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The Lazy Dragon
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Example Character: Garth Seafarer (- Male NE Stout Halfling Monk 1
Strength: 13 +1 Save: +3
Dexterity: 18 +4 Save: +6
Constitution: 16 +3 Save: +3
Intelligence: 11 +0 Save: +0
Wisdom: 14 +2 Save: +2
Charisma: 8 -1 Save: -1
HP: 11
AC: 16
Initiative: +4
Speed: 30
Skills:
Acrobatics (P): +6
Arcana: +0
Athletics (P): +3
Perception (P): +4
Stealth (P): +6
Proficiencies:
Shortsword, Simple Weapons, Alchemist's Supplies, Navigator's Tools, Vehicles (Water)
Languages:
Common, Halfling
Class Features
Unarmored Defense
While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
Martial Art
While you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
Unarmed Strike: 1 Bonus Action
Racial Traits:
Background: Sailor
Personality: To me, a tavern brawl is a nice way to get to know a new city. My friends know they can rely on me, no matter what.
Ideal: Mastery. I'm a predator, and the other ships on the sea are my prey. (Evil)
Bond: I'll always remember my first ship.
Flaw: I can't help but pocket loose coins and other trinkets I come across.
Equipment:
Prison Rags, Manacles
Attacks:
Unarmed +6 to hit, 1d4+5 damage.
Description:
AGE: 40
ALIGNMENT: Neutral Evil
GENDER: Male
SIZE: Small
HEIGHT: 2'11"
WEIGHT: 43lb
EYES: Hazel
HAIR: Sandy Brown and short
SKIN: Tan
FAITH: None
Backstory:
Garth lived with his family in a coastal village for most of his childhood with his family and extended family, as halfings tend to do. One Autumn day he the village was attacked by pirates seeking slaves and provisions from the defenseless town. The pirates noticed his quick wits and nimble fingers, and rather than sell him off with the other captives they kept him on to run the rigging. He spent four years under that flag before the ship was sunk by a naval frigate. Garth's small size helped him avoid notice and he escaped on a floating piece of debris. When he finally mad it to land he was lost and confused. Knowing nothing else he returned to the life of a pirate, where he's been on and off countless ships.
Now you would think a pirate would be enough to for execution, but that wasn't what finally stuck. One evening at some tavern in some port city (they all blend together eventually), he overheard a voice he recognized. The man who had bought the slaves from his original captors. In a fit of rage and vengeance he bashed the mans skull to a bloody pulp with his bare hands. Turns out, murdering a nobleman in front of countless witnesses is a good way to get you arrested.
Strength: 13 +1 Save: +3
Dexterity: 18 +4 Save: +6
Constitution: 16 +3 Save: +3
Intelligence: 11 +0 Save: +0
Wisdom: 14 +2 Save: +2
Charisma: 8 -1 Save: -1
HP: 11
AC: 16
Initiative: +4
Speed: 30
Skills:
Acrobatics (P): +6
Arcana: +0
Athletics (P): +3
Perception (P): +4
Stealth (P): +6
Proficiencies:
Shortsword, Simple Weapons, Alchemist's Supplies, Navigator's Tools, Vehicles (Water)
Languages:
Common, Halfling
Class Features
Unarmored Defense
While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
Martial Art
While you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
Unarmed Strike: 1 Bonus Action
Racial Traits:
- Lucky - When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
- Brave - You have advantage on saving throws against being frightened.
- Halfling Nimbleness - You can move through the space of any creature that is of a size larger than yours.
- Stout Resilience - You have advantage on saving throws against poison, and you have resistance against poison damage.
Background: Sailor
Personality: To me, a tavern brawl is a nice way to get to know a new city. My friends know they can rely on me, no matter what.
Ideal: Mastery. I'm a predator, and the other ships on the sea are my prey. (Evil)
Bond: I'll always remember my first ship.
Flaw: I can't help but pocket loose coins and other trinkets I come across.
Equipment:
Prison Rags, Manacles
Attacks:
Unarmed +6 to hit, 1d4+5 damage.
Description:
AGE: 40
ALIGNMENT: Neutral Evil
GENDER: Male
SIZE: Small
HEIGHT: 2'11"
WEIGHT: 43lb
EYES: Hazel
HAIR: Sandy Brown and short
SKIN: Tan
FAITH: None
Backstory:
Garth lived with his family in a coastal village for most of his childhood with his family and extended family, as halfings tend to do. One Autumn day he the village was attacked by pirates seeking slaves and provisions from the defenseless town. The pirates noticed his quick wits and nimble fingers, and rather than sell him off with the other captives they kept him on to run the rigging. He spent four years under that flag before the ship was sunk by a naval frigate. Garth's small size helped him avoid notice and he escaped on a floating piece of debris. When he finally mad it to land he was lost and confused. Knowing nothing else he returned to the life of a pirate, where he's been on and off countless ships.
Now you would think a pirate would be enough to for execution, but that wasn't what finally stuck. One evening at some tavern in some port city (they all blend together eventually), he overheard a voice he recognized. The man who had bought the slaves from his original captors. In a fit of rage and vengeance he bashed the mans skull to a bloody pulp with his bare hands. Turns out, murdering a nobleman in front of countless witnesses is a good way to get you arrested.
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