Alright, how's this?
[sblock=Brother Pelegon]
[sblock=Basic information]
Name: Brother Pelegon
Sex: Male
Race: Protector Aasimar
Class/Level: Drunken Master Monk 3
Alignment: Neutral Good
Size: Medium
Type: Humanoid
Languages: Common, Celestial, Dwarvish
Speed: 40ft.
Init: +2
Prof. Bonus: +2
Passive Perception: 13
Note: Darkvision 60ft.
Proficiencies: Herbalism kit (hermit), brewer’s supplies (monastic tradition), woodcarver’s tools (monk), simple weapons, shortswords
DEFENSE
AC: 15 (+2 dex, +3 wis)
Maximum HP: 27
Current HP: 27
Saves: Strength +2, Dexterity +4
Note: Resistance to necrotic and radiant damage (aasimar); Reduce ranged damage with 1d10+5 (Deflect missiles)
OFFENSE
Melee: Quarterstaff +2 (1d6 bludgeoning; versatile 1d8)
Melee: Unarmed strike +4 (1d4+2 bludgeoning)
Note: Flurry Of Blows/Drunken Technique (spend 1 ki point to make 2 unarmed strikes after Attack action; provoke no Opportunity Attacks and gain +10 feet walking speed until end of turn), Radiant Soul (for 1 minute add +3 radiant damage once per turn and gain fly speed 30, 1/LR)
STATISTICS
Str 10 (+0),
Dex 14 (+2) ,
Con 12 (+1),
Int 11 (+0),
Wis 16 (+3),
Cha 14 (+2)
[/sblock][sblock=Features & proficiencies]
RACIAL FEATURES & PROFICIENCIES
Protector Aasimar
Ability scores: Charisma +2, Wisdom +1
Darkvision: 60 feet
Celestial Resistance: Resistance to necrotic and radiant damage
Healing Hands: As an Action, touch a creature to restore 3 (level) hitpoints, 1/LR
Light Bearer: You know the
Light cantrip.
Radiant Soul: Unleash divinity within yourself, manifesting as two spectral wings and divine strikes. Action; for 1 minute add +3 radiant damage (once per turn) and gain fly speed 30, 1/LR
Languages: Common, Celestial
BACKGROUND FEATURES & PROFICIENCIES
Hermit
Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism kit
Extra Language: Dwarvish
Discovery: In your isolation, you have discovered something important. (To be determined with DM)
Personality Traits: I don't pay attention to the risks in a situation; never tell me the odds. I also connect everything that happens to me to a grand, cosmic plan.
Ideal: Material goods come and go; bonds of friendship last forever.
Bond: I entered seclusion after the (apparent) death of my wife, who turned out to be a succubus.
Flaw: I can quit drinking any time, I just don't want to. If there's a plan, I'll forget it; if I don't forget it, I'll ignore it.
CLASS FEATURES & PROFICIENCIES
Monk (Way of the Drunken Master)
Saves: Strength +2, Dexterity +4
Proficiencies: Simple weapons, shortswords, 1 artisan’s tool or musical instrument: woodcarver’s tools.
Martial Arts: Can use Dex for unarmed strikes; do more damage with unarmed strikes; can make one extra unarmed attack when taking the Attack action.
Unarmored Defense: While unarmored, AC is 10 plus Dexterity modifier plus Wisdom modifier.
Ki: You have 3 ki points and can use them to power certain features. DC 13.
Flurry Of Blows: 1 ki point, make two unarmed strikes as bonus action after the Attack action.
Patient Defense: 1 ki point, Dodge action as a bonus action.
Step Of The Wind: 1 ki point, Disengage or Dash action as a bonus action, and jump distance is doubled.
Unarmored Movement: While unarmored higher walking speed, dependant on level.
Deflect Missiles: As a reaction, reduce damage from a ranged attack by 1d20 plus level and dexterity modifier. If reducing the damage to 0, catch the missile if possible to hold in a free hand.
Monastic Tradition: Way of the Drunken Master
Bonus proficiencies: Performance, brewer’s supplies
Drunken Technique: When using Flurry Of Blows, gain benefits of Disengage, and walking speed increases by 10 feet for this round.
SKILLS (* Proficient)
+4 (dex) Acrobatics*
+3 (wis) Animal Handling
+0 (int) Arcana
+0 (str) Athletics
+2 (cha) Deception
+0 (int) History
+3 (wis) Insight
+2 (cha) Intimidation
+0 (int) Investigation
+5 (wis) Medicine*
+0 (int) Nature
+3 (wis) Perception
+4 (cha) Performance*
+2 (cha) Persuasion
+2 (int) Religion*
+2 (dex) Sleight of Hand
+4 (dex) Stealth*
+3 (wis) Survival
[/sblock][sblock=Ki powers and magic]
Ki points spent: 0
/3
Ki save DC: 13
Flurry Of Blows: 1 ki point, make two unarmed strikes as bonus action after the Attack action.
Patient Defense: 1 ki point, Dodge action as a bonus action.
Step Of The Wind: 1 ki point, Disengage or Dash action as a bonus action, and jump distance is doubled.
Cantrip: Light (aasimar)
Radiant Soul: Unleash divinity within yourself, manifesting as two spectral wings and divine strikes. Action; for 1 minute add +3 radiant damage (once per turn) and gain fly speed 30, 1/LR
[/sblock][sblock=Appearance & bio]
PHYSICAL APPEARANCE
Despite his unwashed hair and unshaved face, something draws the eye to this tall and lean man. Perhaps it's the way he moves, drunk and unstable yet never falling or dropping things; perhaps it is the way his nearly completely white eyes look back with kindness. Either way, something about this simply dressed man seems to speak of destiny...
BIO
A few years ago, Brother Pelegon moves to a tiny cottage outside Leed's Crossing, keeping to himself mostly. Apart from occassional trades with the wandering Perin Wolfrider and quick visits to the nearby villages to purchase drinks, food, and more drinks, Pelegon barely interacted with people but instead spent most of his days drinking away his sorrow.
The sorrow of losing his new wife, which he discovered to be a fiend in disguise during their wedding night. Urged on by his angelic guide, Zabobiel, Pelegon and the clergy of the monastery where he was raised as an orphan, confronted and killed the succubus Myandra. Pelegon, however, was heartbroken as he felt that she was the first to understand him and the burden of a divine destiny. The joy of the church about defeating such a fiend alienated the young aasimar further, and he chose exile.
Which mostly meant brewing beer and drinking himself into a stupor every night. Until the moment that, still trembling from lack of alcohol, he woke up a prisoner of lizardfolk and kobolds. It seems there is no escape from one's destiny after all...
[/sblock][sblock=Inventory]
COMBAT GEAR
Quarterstaff
OTHER GEAR
Waterskin (on belt)
Beltpouch, containing coins
Backpack, containing:
- Bottle, glass
- Tankard
- Woodcarver’s tools
- Herbalism kit
- Flute
MONEY
2 gp
8 cp
[/sblock][/sblock]