D&D 5E The Elementalists (FULL)

Not sure if the next year gives me enough time to participate in your playtest, but it sounds like fun.

I'll try posting my character sometime this weekend. Stats and equipment are done; just need the traits and to make the bio a smooth running story. Oh, and a name. That often takes me a while.
 

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ok, here's the final cut of my character. I'm ready to go, except for the magic item (I'll lkely go with hat of disguise or cloak of protection). Note that I spent the full 750 gp on skill training, nothing overpowered, I just wanted to polish him off. Comments are welcome.

[sblock=appearance] Kusaka's_new_transformation.jpg
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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:+2     HP: 45 (5d8+5)
7DEX: 18 (+4) Save:+7     AC: 17 (4 dex + 3 wis)
5CON: 13 (+1) 
2INT: 10 (+0)            Speed:   Land:40 Fly:60
9WIS: 16 (+3)            Init:    +4
4CHA: 12 (+1)            Passive Perception: 16 (advantage except in dim light (or less) if check relies on sight)


Skills:                  Abilities:
*Acrobatics       +7    Low light vision
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


Abilities from Monk
Unarmored defense: +3 (wis)
martial arts: extra unarmed attack as bonus action
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
unarmored movement +10
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.

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
ability score improvement +2 dex
slow fall: reduce falling damage by 5x monk level = 25
extra attack
stunning strike: 1 ki point for con save (DC14) or be stunned till end of next turn 

Proficiencies:
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

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 

Equipment:
•  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
500 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 or hat of disguise


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

[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 severa 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 came, and [insert story hook]. Theremin accepted the task that was asked of him, in his monastery's honor.
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I love it. You know, you could get with Greenmtn and have your characters know each other, since your backstory includes Aarakocra. Just a thought.
 

Sounds good to me. I will tie the monestary into the right of passage I am writing up to explain the magic Item I have (immovable rod) I can't access conversations on my phone for some reason but will get with you guys to work out details when I get back to a computer.

Sent from my SM-S320VL using Tapatalk
 

Fun is what it is all about! That, and me getting as much experience pbp DMing as possible as my business partner and I start developing our own tabletop RPG, and finding people who like my DMing style enough to come playtest on our company website once we get that going, but that's completely beside the point. I'm a ways away from getting there.

But now that that cat's out of the bag, if you, at any time, would like to be involved in a new tabletop RPG, you can PM me to be put on a list of playtesters. We're going to need a lot of playtesting, and pbp is really the most efficient way to do that. We are still working on the rules and my IT guy (aka, my brother, who is about to have a degree in IT) is still working on the website, so it'll be a while before we actually need playtesters, but we're hoping to get close to being able to start sometime early next year. The setting we're starting in is zombie apocalypse with a little fantasy flair. We'll be adding in other settings as we grow, including plans for a fantasy setting, a sci fi setting, a steampunk setting, among others.

Just FYI!

How exciting, congrats!!! :)
 

Sounds good to me. I will tie the monestary into the right of passage I am writing up to explain the magic Item I have (immovable rod) I can't access conversations on my phone for some reason but will get with you guys to work out details when I get back to a computer.

Sent from my SM-S320VL using Tapatalk
Ye I have to go to the main site in browser for conversations it sucks
 

Pending Approval

Magical Item - Immovable Rod
Feat changed from Firearm Master to Mobil as it fits the history better I think and allows him to grow into the gunslinger.

When the young men of the tribe are ready for adulthood the Shaman prepares for the "Perch" for the lead Hunter. The right of passage starts with a trip to the nearby monastery for a week to study the balance of the elements. With the blessings of the monks they must complete a 2 day glide. Followed by needing to bring back meat for the elders and ends with a race through the canyons to find the perch and get it back to the Shaman. Each one of us attacking the others to slow them down in an effort to get the perch. Bumping or locking talons into a spiral testing courage as you see how low you will go before releasing. The first to let go needs to touch stone before going forward or they loose. The winner keeps the perch in honor of being the leader of the hunting party. My year I was the best of the 5.
 

That's cool. I figured someone would grab an immovable rod. I will be keeping an eye on that, though. I'm a big believer that physics is a thing, and magic only breaks the laws of physics in specific ways. Immovable Rods do something very specific. By all means be creative, but if it's outrageous, it'll need to be approved.
 



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