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<blockquote data-quote="Steve Gorak" data-source="post: 6975098" data-attributes="member: 15132"><p>[sblock=appearance][ATTACH]79208[/ATTACH]</p><p>[/sblock]</p><p></p><p>[code]</p><p>Name: Theremin Silverfeather</p><p>Class: Monk</p><p>Race: Avariel elf</p><p>Background: Outlander</p><p>Size: Medium (5'6", 125 lbs)</p><p>Gender: Male</p><p>Alignment: Lawful (Good)</p><p></p><p>0STR: 8 (-1) Save:+3 HP: 45 (5d8+5)</p><p>7DEX: 18 (+4) Save:+8 AC: 18 (4 dex + 3 wis + 1 cloak)</p><p>5CON: 13 (+1) Save:+2</p><p>2INT: 10 (+0) Save:+1 Speed: Land:40 Fly:60</p><p>9WIS: 16 (+3) Save:+4 Init: +4</p><p>4CHA: 12 (+1) Save:+2 Passive Perception: 16 (advantage except in dim light (or less) if check relies on sight)</p><p>[/code]</p><p>[code]</p><p>Skills: Abilities:</p><p>*Acrobatics +7 </p><p>Animal Handling +3 Fey Ancestry: Adv vs Charm, immune to magic sleep</p><p>Arcana +0 Trance (4h rest)</p><p>*Athletics +2 Flight 50' base + 10 monk</p><p>Deception +1 Assumption: 5' clearance on each side of character required for flight</p><p>History +0 </p><p>*Insight +6 Keen senses: proficient in perception</p><p>Intimidation +1 </p><p>Investigation +0 Background feature: Wanderer</p><p>Medicine +0 Excellent memory for maps and geography, </p><p>*Nature +3 can find food and water for group (you and 5 more)</p><p>*Perception +6 </p><p>Performance +1 Eyes of the eagle: you have advantage on Wisdom (Perception) checks that rely on sight except in dim light (or less)</p><p>*Persuasion +4 In conditions of clear visibility, you can make out details of even extremely distant creatures </p><p>Religion +0 and objects as small as 2 feet across</p><p>Sleight of Hand +4</p><p>*Stealth +7</p><p>*Survival +6</p><p> * proficient</p><p>[/code]</p><p></p><p></p><p><strong>Abilities from Monk</strong></p><p>(lvl 1)Unarmored defense: +3 (wis)</p><p>(lvl 1)martial arts: extra unarmed attack as bonus action</p><p>(lvl 2)5 ki points - refresh on a short rest (30 min meditation)</p><p> flurry of blows: 1 ki for 2 unarmed attacks as bonus action</p><p> patient defense: 1 ki bonus action dodge</p><p> step of the wind: 1 ki bonus action to disengage or dash, jumping distance doubled</p><p>(lvl 2)unarmored movement +10</p><p>(lvl 3)Monastic tradition: way of the four elements</p><p> Know the <a href="http://engl393-dnd5th.wikia.com/wiki/Mold_Earth" target="_blank">mold earth</a> cantrip</p><p> Elemental discipline</p><p> Become the Teapot: 1 ki to cast absorb elements (reaction, gain resistance to 1 element and next attacl adds 1d6)</p><p> Fist of unbroken air: initiated by unarmed strike, duration: inst. Your unarmed strikes are treated as 15-foot ranged attacks for that</p><p> attack action, as well as the rest of the turn. If such an attack hits, you may spend 1 ki point to push the target back 10 feet and knock it prone.</p><p>(lvl 3)Deflect missiles: reaction reduce damage by 1d10 +9 [4(dex) + 5 (monk lvl)]. </p><p> if gamage reduced to 0, can make ranged attackas part as reaction as monk weapon +7 attack/1d6+4dmg</p><p>(lvl 4)slow fall: reduce falling damage by 5x monk level = 25</p><p>(lvl 4)ASI: +2 dez</p><p>(lvl 5)extra attack</p><p>(lvl 5)stunning strike: 1 ki point for con save (DC14) or be stunned till end of next turn </p><p></p><p><strong>Proficiencies:</strong></p><p>Armor: none</p><p>Weapons: Simple weapons, shortswords </p><p>Tools: musical instrument (flute)</p><p>Saves: Strength and Dexterity</p><p>Skills from class: Acrobatics, Stealth</p><p>Skills from outlander background: Athletics, Survival</p><p>Skills from race: Perception</p><p>Skills from training (250 gp each): insight, persuasion and nature</p><p>Languages: common, elven, 1 from outlander: primordial</p><p></p><p>Feats:</p><p>None</p><p></p><p>[code]</p><p>Weapon Attack Damage Type Range Note</p><p>Shortsword +7 1d6+4 P - finesse</p><p>unarmed +7 1d6+4 B - </p><p>Spear (2 handed) +7 1d8+4 P 20/60 Thrown, Versatile (1d8)</p><p>Dart +7 1d6+4 P 20/60 finesse </p><p>[/code]</p><p></p><p><strong>Equipment:</strong></p><p>• a spear</p><p>• a dungeoneer’s pack: Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, </p><p> and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.</p><p>• 10 darts</p><p></p><p>A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a belt pouch containing Money</p><p></p><p></p><p>750 gp</p><p>750 gp in training (insight, persuasion, nature)</p><p>5gp healer's kit (10 uses, stabilize without making medicine check)</p><p></p><p>Money: 5 GP</p><p></p><p>magic item: cloak of protection</p><p></p><p></p><p>Personality Trait: I see omens in every event and action. The world tries to speak to us, we just need to listen</p><p>Ideal: Life is like the seasons, in constant change, and we must change with it.</p><p>Bond: I will do anything to protect the monastery I come from</p><p>Flaw: Most people scream and run when they see a demon. I stop and take notes on its anatomy[/code]</p><p></p><p>[sblock=backstory]</p><p>Theremin does not like to think about the time before the monastery. He was orphaned, his clad having been attacked by wyvern riding knights, and he barely escaped. He was a young elf-ling, injured and found solace on a mountain top. It was difficult at first, as he was recovering from many injuries, but he observed the animals around him, and learned to fend for himself.</p><p>He would spend hours looking at the horizon, but never flying high in the sky, as he was living in fear of being discovered by the knights.</p><p></p><p>After several seasons, he noted that there were humanoid flying creatures on another mountain about half a day's flight from where he was. His eyesight was uncanny, and he would observe them for hours. They could fly, but had heads of birds, not of people he was used to. They would spend hours sitting in the sun, eyes closed. Sometimes they would fight, but it never seemed aggressive, more like play. There were other too, more normal looking, but without wings. All these beings together on the mountain top. </p><p></p><p>After many passing of the seasons, Theremin grew in confidence, and would fly ever higher. He was also feeling the urge to be among other people. One day, he flew away from the safety of his mountain top to the monastery. When he landed, one of the birdmen told him in elven: "It took you much time, and you have grown. We have been waiting for you".</p><p></p><p>He spend good years at the monastery. He saw a few generations of birdmen, or Aarakokra as they are called, and a few less of men come, and go, much as the seasons. Even if they flickered out, the short lived ones still lived full and content lives of contemplation.</p><p></p><p>One day a message came from another monastery, and [insert story hook]. Theremin accepted the task that was asked of him, in his monastery's honor.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Steve Gorak, post: 6975098, member: 15132"] [sblock=appearance][ATTACH=CONFIG]79208[/ATTACH] [/sblock] [code] Name: Theremin Silverfeather Class: Monk Race: Avariel elf Background: Outlander Size: Medium (5'6", 125 lbs) Gender: Male Alignment: Lawful (Good) 0STR: 8 (-1) Save:+3 HP: 45 (5d8+5) 7DEX: 18 (+4) Save:+8 AC: 18 (4 dex + 3 wis + 1 cloak) 5CON: 13 (+1) Save:+2 2INT: 10 (+0) Save:+1 Speed: Land:40 Fly:60 9WIS: 16 (+3) Save:+4 Init: +4 4CHA: 12 (+1) Save:+2 Passive Perception: 16 (advantage except in dim light (or less) if check relies on sight) [/code] [code] Skills: Abilities: *Acrobatics +7 Animal Handling +3 Fey Ancestry: Adv vs Charm, immune to magic sleep Arcana +0 Trance (4h rest) *Athletics +2 Flight 50' base + 10 monk Deception +1 Assumption: 5' clearance on each side of character required for flight History +0 *Insight +6 Keen senses: proficient in perception Intimidation +1 Investigation +0 Background feature: Wanderer Medicine +0 Excellent memory for maps and geography, *Nature +3 can find food and water for group (you and 5 more) *Perception +6 Performance +1 Eyes of the eagle: you have advantage on Wisdom (Perception) checks that rely on sight except in dim light (or less) *Persuasion +4 In conditions of clear visibility, you can make out details of even extremely distant creatures Religion +0 and objects as small as 2 feet across Sleight of Hand +4 *Stealth +7 *Survival +6 * proficient [/code] [b]Abilities from Monk[/b] (lvl 1)Unarmored defense: +3 (wis) (lvl 1)martial arts: extra unarmed attack as bonus action (lvl 2)5 ki points - refresh on a short rest (30 min meditation) flurry of blows: 1 ki for 2 unarmed attacks as bonus action patient defense: 1 ki bonus action dodge step of the wind: 1 ki bonus action to disengage or dash, jumping distance doubled (lvl 2)unarmored movement +10 (lvl 3)Monastic tradition: way of the four elements Know the [url=http://engl393-dnd5th.wikia.com/wiki/Mold_Earth]mold earth[/url] cantrip Elemental discipline Become the Teapot: 1 ki to cast absorb elements (reaction, gain resistance to 1 element and next attacl adds 1d6) Fist of unbroken air: initiated by unarmed strike, duration: inst. Your unarmed strikes are treated as 15-foot ranged attacks for that attack action, as well as the rest of the turn. If such an attack hits, you may spend 1 ki point to push the target back 10 feet and knock it prone. (lvl 3)Deflect missiles: reaction reduce damage by 1d10 +9 [4(dex) + 5 (monk lvl)]. if gamage reduced to 0, can make ranged attackas part as reaction as monk weapon +7 attack/1d6+4dmg (lvl 4)slow fall: reduce falling damage by 5x monk level = 25 (lvl 4)ASI: +2 dez (lvl 5)extra attack (lvl 5)stunning strike: 1 ki point for con save (DC14) or be stunned till end of next turn [b]Proficiencies:[/b] Armor: none Weapons: Simple weapons, shortswords Tools: musical instrument (flute) Saves: Strength and Dexterity Skills from class: Acrobatics, Stealth Skills from outlander background: Athletics, Survival Skills from race: Perception Skills from training (250 gp each): insight, persuasion and nature Languages: common, elven, 1 from outlander: primordial Feats: None [code] Weapon Attack Damage Type Range Note Shortsword +7 1d6+4 P - finesse unarmed +7 1d6+4 B - Spear (2 handed) +7 1d8+4 P 20/60 Thrown, Versatile (1d8) Dart +7 1d6+4 P 20/60 finesse [/code] [b]Equipment:[/b] • a spear • a dungeoneer’s pack: Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. • 10 darts A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a belt pouch containing Money 750 gp 750 gp in training (insight, persuasion, nature) 5gp healer's kit (10 uses, stabilize without making medicine check) Money: 5 GP magic item: cloak of protection Personality Trait: I see omens in every event and action. The world tries to speak to us, we just need to listen Ideal: Life is like the seasons, in constant change, and we must change with it. Bond: I will do anything to protect the monastery I come from Flaw: Most people scream and run when they see a demon. I stop and take notes on its anatomy[/code] [sblock=backstory] Theremin does not like to think about the time before the monastery. He was orphaned, his clad having been attacked by wyvern riding knights, and he barely escaped. He was a young elf-ling, injured and found solace on a mountain top. It was difficult at first, as he was recovering from many injuries, but he observed the animals around him, and learned to fend for himself. He would spend hours looking at the horizon, but never flying high in the sky, as he was living in fear of being discovered by the knights. After several seasons, he noted that there were humanoid flying creatures on another mountain about half a day's flight from where he was. His eyesight was uncanny, and he would observe them for hours. They could fly, but had heads of birds, not of people he was used to. They would spend hours sitting in the sun, eyes closed. Sometimes they would fight, but it never seemed aggressive, more like play. There were other too, more normal looking, but without wings. All these beings together on the mountain top. After many passing of the seasons, Theremin grew in confidence, and would fly ever higher. He was also feeling the urge to be among other people. One day, he flew away from the safety of his mountain top to the monastery. When he landed, one of the birdmen told him in elven: "It took you much time, and you have grown. We have been waiting for you". He spend good years at the monastery. He saw a few generations of birdmen, or Aarakokra as they are called, and a few less of men come, and go, much as the seasons. Even if they flickered out, the short lived ones still lived full and content lives of contemplation. One day a message came from another monastery, and [insert story hook]. Theremin accepted the task that was asked of him, in his monastery's honor. [/sblock] [/QUOTE]
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