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Caeius - the Lost Xorthian


RedDingo

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Caeius

Amnesiac Xorthian Monk

 

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"They call me: Caeius."

 

Monk 3

Medium human, Lawful Good


Armor Class 16

Hit Points 27 (3d8+3)
Speed 40'


Senses .

Languages common, elvish, xorthic

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 12 (+1)
Save +3
Athletics +3


Dexterity 16 (+3) 
Save +5
Acrobatics +5 | Sleight of Hand +3 | Stealth +3


Constitution 13 (+1)
Save +1
No skills associated.


Intelligence 13 (+1)
Save +1
Arcana +1 | History +1 | Investigation +1 | Nature +1 | Religion +1


Wisdom 16 (+3)
Save +3
Animal Handling +3 | Insight +5 | Medicine +5Perception +5 | Survival +3


Charisma 10 (+0) 
Save +0
Deception +0 | Intimidation +0 | Performance +0 | Persuasion +0

(E) denotes expertise. / Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools Cook's Utensils, Calligrapher's Supplies
  • Instruments OcarinaFlute
  • Weapons Simple, Shortswords, Longswords, Longbows
  • Armors

MONK CLASS ABILITIES
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.
(1d4)
| KiStarting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier.
| Unarmored MovementStarting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
+10' | Monastic TraditionWhen you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.: Way of the KenseiMonks of the Way of the Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.

A kensei sees a weapon much in the same way a calligrapher or a painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.
| Deflect MissilesStarting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.
(1d10+6) | Ki-Fueled AttackAlso at 3rd level, if you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.


WAY OF THE KENSEI SUBCLASS ABILITIES

Path of the KenseiWhen you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits: | Kensei WeaponsChoose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon – either melee or ranged – to be a kensei weapon for you, following the criteria above. Longswords and Longbows | Agile Parry If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated. | Kensei's ShotYou can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn. | Way of the BrushYou gain proficiency with your choice of calligrapher's supplies or painter's supplies. Calligrapher's Supplies


RACIAL TRAITS Human Variant
Ability Score IncreaseTwo different ability scores of your choice increase by 1. +1 Dex & Wis | AgeHumans reach adulthood in their late teens and live less than a century. | SizeHumans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. | SpeedYour base walking speed is 30 feet. 30' | LanguageYou can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. Elven | FeatYou gain one Feat of your choice. Chef | SkillsYou gain proficiency in one skill of your choice. Medicine


FEATS

ChefTime and effort spent mastering the culinary arts has paid off. You gain the following benefits:

*Increase your Constitution or Wisdom score by 1, to a maximum of 20.

*You gain proficiency with cook’s utensils if you don’t already have it.

* As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.

* With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.
+1 Wis


SUPERNATURAL GIFTS

Heroic DestinyGreat deeds lie in your future, and it will take extraordinary effort to kill you before you accomplish those deeds. | Defy DeathYou have advantage on death saving throws. | Hard to KillWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can't use it again until you finish a long rest.

 

KI ABILITIES

KI - 3/3 per short or long rest, DC 13

  • Flurry of BlowsImmediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient DefenseYou can spend 1 ki point to take the Dodge action as a bonus action on your turn.
  • Step of the WindYou can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
  • Ki-Fueled AttackAlso at 3rd level, if you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.

 

ATTACKS

WEAPONS

  • JihanLongsword +5 to hit for (1d8/1d10+3) slashing damage | Versatile
  • Unarmed Strike +5 to hit for (1d4+3) bludgeoning damage
  • YuhimLongbow +5 to hit for (1d8+3) piercing damage. | Ammunition, heavy, two-handed, range (150'/600')
  • SokrisShortsword +5 to hit for (1d6+3) piercing damage | Light
  • KuraiDarts +5 to hit for (1d4+3) piercing damage | Finesse, thrown (20'/60')
 

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (79.8 lbs.)

  • Weight: 79.8 lbs. / 180 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (3.8 lbs.)

Copper: 0 | Silver: 19 | Gold: 0 | Obsidian: 0 | Platinum: 0

(19 Coins x .02 lbs. = 3.8 lbs. Total Weight)


EQUIPEMENT READIED (28 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (4 lbs.) Traveler's Clothes - 4 lbs., Winged Boots*
  • Weapons (12 lbs.) Moon-Touched Sword (Jihan)* - 3 lbs., Sokris - 2 lbs., Kurai x10 - 5 lbs., Yuhim - 2 lbs.
  • Readied Items (9 lbs.)  Quiver (20/20 Arrows) - 2 lbs. OcarinaFlute - 1 lb., Zintristic AmuletA pendant worth 10 silver depicting the a three tear shapes in a circle around a a six pointed star. It represents the three virtues that surround a symbol of the Cosmos., Backpack (30/30 lbs.) - 5lbs, Pouch (.5/6 lbs.) - 1 lb, Healer's Kit - 3 lbs.

EQUIPMENT STORED (47.5 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (30 lbs.) Rations (10 days) - 20 lbs., Tinderbox - 1 lb., Mess Kit - 1 lb., Crude Maps of Xorthia, Cook's Utensils - 8 lbs.
  • Strapped to Backpack (17 lbs.) Hempen Rope (50') - 10 lbs., Bedroll - 2 lbs., 5 Torches - 5 lbs.
  • Pouch (.5 lbs.) Potion of Healing (common)* - .5 lbs., Silver

EQUIPMENT NOT CARRIED (--)

  • At Home
  • Carried by Dog (79/195 lbs) Hide Barding - 24 lbs., Pack - 15 lbs.
    • Pack Tent - 20 lbs., Calligrapher's Supplies - 5 lbs., 5 Torches - 5 lbs., Blankets x2 - 10 lbs.

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

Moon-Touched SwordWeapon (any sword), common

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
, Potion of Healing (common)You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.

Heals 2d4+2


ATTUNED (1/3)

Winged BootsWondrous item, uncommon (requires attunement)

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

 

APPEARANCE

Age 20's? | Height 6' 1" | Weight 126 lbs. | Hair Black | Eyes Brown | Complexion Fair


A tall lithe man of Xorthian heritage and dressed in the mixture domestic and exotic clothing. Though handsome, he is often quiet and soft spoken with faint smile on his face. In battle he fights as though he was as light as a leaf.

 

BACKGROUND

Amnesiac Outsider
Source Custom (Far Traveler proficiencies and gear)


  • Personality Traits: "Please forgive me if I offend you in my ignorance." He is polite and articulate.
    • "It is better to err in patience and learn when to be hasty than to err in haste and make a grievous mistake." He prefers to remain serene in most situations and approach problems with a cool head.
  • Ideals: Benevolence - "I see kindness and mercy as the default."
    • Skillful Means - "I aspire to be graceful in whatever I apply myself to." Whether it is swordplay, archery, hand-to-hand, brushstrokes, or cooking, he devotes mindfulness to the task.
  • Bonds: "My personal memories are gone, but I will trail on making new ones if I cannot recover them." He finds meaning in the smallest of interactions.
  • Flaws: "I am afraid to return to my homeland, though I cannot remember why..." When asked if he might recover his memories in Xorthia, he feels a deep seeded sense of fear and anxiety.

Background Feature: All Eyes on YouYour accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.


BACKSTORY

He was found washed up on the shores of Nemca with just his clothes, weapons, and a peculiar flute. Trauma robbed him of his memories but his exotic clothing marked him as a foreigner from Xorthia. He knew nothing of the gods and the customs of these land, but he learned enough to get by. Though he lost his past to the fog of amnesia, he still retained the characters and skills it had shaped in him. He earned a reputation for helping anyone who asked him, whether it was cooking a meal or fighting off a monster. Wherever he walked rumors abound about the mysterious origin of the Lost Xorthian. Some said he was the survivor of a pirate raid or a sea beast. Others, that he was prince-in-exile, feigning memory loss to avoid capture. Then there were the more fanciful claims that a whimsical god had plucked him from his homeland or that he had been sent through time by an evil shapeshifting wizard.

Eventually, he took up the name Caeius. A common moniker for humans in the Serene Holds but one that suited him well. Curiously, he responded poorly to the suggestion that he return to his homelands. For whatever reason he cannot give, the wanderer believed he must continue to travel these lands.

Then one night, he had the dreams...

 

Mastiff

 

spacer.pngYatoha

 

Medium beast, Unaligned


AC: 14

HP: 5 (1d8+1)

Speed: 40'


STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

Skills: Perception +3, Acrobatics +2, Athletics +1

Passive Perception: 13


Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.


ACTIONS

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone


BACKGROUND

A SingrulfA breed that was popular amongst Dwarves for carrying tools and serving as mounts for Gnomes in the Empire. They were named after Singromir and said to be a favored animal for their fierce loyalty and diligence. hound that Caeius adopted while crossing through the Khazian Empire. Ever since he nursed it back to health from Death's Door, the dog followed him faithfully. He name it for the blue fur that grew around its left eye.

 

Edited by RedDingo (see edit history)
Name
Abilities
13,12,15,13,10,14
repeat(drop(reroll(4d6,1,below),lowest),6) 3,4,6,3,5,1,3,2,1,4,6,6,2,3,5,4,2,4,3,4,2,3,3,5,4,5
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Starting Gear

Class: Shortsword, Explorer's PackBackpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it., and 10 Darts

Background: Traveler's Clothes, Flute, Maps of homeland (crude), pouch containing 5 goldNow silver, Jewelry worth 10 gp.

Free Magic Items: Moon-Touched Sword (longsword), Winged Boots

Purchased Gear (186/200 gp): Longbow - 50gp, Arrows (20) - 1 gp, Quiver - 1 gp, Cook's Utensils - 1 gp, Calligrapher's supplies - 10gp, Mastiff - 25 gp, Hide Barding 40gp, Potion of Healing - 50gp, Healer's Kit - 5 gp, Tent - 2gp, Blankets x2 - 1 gp

 

 

Edited by RedDingo (see edit history)
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