Atallia
Trait: Atallia is reserved and graceful in speech and movement.
She's gone through a lot of upheaval in her life, and forms bonds quick but also lets them go easily.
Ideal: Freedom for those who have wronged no one.
Bond: Her mentor and family still live under her original master's control.
Flaw: She tends to default to the simplest answer to a problem, without learning the intricacies.
Personality:
Atallia is cool and unruffled. Her emotions run deep and true but she demonstrates her feelings by acting, not talking.
Background:
Born into service to a cruel fire Genasi noble house, Atallia learned to keep herself centered in difficult situations all her life. Her duties were in the kitchen, which gave her soem measure of free time between meals. Her loyalty wass never suspect, as her parents and sisters were also held by the master. Her training as a monk came when another slave, a gnome named Maarten the Quick, thought she had potential and trained her in secret.
Her relationship with Maarten was a strange one. Though a slave, he was a high status one and had comparable freedom. He singled her out for special treatment but was distant and cold. In addition to martial arts and contemplation Maarten trained her as a spy and infiltrator.
She was "gifted" to a rival noble house, trained to ingratiate herself and find out their secrets. She befriended Zallakien, a drow mercenary, and spent quite some time with him. She was betrayed as a spy when caught by Zaretha, Zallakien's commander and domineering sister. When found out, her original master would not acknowledge her and the rivals were free to do with her as they pleased. Eager to be rid of her, but keep a profit, they sold her to a drow slaver, who took her to the underdark, where she now finds herself alone and possessionless.
Atallia
Human Monk(Open Hand) 3
Spy NG
[table=width:400][tr][td]
Strength 11 (+0)
Dexterity 16 (+3)
Constitution 13 (+1)[/td][td]
Intelligence 9 (-1)
Wisdom 15 (+2)
Charisma 14 (+2)[/td][/tr][/table]
From a life of servitude she understood to one which makes no sense, Atallia remains composed through it all.
[sblock=Appearance, Personality and Backstory]
Age 22
Gender Female
Height 5'8""
Weight 129 lb.
Hair Black
Skin Brown
Eyes Brown
DescriptionAtallia is slim and long of limb. Her hair flys out, as if she were just struck by lightning, so she prefers to keep it in a cap or scarf.
TraitsAtallia is reserved and graceful in speech and movement.
She's gone through a lot of upheaval in her life, and forms bonds quick but also lets them go easily.
IdealFreedom for those who have wronged no one.
BondHer mentor and family still live under her original master's control.
FlawShe tends to default to the simplest answer to a problem, without learning the intricacies.
BackstoryAtallia is cool and unruffled. Her emotions run deep and true but she demonstrates her feelings by acting, not talking.
Born into service to a cruel fire Genasi noble house, Atallia learned to keep herself centered in difficult situations all her life. Her duties were in the kitchen, which gave her soem measure of free time between meals. Her loyalty wass never suspect, as her parents and sisters were also held by the master. Her training as a monk came when another slave, a gnome named Maarten the Quick, thought she had potential and trained her in secret.
Her relationship with Maarten was a strange one. Though a slave, he was a high status one and had comparable freedom. He singled her out for special treatment but was distant and cold. In addition to martial arts and contemplation Maarten trained her as a spy and infiltrator.
She was ""gifted"" to a rival noble house, trained to ingratiate herself and find out their secrets. She befriended Zallakien, a drow mercenary, and spent quite some time with him. She was betrayed as a spy when caught by Zaretha, Zallakien's commander and domineering sister. When found out, her original master would not acknowledge her and the rivals were free to do with her as they pleased. Eager to be rid of her, but keep a profit, they sold her to a drow slaver, who took her to the underdark, where she now finds herself alone and possessionless.
[/sblock][sblock=Skills & Proficiencies]
Proficiency Bonus: +2
Skills
- Acrobatics +5
- Animal Handling +2
- Arcana -1
- Athletics +0
- Deception +4
- History -1
- Insight +4
- Intimidation +2
- Investigation -1
- Medicine +2
- Nature -1
- Perception +2
- Performance +2
- Persuasion +2
- Religion -1
- Sleight of Hand +3
- Stealth +5
- Survival +2
Proficiencies
Armor None
Weapons Simple Weapons, Shortswords
Tools Thieves' Tools, Cook's Utensils, Dice
Languages Common, Gnome[/sblock][sblock=Combat]
AC 15
Initiative +3
Speed 40 ft
Passive Perception +12
HP 21
Hit Dice 3/3
1d8+1
Saving Throws
- Strength +2
- Dexterity +5
- Constitution +1
- Intelligence -1
- Wisdom +2
- Charisma +2
Attacks
- Unarmed Melee +5 / 1d4+3 bludgeoning
[/sblock][sblock=Features]
Background: Spy(Criminal Contact)
You have a reliable and trustworthy contact (Maarten the Quick) who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Monk Features
Unarmored Defense
Beginning 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 Arts
- can use DEX instead of STR for attack and damage rolls with unarmed strikes and monk weapons
- use d4 in place of the normal damage of unarmed strikes or monk weapons
- when using the Attack action with an unarmed strike or monk weapon (on your turn), you can make one unarmed strike as a bonus action
Ki
- 3 points
- recharge SR
- save DC 12
Flurry of Blows (Ki)
Patient Defense (Ki)
Step of the Wind (Ki)
Unarmored Movement
While wearing no armor or wielding a shield gain +10 ft. to movement
Deflect Missles
When hit by a ranged attack you can use your reaction to deflect or catch the missile. When you do so the damage is reduced by 1d10+6. If the damage is reduced to 0, you may catch the missile if it is small enough to hold in one hand, and you have one hand free. As part of the same reaction you may spend 1 ki point to make a ranged attack with the weapon or ammunition (range 20/60). The missile counts as a monk weapon and the attack is with proficiency.
Open Hand Features
Open Hand Technique
Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects.
- Target must succeed on DEX save or be knocked prone
- Target must succeed on STR save or be pushed up to 15 ft. away from you
- Target can't take reactions until the end of your next turn
[/sblock][sblock=Spellcasting]
[/sblock][sblock=Money and Equipment]
Money0 pp, 1 gp, 0 ep, 0 sp, 0 cp
[/sblock][sblock=Notes][/sblock]