- Created
- 5 years, 8 months ago
- Creator
- Lonestarcelt
- Favorites
- 0
Profile
Scott Pigel
- +4 Strength
- +6 Dexterity
- +3 Constituion
- -1 Intelligence
- +2 Wisdom
- -1 Charisma
(Unarmored)
30 ft.
Armored
- +6 Acrobatics
- +2 Animal Handling
- -1 Arcana
- +4 Athletics
- -1 Deception
- -1 History
- +5 Insight
- -1 Intimidation
- -1 Investigation
- +2 Medicine
- -1Nature
- +2 Perception
- -1 Performance
- -1 Persuasion
- -1 Religion
- +3Sleight of Hand
- +3 Stealth
- +5 Survival
SUCCESSES: ○○○
FAILURES:○○○
Attack Name | Prof Ability | Range | To Hit | Damage | Damage Type |
Quarterstaff | ✓ | Melee (5ft) | +6 | 1d6 + 3 | Bludgeoning |
Melee weapon (Simple) | |||||
Description | |||||
Attack Name | Prof Ability | Range | To Hit | Damage | Damage Type |
Martial Arts | ✓ | Melee (5ft) | +6 | 1d6 + 3 | XX |
Unarmed | |||||
Description |
- Languages: Common, Dwarvish, Elvish, Giant
- Flurry of Blows: After you take Attack action, spend 1 ki to make 2 unarmed strikes.
Martial Arts: Make an extra unarmed strike when you take Attack action.
Patient Defense: Spend 1 ki point to take the Dodge action.
Step of the Wind: Spend 1 ki point to take the Disengage or Dash action and jump distance is doubled for the turn.
Deflect Missiles: When hit by a ranged attack, reduce the damage by 1d10 + 8. If you reduce it to 0, you can catch the missile and use it in a ranged attack as a monk weapon with range 20/60.
Slow Fall: Reduce falling damage by 25.
Ki: You have 5 ki points.
Open Hand Technique: When you hit with Flurry of Blows, you impose one of the effects on the target: 1) must make a DC 13 DEX save or be knocked prone. 2) make a DC 13 STR save or be pushed 15 ft. 3) can't take reactions until end of your next turn.
Stunning Strike: When you hit a creature with melee attack, spend 1 ki point to stun the creature if it fails a DC 13 CON save.
Tavern Brawler: Your unarmed strikes use a d4 for damage. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. in addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. .
- Personality Traits:
I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.
I feel far more comfortable around animals than people. - Ideals:
Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) - Bonds:
I suffer awful visions of a coming disaster and will do anything to prevent it. - Flaws:
I am slow to trust members of other races, tribes, and societies.
XX: Lorem ipsum dolor sit amet, homero vivendum efficiendi nec te. Sed eu dicunt efficiendi philosophia, sint consetetur assueverit mei et. Ceteros recusabo theophrastus in pro, integre legimus appareat no eum. Ei quem verear reformidans est.
Tool Proficiencies: Drum, Tinker's Tools (+3)
Weapon Proficiencies: simple, Shortsword
Dark-Vision: 0ft
- Scott is not allowed to tell outsiders about the location of the monastery at risk of death. The monastery has ways of making sure that people keep the secret. Often by sending out certain members, disguised as wildlife or random passersby, to keep track of all the members having their rite of passage.
- Scott is attracted completely and utterly to men; if some woman attempted to flirt with him it would be like trying to get with a brick wall for all the good it would do for them.
- Scott's hair is constantly covering the upper half of his face but that isn't why he is unable to see. The actual reason he is unable to see is due to the fact he is wearing a blindfold that he is only allowed to remove when entering combat.
Magic Items:
Boots of the Winterlands: These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
• You have resistance to cold damage.
•You ignore difficult terrain created by ice or snow.
• You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.
Inventory
Hunting trap | 1 | 5 gp, 25 lb. |
Waterskin | 1 | 2 sp, 5 lb. (full) |
Bedroll | 1 | 1 gp, 7 lb. |
Rations (1 day) | 10 | 5 sp, 2 lb. |
Rope, hempen | 1 | 1 gp, 10 lb. |
Tinderbox | 1 | 5 sp, 1 lb. |
Clothes, traveler’s | 1 | 2 gp, 4 lb. |
Mess kit | 1 | 2 sp, 1 lb. |
Backpack | 1 | 2 gp, 5 lb. |
Torch | 10 | 1 cp, 1 lb. |
Spell List
xxx
Recent Images
No images.