Sun Paw Kong
Master Druid
Sun Paw Kong is a powerful druid nomad from the continent of Ventenheim. Sun grew up in the shade of the Great Tree of Ventenheim in the Nimh Forest. He trained as a druid in Venil City for a time before making his way in the world with a group of adventurers called the Leaf Guard. His years of dungeon diving and fighting left him weary though and he eventually retired and took to his true calling. He is always trying to forge a stronger connection between animals and birds and the Druids of the world. He seeks out violent creatures and tries to connect with them via wild shape to help them fit better into the natural order. Through his connection with Mankata and other nature spirits he feels that a great danger is coming to Tellenheim, so he left Ventenheim and wandered East. He no longer deals with situations in violence but he travels the land lending his talents to those in need, especially those with Druidic intentions.
Physical Description
General Physical Condition
Class & Level: Druid 13 (Circle of the Forest)
Background: Urchin
Alignment: Chaotic Good
ABILITY SCORES & ABILITIES (* includes +5 proficiency bonus; ** includes expertise, if any) Strength 16 +3 ... Strength Ability Checks +3 ... Strength Saving Throws +3 ... Athletics Skill 600 lbs. ... Maximum Carrying Capacity 1200 lbs. ... Max. Push or Drag (Speed -5 ft.) 900 lbs. ... Maximum Lift Dexterity 14 +2 ... Dexterity Ability Checks +2 ... Dexterity Saving Throws +2 ... Acrobatics Skill +7 ... Sleight of Hand Skill * +7 ... Stealth Skill * Constitution 15 +2 ... Constitution Ability Checks +2 ... Constitution Saving Throws Intelligence 10 +0 ... Intelligence Ability Checks +5 ... Intelligence Saving Throws * +0 ... Arcana Skill +0 ... History Skill +0 ... Investigation Skill +5 ... Nature Skill * +0 ... Religion Skill Wisdom 20 +5 ... Wisdom Ability Checks +10 ... Wisdom Saving Throws * +10 ... Animal Handling Skill * +5 ... Insight Skill +5 ... Medicine Skill +5 ... Perception Skill +5 ... Survival Skill Charisma 12 +1 ... Charisma Ability Checks +1 ... Charisma Saving Throws +1 ... Deception Skill +1 ... Intimidation Skill +1 ... Performance Skill +6 ... Persuasion Skill COMBAT [PHB p. 189] 15 ... Passive Perception +2 ... Initiative Modifier Armor Class 15 ... Armor worn: leather armor, wooden shield 30 ft. Speed ... Base distance per move 94 hit points ... 13d8 Hit Dice Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 1d6+2 slashing damage. Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. 1d4+2 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.) Shillelagh Club. Melee Spell/Weapon Attack: +10 to hit, reach 5 ft. Hit: 1d8+10 bludgeoning damage. (Cantrip effect on weapon lasts for 1 minute.) Produce Flame Cantrip. Can hold in your hand up to 10 minutes, or use up once to attack. Ranged Spell Attack: +10 to hit, target one creature within 30 ft. range. Hit: 3d8 fire damage. FEATURES, TRAITS, SPECIAL ABILITIES Urchin Background [PHB p. 129] • Feature: City Secrets. • Traits: Once a prisoner of enemy tribe. Warm manner. • Ideal: Owes a life debt to a childhood friend. • Bond: Avenge slain childhood friend. • Flaw: Ruthlessly competitive. Proficiencies & Languages • Proficiency Bonus: +5 • Armor: light armor, medium armor, shields (nonmetal only) • Weapons: club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear • Tools: disguise kit, thieves' tools • Saving Throws: Intelligence, Wisdom • Skills: Animal Handling, Nature, Sleight of Hand, Stealth • Languages: Common, Goblin Bugbear Traits [VGtM p. 119] • Age: 31 years old • Medium Size (7' 8", 320 lbs.) • Darkvision (60 feet) • Long Limbed (melee attack reach +5 ft.) • Suprise Attack (once per combat, if surprise target on first attack, cause +2d6 damage) Druid Class Features [PHB p. 65] • Ritual Casting • Wild Shape (max. CR 1, twice betw. long rests) • Natural Recovery (regain spell slots in short rest) • Land's Stride (move through plants, adv. on saves) • Nature's Ward (fey cannot charm; immune poison, disease) Spellcasting [PHB p. 201] Spell Attack Modifier +10 Spell Save DC 18 Cantrips Known: Guidance, Mending, Produce Flame, Shillelagh Prepared Spells 1st Level (4 slots): Cure Wounds, Animal Friendship, Detect Magic, Faerie Fire 2nd Level (3 slots): Barkskin*, Spider Climb*, Hold Person, Enhance Ability 3rd Level (3 slots): Call Lightning*, Plant Growth*, Dispel Magic, Daylight, Meld into Stone 4th Level (3 slots): Divination*, Freedom Of Movement*, Blight, Grasping Vine, Polymorph 5th Level (2 slots): Commune With Nature*, Tree Stride*, Mass Cure Wounds 6th Level (1 slot): Sunbeam, Conjure Fey, Find the Path 7th Level (1 slot): Plane Shift, Regenerate EQUIPMENT & TREASURE Carried Gear (PHB, p. 143): leather armor (AC 11), shield (AC +2), scimitar, club, dagger, sling and 20 stones, belt pouch, set of common clothes, a small knife, map of home city, pet mouse, token from parents. (This load is about 39 lbs.; add 1 lb. per 50 coins carried.) Coins & Gems: 5,507 gold pieces (gp 79 silver pieces (sp 74 copper pieces (cp 3 gems (worth 500 gp each)
ABILITY SCORES & ABILITIES (* includes +5 proficiency bonus; ** includes expertise, if any) Strength 16 +3 ... Strength Ability Checks +3 ... Strength Saving Throws +3 ... Athletics Skill 600 lbs. ... Maximum Carrying Capacity 1200 lbs. ... Max. Push or Drag (Speed -5 ft.) 900 lbs. ... Maximum Lift Dexterity 14 +2 ... Dexterity Ability Checks +2 ... Dexterity Saving Throws +2 ... Acrobatics Skill +7 ... Sleight of Hand Skill * +7 ... Stealth Skill * Constitution 15 +2 ... Constitution Ability Checks +2 ... Constitution Saving Throws Intelligence 10 +0 ... Intelligence Ability Checks +5 ... Intelligence Saving Throws * +0 ... Arcana Skill +0 ... History Skill +0 ... Investigation Skill +5 ... Nature Skill * +0 ... Religion Skill Wisdom 20 +5 ... Wisdom Ability Checks +10 ... Wisdom Saving Throws * +10 ... Animal Handling Skill * +5 ... Insight Skill +5 ... Medicine Skill +5 ... Perception Skill +5 ... Survival Skill Charisma 12 +1 ... Charisma Ability Checks +1 ... Charisma Saving Throws +1 ... Deception Skill +1 ... Intimidation Skill +1 ... Performance Skill +6 ... Persuasion Skill COMBAT [PHB p. 189] 15 ... Passive Perception +2 ... Initiative Modifier Armor Class 15 ... Armor worn: leather armor, wooden shield 30 ft. Speed ... Base distance per move 94 hit points ... 13d8 Hit Dice Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 1d6+2 slashing damage. Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. 1d4+2 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.) Shillelagh Club. Melee Spell/Weapon Attack: +10 to hit, reach 5 ft. Hit: 1d8+10 bludgeoning damage. (Cantrip effect on weapon lasts for 1 minute.) Produce Flame Cantrip. Can hold in your hand up to 10 minutes, or use up once to attack. Ranged Spell Attack: +10 to hit, target one creature within 30 ft. range. Hit: 3d8 fire damage. FEATURES, TRAITS, SPECIAL ABILITIES Urchin Background [PHB p. 129] • Feature: City Secrets. • Traits: Once a prisoner of enemy tribe. Warm manner. • Ideal: Owes a life debt to a childhood friend. • Bond: Avenge slain childhood friend. • Flaw: Ruthlessly competitive. Proficiencies & Languages • Proficiency Bonus: +5 • Armor: light armor, medium armor, shields (nonmetal only) • Weapons: club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear • Tools: disguise kit, thieves' tools • Saving Throws: Intelligence, Wisdom • Skills: Animal Handling, Nature, Sleight of Hand, Stealth • Languages: Common, Goblin Bugbear Traits [VGtM p. 119] • Age: 31 years old • Medium Size (7' 8", 320 lbs.) • Darkvision (60 feet) • Long Limbed (melee attack reach +5 ft.) • Suprise Attack (once per combat, if surprise target on first attack, cause +2d6 damage) Druid Class Features [PHB p. 65] • Ritual Casting • Wild Shape (max. CR 1, twice betw. long rests) • Natural Recovery (regain spell slots in short rest) • Land's Stride (move through plants, adv. on saves) • Nature's Ward (fey cannot charm; immune poison, disease) Spellcasting [PHB p. 201] Spell Attack Modifier +10 Spell Save DC 18 Cantrips Known: Guidance, Mending, Produce Flame, Shillelagh Prepared Spells 1st Level (4 slots): Cure Wounds, Animal Friendship, Detect Magic, Faerie Fire 2nd Level (3 slots): Barkskin*, Spider Climb*, Hold Person, Enhance Ability 3rd Level (3 slots): Call Lightning*, Plant Growth*, Dispel Magic, Daylight, Meld into Stone 4th Level (3 slots): Divination*, Freedom Of Movement*, Blight, Grasping Vine, Polymorph 5th Level (2 slots): Commune With Nature*, Tree Stride*, Mass Cure Wounds 6th Level (1 slot): Sunbeam, Conjure Fey, Find the Path 7th Level (1 slot): Plane Shift, Regenerate EQUIPMENT & TREASURE Carried Gear (PHB, p. 143): leather armor (AC 11), shield (AC +2), scimitar, club, dagger, sling and 20 stones, belt pouch, set of common clothes, a small knife, map of home city, pet mouse, token from parents. (This load is about 39 lbs.; add 1 lb. per 50 coins carried.) Coins & Gems: 5,507 gold pieces (gp 79 silver pieces (sp 74 copper pieces (cp 3 gems (worth 500 gp each)
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