountains, with Genasi only leaving the mountain every few months to get supplies that were hard to acquire on mountain tops. At the age of 17 she encountered death for the first time in front of her, seeing one of the older Genasi slowly pass away in front of her, leaving her with a fascination into how death worked and most importantly, how to avoid it.
She chose to leave the sanctuary of the mountains and began travelling, asking around for clerics, scholars, anyone who could explain to her the nature of death and what happened after one died. She found nothing, herbal medicines, explanations of how death was natural, and introductions to many Gods who could potentially alleviate the worry after one died.
She eventually found herself arriving at a monk training camp after she was pointed in the direction by a friendly gnome who'd heard of a group of people who spent their lives avoiding death and upon arrival she found what he'd said to be true. She was accepted into the camp due to her interest in the Way of the Long Death and was placed under the tutelage of a fire Genasi named Empyrean who was a few years her senior. The two of them found themselves becoming very close to each other over the duration of her training with them, but she was still largely unsatisfied. Her fascination had manifested itself into a fear and she knew that in order to avoid death she'd have to become more experienced; a problem she often expressed annoyance to Empyrean with when she was given more menial tasks due to her novice abilities. She chose to leave in the dead of the night, much to the betrayal and grief of Empyrean and vowed not to return to him until she found herself above death the same way he was.
Personality: Zephyr comes across as extremely light-hearted and jovial, often partaking in light 'banter' and poking fun at those around her. She sees a lot of what she's doing as an adventure, but also her mission in life - and fails to see the potential redundancy in spending one's life trying to avoid death. She finds herself picking up bad habits in terms of her health very easily, drinking in excess in the name of a 'fun night out' and refuses to acknowledge to herself the potential affect on her longevity it could have. Simply she can be very hypocritical and unempathetic demonstrated in her abandonment of Empyrean.
I begin or end my day with small traditional rituals that are unfamiliar to those around me.
Sarcasm and insults are my weapons of choice.
Adventure. I’m far from home, and everything is strange and wonderful!
I’m fascinated by the beauty and wonder of this new land.
I have a weakness for the new intoxicants and other pleasures of this land.
Stats
Ability Scores
Strength: 8 (-1)
Dexterity: 16 (+3)
Constitution: 15 (+2)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 10 (+0)
Class
Monk: Way of the Long Death
Skills
Flurry of Blows
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 Defence
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.
Unarmed Strike
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.
Deflect Missiles
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 + 3 + 3. If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon) with a range of 20/60.
Deflect Missiles Attack
If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon).
Touch of Death (Special)
When you reduce a creature within 5 ft. of you to 0 HP, you gain +5 temp HP.
Unarmoured Defence
While not wearing armour and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
Martial Arts
While you are unarmed or wielding only monk weapons and you aren’t wearing armour or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
Unarmed Strike: 1 Bonus Action
Ki
You can spend Ki Points to fuel ki features. You have 3 points per short rest and your Ki save DC is 12.
Flurry of Blows - 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 Defence - 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.
Unarmoured Movement
Your speed increases by 10 feet while you are not wearing armour or wielding a shield.
Unending Breath
You can hold your breath indefinitely while you’re not incapacitated.
Mingle with the Wind
You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Proficiencies & Languages
Proficiencies in bold
DEX Acrobatics + 5
WIS Animal Handling + 2
INT Arcana + 1
STR Athletics - 1
CHA Deception + 0
INT History + 1
WIS Insight + 4
CHA Intimidation + 0
INT Investigation + 1
WIS Medicine + 2
INT Nature + 1
WIS Perception + 4
CHA Performance + 0
CHA Persuasion + 0
INT Religion +3
DEX Sleight of Hand + 3
DEX Stealth + 3
WIS Survival + 2
Common, primordial, infernal
Background
Far traveller - Feature: All Eyes on You
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
Gear
Quarterstaff (to use as a 2 handed weapon)
Woodcarver's tools
Lyre
A prayer wheel
5 sticks of incense
Vestments
Wooden bird
Overview
Initiative +3
Hit points = 24
Proficiency bonus +2
Armour class = 15
Walking speed = 40ft