Neopopulas Posted March 29 Clone Share Posted March 29 Zazarra Monk of Still Waters Monk 5 Medium humanoid female (Lizardfolk), True Neutral Armor Class Hit Points Speed 1913+ +3 Dex +2 Wis Total: 19 43 (5d8) 30' walking. 30' swimming Senses: Languages: Proficiency Bonus: Passive Perception 13 Draconic, Southern Trade, Orcish +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 10 (+0) Save +3 Athletics +6 Dexterity 17 (+3) Save +6 Acrobatics(A) +6 | Sleight of Hand +3 | Stealth +6 Constitution 15 (+2) Save +2 No skills associated. Intelligence 8 (-1) Save +0 Arcana -1 | History -1 | Investigation -1 | Nature +2 | Religion -1 Wisdom 16 (+3) Save +3 Animal Handling +3 | Insight +3 | Medicine +3 | Perception +6 | Survival +6 Charisma 8 (-1) Save -1 Deception -1 | Intimidation -1 | Performance -1 | Persuasion -1 (A) denotes Advantage / (E) denotes Expertise. / Bold denotes Proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools: Cook's Utensils Skills: Stealth, Survival Instruments: Drum Weapons: Simple weapons, shortswords Armors: None Language: Orcish, Southern Trade Tongue, Draconic RACIAL TRAITS Attribute Increase: +2 dex, +1 Con Speed: Walking 30, Swimming 30 Natural Weapons: Bite 1d4+strength, Claws 1d4+strength Hold Breath: 15 minutes Natural Armour: When not wearing armour, AC starts at 13 Hunter's Knack: Gain proficiency with Perception, Nature Gift of Grace: Advantage on Acrobatics Gift of Vigor: Max HP increase by 1 per level MONK CLASS ABILITIES Unarmoured Defense Martial Arts Ki Dedicated Weapon • When wearing no armour or shield, AC is equal to Dex + Wis • Use Dex instead of Strength for Attack and Damage rolls • Roll 1d6 for damage with unarmed and monk weapons • Make one unarmed strike as a bonus action • Ki save DC: 8 + Prof + Wis • Flurry of Blows: 1 ki for 2 unarmed strikes • Patient Defense: 1 ki to take Dodge as bonus • Step of the Wind: 1 ki to Disengage or Dash • On a short rest, choose a weapon to count as a monk weapon; - Must be a Simple or Martial weapon - Must be proficient - Must lack heavy or special properties Unarmoured Movement Deflect Missiles Monastic Tradition Ki-Fueled Attacks • Increase speed by 10ft • As a reaction, reduce damage by 1d10 + Dex + monk level • Way of Still Waters • If you spend 1 ki point or more as part of your action on your turn, make one unarmed strike as a bonus action Slow Fall Quickened Healing Extra Attacks Stunning Strike • Use reaction to reduce falling damage by 5 * Monk level • Spend 2 ki points and roll Martial Arts die. Regain number of HP equal to roll + Prof • Gain an extra attack as part of the Attack action • Spend 1 ki point. Target must make a Con save or be stunned Focused Aim • On a miss, spend 1 to 3 ki points and increase your attack roll by 2 for each spent Monastic Tradition - The Way of Still Waters Perfect Calm Turbulence Die • Level 3 • When spending Ki on Flurry of Blows, Patient Defense or Step of the wind, also gain advantage on your choise of save before the end of your next turn • Level 3 • When a hostile creature missing you OR you succeed on a saving throw, you can use your reaction to gain Turbulence Die, which is the same type as your martial arts die. Your can have a number of die equal to your Prof bonus. When you hit with an attack, you can roll any number of turbulence dice and add the total result to the damage you deal. Turbulence die that result in a 1 or 2 are spent, otherwise you do not expend Turbulence Dice. You use all accumulated dice after not being attacked for 1 minute FEATS Level 4 Boundless Reserves • Stat Bonus: Wisdom +1. Uses: 1/short rest Spend and roll 1 Hit Dice + Con Mod and regain half that number in Ki points. Level 8 WEAPONS WEAPONS EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBRANCE (71 lbs.) Weight: lbs. / 0 lbs. max. Status: Unencumbered Penalty: None MONEY POUCH (2.00 lbs.) Copper: 50 | Silver: 2 | Gold: 80 | Platinum: 0 ( Coins x .02 lbs. = 0.0 lbs. Total Weight) GEAR () ITEMS Armor (0 lbs.) - Weapons (0 lbs.) Items (0 lbs.) - Traveler's Clothes - Waterskin - Cooking Utensils - Small Drum - Potion of Healing (7) * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED ATTUNED (1/3) Dragonhide Belt (+1) This finely detailed belt is made of dragonhide. While wearing it, you gain a +1 bonus to the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn. APPEARANCE Age 13 | Height 5'7" | Weight 78 lbs. | Hair - | Eyes Black | Complexion Scales A slim and relatively light lizardfolk, Zazarra is on the small side for her kind, at a little under six feet and lithe. Her black scales would blend in perfectly with her swampy homeland, but much less so anywhere else. Her dark eyes are hard to track, and her quick, sudden movements are unusually hard to follow. She often wears as little as possible, basking in the sun and the warmth wherever she can find it, she wears all her wealth in the form of jewelry - often simply pinning the gold coins to cordage and wire, enjoying the sounds it makes. BACKGROUND Wastelanded Reaver Source Wastes of Chaos Personality Traits: Allies are useful commodities. I even like some of them. Ideals: Fun, life is to be enjoyed. Bonds: A pack of chaos trolls devoured every last member of my band... Flaws: I tend to eat my kills... Background Feature: Reaver's Life Advantage on Intimidate checks against those aware of your past BACKSTORY Zazarra grew up deep in the dark jungles of her homeland, a hot, sweltering place full of poisonous creatures and delicacies, her small village was one among many. Her dense, humid homeland was an exceptionally dangerous place and bred careful, patient hunters. Wanderlust took her early, and she traveled the deep paths of the jungle for many years, roaming further and further afield. Every time she returned home, her egg-sisters would chide her on her need to be away, no one else saw a need to leave the village, let along the clans hunting ground but she sought adventure and excitement wherever she could find it, and new experiences in every new place she found. She would hire herself out to almost anyone who could pay her, be it caravan master or ship captain, and these jobs - though they never lasted - would take her to the wildest, and furthest lands she could think of. One of the first places she found herself was the port city of Kobleck on the coast of Zobanu, her jungle home. The port city was seedy and rough and she found herself at home in its dark alleys and humid ports. From there she found herself on a ship captained by a giant minotaur by the name of Ranakanth. The Wastes were simply her most recent and hopefully not her last destination, and she was intent on finding her fortune in its wild lands In each of these lands she learned something new, some new skill, some knew piece of knowledge, a new trick or story and each one of these built the tapestry of her life, many would not believe her age, were she to tell them, for all she had experienced she was happy - insistent - on sharing wherever she went. POSTING TEMPLATE NAME - AC: | HP: | Initiative: + | Passive Perception: | DM Inspiration: 1/1 Post goes here. "Speech" thoughts in italics Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Neopopulas Posted March 29 Author Clone Share Posted March 29 To-do • Equipment -- Sell equipment Darts = 50cp Explorer's Pack = 10gp Shortsword = 10gp Quarterstaff = 2sp Total: 20gp, 2sp, 50cp Buy equipment Total: 430 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted April 7 Clone Share Posted April 7 Thanks for the application, I have marked them as completed. Good luck in final selection. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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