Scott Puglia ([AU] Scott Pigel (D&D AU))

Lonestarcelt

Info


Created
5 years, 8 months ago
Creator
Lonestarcelt
Favorites
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Profile


Scott Pigel





Human

Race
Medium

Size
5'5''/165cm

Height
254lbs/115kg

Weight
Monk (Way Of The Open Hand)

Class & Level
22

Age
Cis Male

Gender
True Neutral

Alignment








Strength
12(+1)








Dexterity
16(+3)








Constitution
16(+3)








Intelligence
9(-1)








Wisdom
15(+2)








Charisma
9(-1)








  • +4 Strength
  • +6 Dexterity 
  • +3 Constituion
  • -1 Intelligence 
  • +2 Wisdom
  • -1 Charisma 
Saving Throws








+3
Initiative








  40 ft
(Unarmored)
30 ft.

Armored

Speed








Level
5
Used
5
Die
D8 + 0
Hit Dice








2
Attacks per Action








  • +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








Armor Class
15








Proficiency Bonus
+3








Maximum Hit Points
46








Current Hit Points
46








Death Saves


SUCCESSES: ○○○
FAILURES:○○○









Attack NameProf AbilityRangeTo HitDamageDamage Type
Quarterstaff
Melee (5ft)
+6
1d6 + 3
Bludgeoning
Melee weapon (Simple)
Description
Attack NameProf AbilityRangeTo HitDamageDamage Type
Martial Arts
Melee (5ft)
+6
1d6 + 3
XX
Unarmed 
Description
Attacks








  • 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. .
Features








  • 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.

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12




Passive Wisdom (Perception)
Resistance: Cold

Tool Proficiencies: Drum, Tinker's Tools (+3)

Weapon Proficiencies: simple, Shortsword

Dark-Vision: 0ft

















Senses








- Scott is a member of a rather cloistered monastery of monks. However, when a monk finishes their training they are given the goal of going out into the world and learning the ways of it. The monk is tasked to go around for three years and record what they see and do. Every drink they have, every fight they fight, every person they love, every detail, every fact, every speculation and at the end of those three years they are told they have to return. When they return they are given the choice to burn all their notes and instead commit to teaching the next generation there at the monastery or they have to give everything they have written over and are exiled and never allowed to return. If the notes are destroyed, even by accident, then they have no choice and are not allowed to return at the end of the three years.


- 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.


Notes





Inventory

Hunting trap15 gp, 25 lb.
Waterskin12 sp, 5 lb. (full)
Bedroll11 gp, 7 lb.
Rations (1 day)105 sp, 2 lb.
Rope, hempen11 gp, 10 lb.
Tinderbox15 sp, 1 lb.
Clothes, traveler’s12 gp, 4 lb.
Mess kit12 sp, 1 lb.
Backpack12 gp, 5 lb.
Torch101 cp, 1 lb.

Spell List

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