Difference between revisions of "Clarc"

From OakthorneWiki
Jump to navigationJump to search
Line 86: Line 86:
 
* Vial of Dark Eye Oil - 60ft Darkvision - 1 hr - Charges 5/5 - Blind if Blinded
 
* Vial of Dark Eye Oil - 60ft Darkvision - 1 hr - Charges 5/5 - Blind if Blinded
 
* Potion of Greater Healing
 
* Potion of Greater Healing
 +
* Eyes of the Eagle
  
 
==Equipment==
 
==Equipment==

Revision as of 21:45, 31 May 2019

Clarc
Clarc.jpg
Race: Aarakocra, Class: Monk (Kensei)
Background: Faction Agent, Alignment: Chaotic Good
Patron Deity: Syranita
Factions: Harpers 5, Stationers' Guild 1
Ability Scores
Strength 10 (+0), Dexterity 18 (+4), Constitution 10 (+0);
Intelligence 12 (+1), Wisdom 16 (+3), Charisma 9 (-1)
Proficiencies
Bonus: +2
Saving Throws: STR & DEX
Skills: Acrobatics, Athletics, History, Insight, Religion, Perception (x2 Proficiency Bonus for Sight), Performance
Tools: Calligrapher's Supplies, Cartographer's Tools, Herbalist Kit, Pipa
Languages: Common, Aarakocra, Auran, Chondathan, Espruar, Auld Wyrmish, Alzhedo
Armor: None
Weapons: Simple Weapons, Short Swords, Longsword (Dadao), Longbow
Traits
Flight Speed 60, Natural Weapons, Unarmored Defense, Martial Arts, Flurry of Blows, Patient Defense, Step of the Wind, Armored Movement, Path of the Kensei, Agile Parry, Kensei's Shot, Way of the Brush, Deflect Missiles
Feats
0
Combat
Attacks:

Dadao: +6, 1d8+4 Slashing, Versatile;
Longbow: +6, 1d8+4 Piercing;
Unarmed: +6, 1d4+4 Bludgeoning or Slashing
Armor Class: 17, Initiative: +4, Speed: 35 ft
Hit Points: 30, Hit Dice: 4d8

Social
Personality Traits: PERSONALITY
Ideals: IDEALS
Bonds: BONDS
Flaws: FLAWSTemplate:Dusken-Glade-Milestones
Character Relevant Links

Harpers: Faction Info • Harpers of Waterdeep • Dusken Glade Cell
People & Places: Local NeighborhoodDusken Glade Inn • RivalsStationers' Guild
Campaign Info: House RulesGroup Treasury

Traits

Racial Traits

  • Flight Speed 60
  • Natural Weapons (1d4+4 Slashing/Bludgeoning)

Class Traits

  • Unarmored Defense - Add Dex and Wis to AC
  • Martial Arts
  • Flurry of Blows (1 Ki) - +2 Additional unarmed attacks as Bonus Action
  • Patient Defense (1 Ki) - Take Dodge action as Bonus Action
  • Step of the Wind (1 Ki) - Disengage or Dash as Bonus Action; Double Jump Distances for Turn
  • Unarmored Movement - +10ft to Movement
  • Deflect Missiles - 1d10 + Dex Mod + Monk Level; (1 Ki) Make attack with projectile as monk weapon as Reaction
  • Slow-Fall - Use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Specialty Traits

  • Path of the Kensei - Choose two weapons (Longsword, Longbow). Proficient with said weapons as monk weapons
  • Agile Parry - +2 AC until start of next turn if an unarmed attack was included with kensei weapon attack.
  • Kensei's Shot - add 1d4+3 Piercing damage to archery attack as bonus action
  • Way of the Brush - Calligrapher

Background Traits

Faction Agent

  • +2 Skills
  • +2 Languages

Aarakocra.JPG

Feats

Sky Warden

Prerequisite: Aarakocra
You are trained for both scouting the skies and aerial combat. You gain the following benefits:

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Perception skill if you don’t already have it. You add double your proficiency bonus to Perception checks that rely on sight.
  • Once per turn, if you are flying and dive at least 30 feet straight toward a target and then hit it with a melee weapon attack, the attack deals an extra 1d6 damage to the target.

Resources

  • Coins: 0 cp • 0 sp • 0 ep • 677 gp • 11 pp • Other coins: 0
  • Gems: 0

Magic Items

  • Quiver of Ehlonna - Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
  • Journal that always has a page at the back to turn
  • Alchemical Ink that can be any color
  • Luckstone - +1 to Skill Checks and Saving Throws
  • Vial of Dark Eye Oil - 60ft Darkvision - 1 hr - Charges 5/5 - Blind if Blinded
  • Potion of Greater Healing
  • Eyes of the Eagle

Equipment

Carried Equipment

  • In Hand: Dadao
  • Worn: Quiver of Ehlonna
  • Belt: x
  • Backpack: x

Stored Equipment

  • Longbow
  • Pipa (Stringed Instrument)

Lifestyle

  • xxx: (x gp/day). x

Origin

  • Born to a small aarakocra colony in the southern Sword Mountains, though you have no memory of this.
  • According to Master Dumak, he was in those mountains when he saw the red dragon attack. He arrived too late to stop it, but found you huddled under some brush on the outskirts of the village, still quite young. He took you with him back to Waterdeep.
  • As there was no way to raise a child in the Monastery of the Sun, he asked a friend, Denabria Faez of the Harpers, to raise you. She and her wife Zavelinda brought you up in their inn, the Dusken Glade Inn.
  • As you hit adolescence, Master Dumak took you in for training as a monk, teaching you his own sword-monk disciplines.
  • You have been around Harpers all your life, so it was only natural that you should become one, which Denabria gave you the chance to do recently.

Important Individuals

Dusken Glade Inn

Denabria-faez.jpg
Denabria Faez
Mom + Harper Handler
Denabria has raised you for as long as you can remember. She has provided a roof over your head and food on your plate, and lavished you with as much affection as you felt comfortable receiving. She is always there with a laugh and a kiss on the head, and has always been your first protector and advocate. You have become a Harper under her guidance.
Zavelinda.jpg
Zavelina
Mom
Denabria's ladywife, and your other mother, it was Zavelinda who first taught you beginning martial arts techniques, before Master Dumak decided that you were mature enough to begin his training regimen. She is the carefree one, the contrast to Denabria's careful management, and you know that she is wildly proud of your developing martial talents.

Monastery

Dumak.jpg
Master Dumak
Swordmonk Master
Master Dumak is an incredibly skilled sword-monk, wielding a strange, silver blade that gleams like quicksilver when he uses it. His teaching style is caustic and severe, quick to belittle your failures and stingy with praise, although you've known him long enough to be able to recognize when he is proud of your progress. He is very protective of you, although he would never step in to fight your battles for you. He has a dry sense of humor that you're fairly certain only you, Zavelinda, and Abbot Alger ever witness.
Abbot-alger.jpg
Abbot Alger of Amanautor
Abbot of the Monastery of the Sun
Distant but kind, even Master Dumak treats Abbot Alger with respect and deference. The abbot has always kept his distance to some degree, although as you've gotten older you suspect it's simply out of respect for Master Dumak: a student should have a single authority, and Abbot Alger is very observant of such boundaries. It isn't uncommon to find the Abbot out and about in the neighborhood where you live (Trades Point North), getting his hands dirty helping the locals out in some way or another.
Lessemas.jpg
Lessemas of Lathander
Sun Soul Adept
A senior monk at the monastery, Lessemas is quiet and contemplative, always rising before the dawn (along with the other Lathandrite monks). He prefers the space to work in the courtyard outside the monastery proper. He has acted as something of a big brother to you during your time, helping to explain certain things that Master Dumak is too impatient to bother with, or things that the monastery expects you to adhere to that are confusing.

The Stationers' Guild

Ilvaro-dunaer.jpg
Master Ilvaro Dunaer
Master in the Stationers' Guild
Your master in the Stationers' Guild is a no-nonsense man who was somewhat hesitant to take you on as an apprentice. Your diligence at work has won him over, though he does nothing to protect you from the rude stares and whispers of the rest of the guild.