Kuhl Obleequay, Monk 2
HP 15, AC 16, Move 40.
Attack: Q'staff: 1d20+5 to hit, 1d8+3 (two hands) bludgeoning,
with (bonus action) unarmed strike,1d20+5 to hit, 1d4+3 bludgeoning
[sblock=Monk 2]
Kuhl
LG Human Monk
Level 2
Abilities:
STR 10 (+0, save +2) [2]
DEX 16 (+3, save +5) [9+human]
CON 13 (+1) [5]
INT 10 (+0) [2]
WIS 16 (+3) [7+feat+human]
CHA 10 (+0) [2]
Size M
Speed 30 (40 when unarmored)
AC 16
Init +3
Hit Points 15 (2d8)
Proficiency bonus: +2
Proficiencies: simple weapons, short sword
Saves: STR, DEX
Skills: Perception, Acrobatics, Insight, Animal Handling, Survival
Tools: herbalism kit, flute, leatherworker's tools
Languages: Common, Goblin
Attacks:
Quarterstaff: 1d20+5 to hit, 1d6+3 (one hand) 1d8+3 (two hands)
Unarmed Strike: 1d20+5 to hit, 1d4+3 bludgeoning
Background (trait): Goatherd (wanderer)
Race abilities:
* Variant Human: extra skill, feat, +1 dex/wis (incl. below)
Class abilities:
* Unarmored Defense (AC=10+DEX+WIS)
* Martial Arts
- unarmed strikes and monk weapons use DEX or STR
- damage for unarmed strikes d4
- when Attack w/ unarmed strike or monk weapon, use bonus action for unarmed strike.
* Unarmored Movement (see above)
* Ki. 2 Ki points/short or long rest (DC 13). Spend one for:
- Flurry of Blows (two unarmed attacks with bonus action instead of 1)
- Dodge as bonus action
- Disengage or Dash as bonus action, with doubled jump
Feats
* Observant
- read lips!
- +5 to passive Perception/Investigation (included above)
Skills
+5 (dex) Acrobatics
+5 (wis) Animal Handling
+0 (int) Arcana
+0 (str) Athletics
+0 (cha) Deception
+0 (int) History
+5 (wis) Insight
+0 (cha) Intimidation
+0 (int) Investigation (15 passive)
+3 (wis) Medicine
+0 (int) Nature
+3 (wis) Perception (20 passive)
+0 (cha) Performance
+0 (cha) Persuasion
+0 (int) Religion
+3 (dex) Sleight of Hand
+3 (dex) Stealth
+5 (wis) Survival
Characteristics:
Personality: I am cheery and confident about the blessings of a good life.
Ideal: Pastoralism. a life where nature and culture exist in balance, without cages and walls but still the presence of civilization. It's not been like that for a while now.
Bond: My herd, my friends, and the memory of a song I once heard long ago.
Flaw: I am very naïve, and have spent little time in cities.
Equipment:
Weight: (150 lbs carrying capacity)
* quarterstaff
* explorer’s pack
* 10 darts
* scroll-case stuffed with notes
* winter blanket
* herbalism kit
* common clothes
* pouch w/ 5gp
Notes:
*Goatherd (custom background):
- skills as folk hero
- equipment as hermit
- tools: herbalism kit, musical instrument
- feature: wanderer, as outlander[/sblock][sblock=Backstory]
The goblins, they take your goats. You can hear them in the night walking the perimeter of the herd, and then, tink tink tink tink tink, their little bells take on a bouncy rhythm because some gob has picked it up and is running away with it. You need to be careful, and you need to be watchful. A goat's meat, or (if they're patient) a goat's milk and blood, can last a goblin clutch for more than a week, but there are a lot of goblins, and not so many goats.
I'm Kuhl, and I've been herding since I was ten. Most of my days, I can relax. Gobs seldom come in the daytime, and the bleats and the goat bells are a constant melody accompanying my chores. That wineskin you're carrying? I made that -- or if not that one, another much like it. When it dies, all parts of the animal get used. I'm even learning to play the flute --
Etanya Nerinsky, yes, her, the famous gladiator -- she was teaching me, when she was living here. I never was really very good, but she was kind and would give me lessons and let me pay her with what I had. Even she has moved on, though. So have most of the other herders.
Unless something changes, I'll be moving on soon too. This used to be a nice place. I sometimes think that if the goblin pack could be broken -- not just a single clutch, but all of them; if they didn't have their magic apple that keeps the more civilized people from stopping them, then things would be better. The herds would come back.
Thats what I hope at least, and that's why I'm here.
[/sblock]
History:[sblock=Monk 1]
Kuhl
LG Human Monk
Level 1
Abilities:
STR 10 (+0, save +2) [2]
DEX 16 (+3, save +5) [9+human]
CON 13 (+1) [5]
INT 10 (+0) [2]
WIS 16 (+3) [7+feat+human]
CHA 10 (+0) [2]
Size M
Speed 30
AC 16
Init +3
Hit Points 9
Proficiency bonus: +2
Proficiencies: simple weapons, short sword
Saves: STR, DEX
Skills: Perception, Acrobatics, Insight, Animal Handling, Survival
Tools: herbalism kit, flute, leatherworker's tools
Languages: Common, Goblin
Attacks:
Quarterstaff: 1d20+5 to hit, 1d6+3 (one hand) 1d8+3 (two hands)
Unarmed Strike: 1d20+5 to hit, 1d4+3 bludgeoning
Background (trait): Goatherd (wanderer)
Race abilities:
* Variant Human: extra skill, feat, +1 dex/wis (incl. above)
Class abilities:
* Unarmored Defense (AC=10+DEX+WIS)
* Martial Arts
- unarmed strikes and monk weapons use DEX or STR
- damage for unarmed strikes d4
- when Attack w/ unarmed strike or monk weapon, use bonus action for unarmed strike.
Feats
* Observant
- read lips!
- +5 to passive Perception/Investigation (included above)
Skills
+5 (dex) Acrobatics
+5 (wis) Animal Handling
+0 (int) Arcana
+0 (str) Athletics
+0 (cha) Deception
+0 (int) History
+5 (wis) Insight
+0 (cha) Intimidation
+0 (int) Investigation (15 passive)
+3 (wis) Medicine
+0 (int) Nature
+3 (wis) Perception (20 passive)
+0 (cha) Performance
+0 (cha) Persuasion
+0 (int) Religion
+3 (dex) Sleight of Hand
+3 (dex) Stealth
+5 (wis) Survival
Characteristics:
Personality: I am cheery and confident about the blessings of a good life.
Ideal: Pastoralism. a life where nature and culture exist in balance, without cages and walls but still the presence of civilization. It's not been like that for a while now.
Bond: My herd, my friends, and the memory of a song I once heard long ago.
Flaw: I am very naïve, and have spent little time in cities.
Equipment:
Weight: (150 lbs carrying capacity)
* quarterstaff
* explorer’s pack
* 10 darts
* scroll-case stuffed with notes
* winter blanket
* herbalism kit
* common clothes
* pouch w/ 5gp
Notes:
*Goatherd (custom background):
- skills as folk hero
- equipment as hermit
- tools: herbalism kit, musical instrument
- feature: wanderer, as outlander[/sblock]