Polyphemus Posted September 29, 2023 Clone Share Posted September 29, 2023 (edited) Kondor Ambereye Character Sheet Race: Duergar | Sex: Male | Age: 58 Height: 4’ 7” | Weight: 170lb | Deity: Bahamut Alignment: L.G. | Background: Gauntlet TraineeFaction Agent (Order of the Gauntlet) Class: Monk 1 | Expected Build: Way of the Ascendent DragonCould be subject to change, but what I'm thinking at the moment. Would be advancing straight monk for at least the foreseeable future. Proficiency Bonus +2 | AC: 17 | Max HP: 10 | Speed: 30ft | Senses: Darkvision 120ft, PP 13 | Init: +4 | Languages: Common, Undercommon, Dwarvish, Draconic STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA 13 (+1) 18 (+4) 14 (+2) 12 (+1) 16 (+3) 12 (+1) + 3 STR Save +6 DEX Save + 2 CON Save +1 INT Save +3 WIS Save +1 CHA Save +3 Athletics +6 Acrobatics +4 Sleight +4 Stealth +1 Arcana +3 History +1 Investigation +1 Nature +3 Religion +3 A. Handeling +5 Insight +3 Medicine +3 Perception +3 Survival +1 Deception +1 Intimidation +1 Performance +1 Persuasion Features Duergar: DarkvisionYou can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Duergar MagicStarting at 3rd level, you can cast the Enlarge/Reduce spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Invisibility spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). Dwarven ResilienceYou have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage. Psionic FortitudeYou have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself. Monk: Unarmored DefenseBeginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Martial ArtsAt 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords 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. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page. Weapons Quarterstaff: Melee weapon attack: +6 to hit, reach 5ft, one target. Hit: 1d8+4 bludgeoning damage. Unarmed Strike: Melee weapon attack: +6 to hit, reach 5ft, one target. Hit: 1d4+4 bludgeoning damage. Dart: Ranged weapon attack: +6 to hit, range 20ft / 60ft, one target. Hit: 1d4+4 piercing damage. Expenses Starting gear (monk): -Quarterstaff -10 darts -Explorer's pack Starting gear (background): -Emblem of the Order of the Gauntlet -Copy of seminal faction text -Common clothes -pouch of 15gp Appearance Kondor's musclular purplish gray skin is covered with numerous draconic tattoos depicting or referencing his diety, Bahamut. He usually wears simple flexible pants with no shirt to openly display his tattoos to honor Bahamut. Thick white hair adorns his head and beard. He travels light with only the essentials he needs, using his quarter staff as a walking stick when not using it in battle. Personality wip Backstory wip Edited October 7, 2023 by Polyphemus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls stats 14,16,15,12,12,13 repeat(drop(4d6,lowest,1),6) 1,2,6,6,1,5,5,6,2,3,6,6,1,3,3,6,1,4,4,4,1,2,5,6 stats #2 12,12,10,12,11,12 repeat(drop(4d6,lowest,1),6) 1,2,4,6,1,4,4,4,1,2,4,4,2,3,3,6,2,3,4,4,2,3,3,6 Link to comment Share on other sites More sharing options...
Polyphemus Posted September 29, 2023 Author Clone Share Posted September 29, 2023 Reserved Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Polyphemus Posted October 7, 2023 Author Clone Share Posted October 7, 2023 Ended up becoming rather busy, so I don't think I'll have the time to sit down and finish up the app before the deadline. Going to withdraw, good luck with making the final decision. Lots of great choices here! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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