Difference between revisions of "Del"
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|Hit Dice=7d8 | |Hit Dice=7d8 | ||
|Personality= Naive | |Personality= Naive | ||
− | |Ideals= Everything has order. By understanding this Order, one can thrive. | + | |Ideals= • Everything has order. By understanding this Order, one can thrive.<br>• Family is Sacred |
+ | |||
|Bonds= Master Dhenor | |Bonds= Master Dhenor | ||
− | |Flaws= Childhood Trauma | + | |Flaws= • Childhood Trauma<br>• Naive |
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}} | }} | ||
__NOTOC__ | __NOTOC__ |
Revision as of 09:42, 28 November 2016
Del
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Race: Elf (Wood), Class: Monk (Way of the Arcane) Background: Hermit, Alignment: Lawful Neutral Patron Deity: Azuth Factions: FACTIONS |
Ability Scores
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Strength 13 (+1), Dexterity 19 (+4), Constitution 13 (+1); Intelligence 12 (+1), Wisdom 16 (+3), Charisma 9 (-1) |
Proficiencies
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Bonus: +3 Saving Throws: Strength, Dexterity & Wisdom Skills: Perception, Medicine, Religion, Arcana, Acrobatics, Athletics Tools: Flute, Herbalism Kit Languages: Common, Espruar Armor: None Weapons: Simple Weapons, Short swords, Longsword, Shortbow, Longbow |
Traits
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TRAITS |
Feats
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FEATS |
Combat
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Attacks: • Unarmed: +7 to hit, 1d6+4 Bludgeoning, Martial Arts Armor Class: 18 (10 + 3 [Wis] + 4 [Dex]+1 [cloak]), Initiative: +5, Speed: 50 ft Hit Points: 60, Hit Dice: 7d8 |
Social
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Personality Traits: Naive Ideals: • Everything has order. By understanding this Order, one can thrive. • Family is Sacred Bonds: Master Dhenor Flaws: • Childhood Trauma • Naive |
The world is not to be put in order. The world is order. It is for us to put ourselves in unison with this order. ― Henry Miller
Good order is the foundation of all great things. ― Edmund Burke
Traits
Racial Traits
Darkvision, Fey Ancestry, Mask of the Wild, +2 Dex, +1 Wis, Extra Language
Monk Traits
Unarmored Defense, Martial Arts, Ki, Unarmored Movement, Way of the Monk, Deflect Missiles, Slow Fall, Extra Attack, Stunning Strike, Ki-Empowered Strikes, Evasion, Stillness of Mind
- Total Ki: 7
Way of the Arcane Traits
Arcane Disciple:
- You become proficient in the Arcana skill
- Gain cantrips.
- mage hand
- prestidigitation
- At 3rd, 6th, 11th, and 17th level, you gain an arcane discipline
- Whenever you learn a new arcane discipline, you can also replace one arcane discipline that you already know with a different discipline.
Arcane Disciplines:
- Ghost Fighting. You can spend 2 ki points to be able to perceive and touch ethereal creatures, including damaging them with your unarmed attacks, for 1 minute.
- Wavering Form Technique (6th Level Required). You can spend 3 ki points to cast blur on yourself.
Background Traits
Extra Language, Tool Proficiencies: Herbalism kit, Skill Proficiencies: Medicine, Religion
Feats
- Resilient (Wisdom)
- Athlete
Resources
- Coins: x cp • x sp • x ep • 5 gp • 30 pp • Other coins: x
- Gems: x
Magic Items
- x
Equipment
Carried Equipment
- In Hand: x
- Worn: Common Clothes
- Cloak of protection (+1 saves and AC)
- Belt: x
- Backpack:
- bedroll
- mess kit
- tinderbox
- 10 torches
- 10 days of rations
- waterskin
- 50 feet of hempen rope strapped to the side of it
Stored Equipment
- Winter Blanket
- Herbalism Kit
Lifestyle
- xxx: (x gp/day). x
Origin
- x
Important Individuals
- x