Basic Information |
Character Name : Booth "Scrapper" Braedon Height : 5' 9" Character Race : Human Weight : 155 lbs Background : Pirate Age : 20 Alignment : Eyes : Blue Size : Medium Deity : The Sea |
Ability Scores |
(X) Denotes Proficiency (X) Strength : 11 (+0) 11 + 0 Racial + 0 Level + 0 Misc. (X) Dexterity : 20 (+5) 15 + 1 Racial + 4 Level + 0 Misc. ( ) Constitution : 16 (+3)* 14 + 0 Racial + 0 Level + 2 Misc. ( ) Intelligence : 11 (+0) 11 + 0 Racial + 0 Level + 0 Misc. ( ) Wisdom : 16 (+3) 13 + 1 Racial + 2 Level + 0 Misc. ( ) Charisma : 13 (+1) 13 + 0 Racial + 0 Level + 0 Misc. Carrying Capacity : 165 (STR x15) Push, Pull, Lift : 330 (STR x30) |
Vital Statistics |
Level: 8 Hit Dice 1d8 Hit Point Max: 67 (8+5+5+5+5+5+5+5+Con(24)) Experience: 8th lvl Base Strength Attack : +3 3 Prof + 0 Str Mod. Base Dexterity Attack : +8 3 Prof + 5 Dex Mod. Base Spell Attack : +6 3 Prof + 3 WIS Mod. Spell DC : 14 8 + 3 Prof + 3 WIS Mod. Armor Class : 19 (10 + 0 armor + 0 shield + 5 Dex + 3 Wis + 1 Feat) Passive Perception : 16 10 + 3 prof + 3 Wis + 0 adv* + 0 misc Passive Investigation : 10 10 + 0 prof + 0 Int + 0 adv* + 0 misc Passive Insight : 13 10 + 0 prof + 3 Wis + 0 adv* + 0 misc *Add or subtract 5 to passive based on having advantage or disadvantage. |
Class Abilities and Features |
Class : Monk Armor : None Weapons: Simple Weapons, Short swords, Cutlass Tools : Gaming Set (Dice) Skills : Acrobatics, Stealth Features: Unarmored Defense (while you are wearing no armor and not wielding a Shield, your AC = 10+Dexmod+Wismod). Martial Arts (Your practice of martial arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons (Pirate weapons that fit), which are short swords and any simple Melee Weapons that don't have the Two-Handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield. You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons. You can roll a d6 in place of the normal damage of your Unarmed Strike or monk weapon. When you use the Attack action with an Unarmed Strike or a monk weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action.) Ki (Starting at 2nd Level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. [8] When you spend a ki point, it is unavailable until you finish a short or Long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your Prof Bonus + Wisdom mod Flurry of Blows (Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.) Patient Defense (You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.) Step of the Wind (You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.) Unarmored Movement (Starting at 2nd Level, your speed increases by 15 feet while you are not wearing armor or wielding a Shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move.) Deflect Missiles (Starting at 3rd Level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack. Tradition Cocky Pirate (based on Way of the Long Death and Drunken Master) Invigorating Fighter (3rd see: Touch of Death) Booth is invigorated when he takes someone out in a fight. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (11). Tradition Barroom Brawler (6th based on Tipsy Sway) Barroom Brawler (6th see: Tipsy Sway) Booth loves to mix it up in a grand brawl. You gain the following benefits. Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed. Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. Slow Fall (Beginning at 4th Level, you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level. (40)) Extra Attack (Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.) Stunning Strike (Starting at 5th Level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw (8+prof+wis) or be Stunned until the end of your next turn.) Stubborn Pirate Pride (Based on Ki-Empowered Strikes. Starting at 6th level, Booth refuses to believe anything is immune to him. Your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to non-magical attacks and damage. Evasion At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Stillness of Mind Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. |
Racial Abilities and Features |
Race : Human Languages: Common, Primordial Features : +1 to Dex & Wis, Intimidation, Bonus Feat Feats Fighting Initiate - Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class. Sentinel - You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits. When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. |
Skills |
(X) Denotes Proficiency (2) Denotes Double Proficiency Skill Origin: (B) Background (R) Race (C) Class Dexterity (+5) Strength (+0) Wisdom (+3) (C)( ) Acrobatics (B)( ) Athletics ( )( ) Animal Handling (C)( ) Stealth ( )( ) Insight ( )( ) Sleight of Hand ( )( ) Medicine (Wis) (B)( ) Perception (Wis) Intelligence (+0) Charisma (+1) ( )( ) Survival (Wis) ( )( ) Arcana (R)( ) Intimidation ( )( ) Religion ( )( ) Performance ( )( ) History ( )( ) Persuasion ( )( ) Investigation ( )( ) Nature Tools (B) Navigator's Tools (C) Gaming Dice (B) Vehicles (Water) |
Background |
Background: Pirate Skill Prof: Athletics, Perception Tool Prof : Navigator's Tools, Vehicles(Water) Bad Reputation No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities. Personality Traits Personality : Ideal : Bond : Flaw : |
Spellcasting |
Spells Prepared Daily: (enter formula here) Spell Slots 1st: 2 | 2nd: 0 | 3rd: 0 | 4th: 0 | 5th: 0 | 6th: 0| 7th: 0 | 8th: 0 | 9th: 0 Spells Known: "Aerynea" My reward to you all is my Fey-wynn, my blessings, that will protect you from all fey but me. Simply speak my name and all fey influence over a being you can see is banished. I grant each of you a single utterance. I hope that this shall suffice. Now the day is passing, make ready for we will depart shortly. -Msg#224 Brannagan Brody started day drinking for New years and while drunk did some talking to a coven of witches on your behalf. You've all received a single curse you can use. For a single round all your attacks will deal maximum damage. |
Equipment |
Weapons & Armour Items Worn: Items Carried: Magic: Money : CP, SP, GP, PP |