Claw

Children

Claw

Variant Human Race
The Skittering Origin
Monk 12 Class & Level
Chaotic Good Alignment
Iass Deity
Night Guard Faction
Ambassador Rank/Position
22 Loyalty
N/A Company

Strength 11
+0
Dexterity 23
+6
constitution 15
+2
intelligence 12
+1
wisdom 24
+7
charisma 12
+1
Total Hit Dice 11
Hit Die
1d8+2
+4 proficiency bonus
+5 Strength
+10 Dexterity
+2 Constitution
+1 Intelligence
+7 Wisdom
+1 Charisma
saving throws
+10 Acrobatics
+7 Animal Handling
+1 Arcana
+0 Athletics
+1 Deception
+1 History
+11 Insight
+1 Intimidation
+1 Investigation
+11 Martial
+4 Medicine
+4 Nature
+11 Perception
+1 Performance
+1 Persuasion
+5 Religion
+10 Sleight of Hands
+10 Stealth
+11 Survival
skills

 
66
MV
2
Prestige
4
Attunement Slots
23
Armor Class
90
Hit Points
+5
Initiative
50
Speed
WeaponAttackDamage
Gloves[roll1d20+12][roll2d8+7]
Attacks
Martial, Acrobatics, Insight Alchemist Tools - monk
+3 against fear - Dolten - Perception - Skittering
Herbalism Kit - Factionless
Jeweller's Kit and Flute proficiency - Shackled Legion
Cartographer's Tools and Navigator's Tools - Freemen
Survival - Iass lip service.
Stealth - Variant Human skill
Night Guard Proficiency with Night Blades and Crimson Mail

Ability score cap increases:

Phase 1 mission: Wisdom cap +2
Freeman: Dexterity cap +2
Night Guard: Dexterity and Wisdom cap +2
Proficiences
1000 platinum (10,000 gold)


Two Masterwork Bandoliers :

1 with two potions of speed, a potion of heroism, and a potion of flying.

1 with one potion of supreme healing, two potions of invulnerability, and a potion of superior healing.

Gloves. Attunement. Crackling Lightning of Mazetela - Attunement - Very Rare - 4,500gp - 45 days These gloves give a +1 bonus to damage and attack rolls made with unarmed strikes with hands. They do an additional 1d6 lightning damage, and give the following ability: Siphoning Spark. When you score a critical hit on a creature, that creature is charged with electricity. At the beginning of each of a charged creature's turn, it takes 1d4 points of lightning damage for a number of rounds equal to your proficiency bonus. When a charged creature takes this 1d4 lightning damage, you can make an unarmed strike attack against that creature as a reaction if it is within 10 ft., as the electricity is forced out of its body towards the glove. If you do, the charge is consumed, and you restore 1d4 hit points. You restore 1 additional hit point for every round the target took the 1d4 lightning damage. All damage dealt from this attack is converted to lightning damage. Should this attack also be a critical hit, enemy creatures within 5 feet of your target must make a DC13 Dexterity saving throw or take 2d4 lightning damage or half as much on a success. Additionally, whenever you hit an object, the hit is a critical hit.

Claw’s Monktastic Ring
Being crafted by Claw
Wondrous (Ring) - Major Very Rare (5,940gp, 60 days to craft) - Attunement: Monk

A lovely ring with a black and gold signet formed into an image of a sword in front of a moon, the symbol of the Night Guard. Infused with venom and holy power after having been melted down, the ring itself is made of a stardust alloy. Primordial script runs along the outside of the ring and an engraving rests on the underside depicting scales of judgement, a symbol of Iass, Lady Triumph.

Your Dexterity score is increased by 3, to a maximum equal to your ability score cap.

Holy Hands. While you are not holding any item or wearing any other magic item on your hands, your unarmed strikes deal an additional 1d6 radiant damage on a hit.

Overflowing Energy. When you expend a ki point, you can choose to heal yourself for 1 hit point from a maximum hit point pool of 10. This pool replenishes when you complete a long rest

Flow Like Water. When you take the dodge action, you gain a +2 bonus to AC until the start of your next turn. You can do this three times, regaining spent uses when you complete a long rest.

Peace of Mind. As a bonus action, you can expend 3 ki points to cast Lesser Restoration on yourself. You can do this three times, regaining spent uses when you complete a long rest.

This Item is Awakened
Sentience: Gough, the Brand Maker
Alignment: True Neutral

Mental Ability Scores: Int 12, Wis 14, Cha 14
Proficiency Bonus: +3

Senses: Devil’s Sight 20 ft., Tremorsense 5 ft.
Communication: Telepathy (attuned only, while wearing the ring)
Languages: Common (Grass), Dwarven (Peak), Wicked (Abyssal)

Special Ability: Gough has the following ability:
Gift of Hardship. The first time you take 30 or more damage from a single source, you immediately regain 4d8 + 8 hit points. Once this ability activates, it can’t activate again until you finish a long rest.

Skill Proficiencies: Investigation, Perception, Survival

Purpose: Gough has three purposes.
1. To push its attuned wearer to new heights and have them strive and struggle to grow.
2. To gain a body of its own one day, through almost any means.
3. To wipe out necromancers and their craft.

Personality: Gough is a being who bears great jealousy of those around him, those that can experience life's blessings, and it weighs heavy on his mind. Therefore, he chooses to live vicariously through the attuned since it cannot live as its own entity that is capable of growing through hardship or struggling. It meets this indifference with creativity in its actions by becoming symbiotic with another being.

Rosewood Ring of Love and Fear. (Expended) The Void Gem has been cut to appear as a black ruby, set in place on a platinum wedding ring and surrounded by glittering bloodstone shards. Void Sight You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can see through magical darkness in this way. You can't discern color in darkness, only shades of gray. You also gain advantage on Wisdom (Perception) checks in dim light and this overrides the disadvantage you would normally have. While attuned to this ring, you have a type of sunlight hypersensitivity and you cannot rest in direct sunlight. Fear of the Void As a bonus action you may use a charge of this ring to project a phantasmal image of an infinite void of darkness. Each creature in a 20ft cone originating from yourself must make a DC14 Wisdom Saving throw or become frightened for a number of rounds equal to your Wisdom modifier. While frightened by this ability, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the effect ends for that creature. This ring has 2 charges and regains one charge each dawn. You gain resistance to necrotic damage. You can use your action to activate the bloodstone shard on your ring, healing yourself for 32 hit points. This can only be done once. You can use your action to activate the bloodstone shard on your ring, gaining resistance to all damage types for one minute. This can only be done once. Ring, wondrous item

Night Blade Night Blade – (Longsword) – This magical blade is standard issue amongst the elite Night Guard. It is created from a carefully sanctified infernal steel, allowing the weapon to draw strength from evil and safeguard the wielder from nefarious influence. This is a +1 longsword that counts has it's enhancement bonus doubled versus evil undead, evil shape-changers and evil fae. +1 Longsword that is +2 against evil shit.

Fangs of Foruuz, Serpent of the Shifting Dark
Twin Attunement (Both must be attuned to the same character, they cannot be used singularly)
+1 Hand Axes
The individual weapons are refereed to as Left and Right Fangs.
Whenever an enemy is dealt damage by one of these weapons, that enemy takes 1d6 poison damage.
Whenever one of the fangs is thrown, the wielder may spend a bonus action to teleport to an adjacent square of the target creature, this must be used on a creature to use the teleport effect. This ability has a cooldown of 3 rounds.
Pilgrimage – (Should the attuned complete a journey to The Stone Serpent Sigil, these weapons shall grow in strength. Level 8 prestige mission)



Hungry Ghost
Robes - Very Rare - Attunement: Monk

A set of robes, weaved in the Crimson Citadel from elements of dominance, vitality, and rebirth. The pallid grey cloth between belies the desire for perfection, and the life it is all too willing to prey upon in search of it. Several streaks of dark red run in waves from the back center, like looking at the sun in the reflection of a river. Through an endless flow of energy, the hungry ghost attains true power.

You gain a +2 bonus to your Wisdom score, to a maximum equal to your ability score cap.

Bend Theurgy: You can use your Deflect Missiles class feature against ranged spell attacks, except you add your Wisdom modifier instead of your Dexterity modifier. If you deflect a spell attack in this way, you cannot catch or hold the attack, nor spend ki to make a ranged attack with it.

Ki Funnel: As long as you have at least 1 ki, you replenish 1 expended ki point when you kill a living creature with at least 6 intelligence. This also causes you to hear the final thoughts of the victim in the moment before their death.

Partake Spirit: After you finish meditating to regain ki, you can choose to reserve any number of your available ki points until you meditate to regain ki again. Reserved ki points cannot be spent in any way, but they are not considered expended either. You gain a bonus on death saving throws equal to the number of your reserved ki. If you would die, your reserved ki is instead automatically spent to steal the life energy of those around you. All living creatures within 10 feet of you take necrotic damage equal to the number of ki you had reserved, which heals you for half of the total damage dealt. The ki spent this way are no longer considered reserved. You cannot benefit from this ability again until you finish a long rest.

Belt of Courage
Advantage on Fear Saving Throws

Two masterwork bandoliers.

Backpack
Name Wt.
Bedroll
Name Wt.
6
Name Wt.
Mess kit
Name Wt.
Tinderbox
Name Wt.
8 Torches
Name Wt.
18 rations 44
Name Wt.
Waterskin
Name Wt.
50 feet of hempen rope
Name Wt.
Explorer's pack (listed above) 40
Name Wt.
Alchemist's Tools 8
Name Wt.
Healer's kit
Name Wt.
Silver Pendant
Name Wt.
Bone javelins x18

1 midnight tears potion.
Name Wt.
5 holy water.
Name Wt.
Magic Shadowfell Thieves' Gloves
Name Wt.
19 crafting token(s)
Name Wt.
Note written "Remember Mazetela." scribbled towards the bottom. "And Claw." (Tanis.)
Name Wt.
Herbalism Kit.
Name Wt.
1x potion of fire resistance. 2
Name Wt.
8 potions of healing 2
Name Wt.
Traveler's Clothes
Name Wt.
Tuft of Wolfsbane
Name Wt.
Cold iron charm
Name Wt.
1x net
Name Wt.
Golden Flower (600 gp)
Name Wt.
Belt of courage
Name Wt.
2 x chalk
Name Wt.
A bowl for Gale.
Name Wt.
x33 superior healing potions
x8 antitoxins
x3 potions of heroism
x1 potion of speed
x1 potion of supreme healing
x4 potions of growth
x4 potion of greater healing

x8 Regular potions of healing
x2 Elixer of Health

Hooded lantern.
Name Wt.
8x Antitoxin
Name Wt.
Name Wt.
Bell
Name Wt.
2x bone charm
Name Wt.
Cartographer's Tools
Navigator's Tools
Name Wt.
Thieves' tools

10 healing word scrolls


Zarzoni's Favored Sands
Major Rare - 3,000 GP - Attunement
A vial of vibrant rainbow sands. Over time the five colours will defiantly settle into neat rows if shaken or disturbed

Elementary Elemental Mastery: At the end of a long rest choose one element from Fire, Cold, Acid, Lightning, and Thunder: Until the end of your next long rest you have resistance to that damage type. When you take at least five points of damage of that same type you deal 1d4 damage of the element on your next weapon attack.

Rainbow Winds Lite: Once per long rest you spend an action to conjure a fifteen foot cone of rainbow sand, creatures hit by this sand must make a dexterity saving throw (DC Equal to the casters spell-save or Intelligence if they do not have one.) or take 1d6 of Fire, Cold, Acid, Lightning, and Thunder damage (5d6 overall).
[Base Material, Enhancement, Enchantment]

Bone Fist Charm

Lamina of the deep

Inchoate Benison

2 black hood signets


3 Dropped Screws

Reagent (3) of heroism and flying potions.

Items for melting:

Crimson Mail + Freemen Cloak + Harmonica +Night Blade + Silencing Bow


Heroes Band
Wondrous (Ring) – Very Rare (7,275gp) – Attunement

While attuned to this ring, you gain the following abilities and features:
Sacrifice: You can transfer your life force to another creature within 60ft as a reaction once per long rest. You suffer 5d8 + your Constitution modifier points of damage that cannot be resisted or negated in any way; your target heals for double this amount. Should you drop to 0 from this ability, you must immediately make a death saving throw, success means you fall to 0 normally, failure means you die.
You gain resistance to Necrotic damage.

[Base Material, Enchantment, Enhancement]

Fists of Highwind - 300 Gp - Common

Your attacks do piercing instead of bludgeoning with unarmed strikes

Rosepetal Pinwheel (Ringblade) Major Very Rare

Attunement

+1 Enhancement

Ringblade - This weapon deals 1d10 damage and requires the use of two hands. It possess' no other descriptors.

The wielder of this weapon may use their charisma instead of dexterity or strength, when determining attack statistics with melee attacks with this weapon.

Dragon's Sting
+1 Dagger - Minor Rare - Attunement
1350gp
While attuned to this dagger, you gain the following abilities and features:

-Fury of the Drake: This weapon deals an additional 1d4 points of fire damage. This damage is doubled against dragons.
-Way of the Scarlet Sun: As a part of the attack action, you can spend a point of Ki to enhance the dagger to blaze with red fire. Until the start of your next turn, each attack made with this produce a burst of red fire that surges out striking all creatures in a 5ft radius blast. All creatures in the area of effect suffer the effects of Fury of the Drake.

Equipment
Night Guard
Faction
Mad Man
Stat Array
Lucky - You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.

ASI (4) +1 Dex and +1 Wis, to go from 17/17 to 18/18. What a madman, didn't even take a feat.

ASI (8) +1 Dex and +1 Wis, to go from 19/19 to 20/20. What a madman, didn't even take a feat.

+2 Wisdom

Night Guard Loyalty 2. Restless Geld "My soldiers do not eat, sleep nor blink, try your best paladin." The night guard is infused with the power of wights. Benefits +2 Constitution +2 Wisdom You gain resistance to all physical damage from non magical weapons and necrotic damage. You are immune to disease and poison. Detriments You cannot be resurrected. (This includes revivify) You gain -1 MV from each mission you complete.

Unarmoured Defense While without armour, your AC equals your Dex mod + Your wis mod.

Martial arts You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. 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. 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 proficiency bonus + your Wisdom modifier 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.

Unarmoured Movement Starting at 2nd level, your speed increases by 10 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.

Touch of Death Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. 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 (minimum of 1 temporary hit point).

Deflect Missle 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 20/60 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.

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.

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 or be stunned until the end of your next turn.

Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Tried to kill a man with a book. (Attempted Murder) +1 to all attack rolls.

Hour of Reaping At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Ki Strikes Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

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.

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.

Purity of Body

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.


Class/Racial Features & Traits

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