Difference between revisions of "Del"

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|Alignment=Lawful Neutral
 
|Alignment=Lawful Neutral
 
|Patron Deity=Azuth
 
|Patron Deity=Azuth
|Factions=FACTIONS
+
|Factions=Order of the Shining Hand - 4, Blackstaff Tower - 1
 
|Ability Scores=Strength 13 (+1), Dexterity 19 (+4), Constitution 13 (+1);<br> Intelligence 12 (+1), Wisdom 16 (+3), Charisma 9 (-1)
 
|Ability Scores=Strength 13 (+1), Dexterity 19 (+4), Constitution 13 (+1);<br> Intelligence 12 (+1), Wisdom 16 (+3), Charisma 9 (-1)
 
|Bonus=+3
 
|Bonus=+3

Revision as of 22:08, 28 November 2016

Del
Del.jpg
Race: Elf (Wood), Class: Monk (Way of the Arcane)
Background: Hermit, Alignment: Lawful Neutral
Patron Deity: Azuth
Factions: Order of the Shining Hand - 4, Blackstaff Tower - 1
Ability Scores
Strength 13 (+1), Dexterity 19 (+4), Constitution 13 (+1);
Intelligence 12 (+1), Wisdom 16 (+3), Charisma 9 (-1)
Proficiencies
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
TRAITS
Feats
FEATS
Combat
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
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