Yoru Hanto

Children

Yoru Hanto

Human Race
Dolten/ Dark Howler Origin
monk (kensei) 9 Class & Level
NN Alignment
Iass Deity
Night Guard Faction
Quatermaster Rank/Position
9 Loyalty
Company

Strength 18
+4
Dexterity 21
+5
constitution 16
+3
intelligence 15
+2
wisdom 20
+5
charisma 15
+2
Total Hit Dice 9
Hit Die
1d8+3
+4 proficiency bonus
+4 Strength
+9 Dexterity
+3 Constitution
+6 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+9 Acrobatics
+5 Animal Handling
+2 Arcana
+8 Athletics
+2 Deception
+2 History
+5 Insight
+2 Intimidation
+6 Investigation
+5 Martial
+5 Medicine
+2 Nature
+9 Perception
+2 Performance
+4 Persuasion
+2 Religion
+5 Sleight of Hands
+9 Stealth
+9 Survival
skills

 
38
MV

Prestige
2
Attunement Slots
20
Armor Class
85
Hit Points
+5
Initiative
65
Speed
Attacks
Skills
Deity- Iass (Survival)
(Trained out) Rogue- Acrobatics, Investigation, Perception , Stealth.
Dark Howler- Athletics

Weapon and armor.
Light armor, medium armor, shields, simple weapons, martial weapons

Tools and kits
(Rogue trained out)-Thieves’ tools, calligraphies supplies(kensei)
Proficiences
549.32 GP
54CT

Dragon's Sting , Lightning Javelin
and Zarzoni's Favored Sands

Claw’s Monktastic Ring(attuned #1)
Show spoiler

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.

– Type: Wondrous, Major Very Rare
– Attunement: Monk [Attuned ]
– Special: 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
– 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.

– 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.

– Mental Ability Scores: Int 12, Wis 14, Cha 14
– Proficiency Bonus: +3
– Skill Proficiencies: Investigation, Perception, Survival

– Senses: Devil’s Sight 20 ft., Tremorsense 5 ft.
– Communication: Telepathy (Attuned Only, Whilst Wearing the Ring)
– Languages: Common (Grass), Dwarven (Peak), Wicked (Abyssal)

– Special: 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.
[Base Material, Adornment, Enchantment, Enhancement, Spell Invocation, Special Crafter]


Belt of courage
– Type: Wondrous, Unknown Rarity
– Attunement: No
– Special: Grants advantage on saving throws against fear effects.
[Arcadum Item]

Hungry Ghost (attuned #2) (2 ki reserved)
[Spoiler]
"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.

– Type: Wondrous, Very Rare
– Attunement: Monk [Unattuned]
– Special: 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.
[Base Material, Adornment, Enhancement, Enchantment, Special Crafter]:"
[/spoiler]



Impeccable Trekking Boots
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Wonderous shoes, common (200 gp) - non-attunement
These moccasins, while they have seen many years, have maintained their shape and avoided any stains. Their twine can adjust to fit any foot, and the soft furs lining the inside keep ones toes protected from the outer elements.

These shoes somehow find a way to fit any user, and cannot be dirtied.

[Base Material, Enchantment]



two daggers,
two Katars
Silvered twinblade

Lightning Scarred Night Blade - (Longsword)
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This magical blade is standard issue amongst the elite Night Guard. It is creature 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 as it's enhancement bonus double versus evil undead, evil shapechangers, and evil fae.


Silencing Bow
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This magical longbow is used by the royal guard of the Empress of the Shadowfell, they have been loaned to the Night Guard to assist their endeavors and only to recruits that have proven themselves worthy. This is a +1 enhancement longbow made of hardened shadows. This bow does not require traditional ammunition, although it can if the wielder wishes. otherwise it shoots shadowy arrows that act as normal arrows. These shadow arrows cannot be fired or exist in hallowed light.


Vial of Preservation x2 - Filled with Thunder Chimera blood/ Filled with Egg blood
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This vial has been enchanted by a linnorm sorcerer, of Fone's blood. Far from the glory of his ancestor, this vial has no greater function than to keep things refreshingly cool, to prevent spoilage of things like milk... or blood.

Fluids contained within this vial do not perish as a result of being in a room temperature environment, and are always kept cool.



thieves’ tools
Paints supplies
Calligraphy supplies

backpack,
a bedroll,
a mess kit,
a tinderbox,
9 torches,
a waterskin.
50 feet of hempen rope
A silver pendant,
a hunting trap,
a vial of holy water,
tuft of wolfsbane,
cold iron charm,
a set of traveler's clothes,
Custom made fine clothes.

Oil of slipperiness
Healing word scrolls x3
Scroll of gentle repose x2
Scroll of lesser restoration, X2
Greater healing potion
Potion of water breathing
potion of heroism x2
potion of necrotic res x2
Potion of Invulnerabilityx1
potion of superior healingx2
Scroll of protection from evil and good x1

2 bandoliers
inactive 2: 3 healing word scrolls (3 elf skin.)
inactive 1: 3 healing potions

MW bandoliers:
active 1:potion of superior healingx3,Potion of flying x1
active 2:Potion of Growth x,1Potion of Invulnerabilityx1,Scroll of protection from evil and good x2
———————-
Mounts: Green the lizard, (riding horse stats.)
Pets: Grey Fox ( Shippo) (breast plate)
Magnetic Wolf ( Jiki )
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Magnetic Wolf
Beast, True Neutral
Size: Medium
Proficiency Bonus: +3
Armor Class 16 (chainmail)
Hit Points 8 (2d6+1)
Speed 30ft.
Str 14 (+2) Dex 10 (+0) Con 12 (+1) Int 4 (-3) Wis 14 (+2) Cha 6 (-2)
Skills Perception (+5)
Saves: Dexterity (+2)
Senses: Scent: 60ft, Passive Perception 15
Damage Vulnerabilities: Thunder
CR 1/4
Ferrus Fur. The Magnetic Wolf may carry metallic objects by holding them to it’s magnetized fur, it’s master may take items off of it as an item interaction, others must make a DC11 strength check to take them without the master's permission.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) Piercing damage and the target must succeed a DC 12 Strength saving throw or be pulled prone.
Magnetic Shards. The wolf catapults shards of magnetic material from it’s fur at enemies with the following characteristics: Ranged Spell Attack, +4 to hit, One targets. Range 60 ft. Hit: 1d6+2 Bludgeoning Damage.


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Crimson Coffee storage: 777 ways to cook turkey.
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Midnight Guard storage:
Cloak of the Pack (unattuned)
Cloak (Wondrous Item) - Very Rare (42 Days, 4,200gp) - Attunement.
Show spoiler


Snow White wolf cloak with streaks of blood seem to run through the cloak and drip off, leaving no blood trail.

Your Dexterity score is increased by 2, up to a max equal to your ability score cap.

Sic ‘em! If you move at least 15 feet straight toward a creature and then hit it with an attack on the same turn, that creature takes an additional 1d4 piercing damage and 1 bleed damage. The target must succeed on a DC 15 strength check or be knocked prone. You can do so once, regaining the use when you complete a short rest."

Bloodlust. When you critically hit a bleeding target, your predatory instincts take over. You can use your reaction to attack that target again. You can do so twice, regaining both uses when you complete a long rest.

[Base Material, Enhancement, Spell Invocation x2, Special Crafter] Two faced satin (Base)
Primeval chesspiece (enhancement)
The dog whisperer (crafter)

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Yorus Cart inventory:Ichabods Lab equipment, books,

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Inventory lock:
Equipment
Night Guard
Faction
Razzle Dazzle
Stat Array
Dolten/Dark Howler.
Show spoiler
You gain a +3 bonus to saving throws vs. Fear effects, +1 Wisdom, +1 Strength, You gain scent with a range of 60ft. You gain advantage on scent based Perception checks, The traces of lupine in your blood means that you take double damage from silver or blessed weapons. If a weapon happens to be both silver and blessed, you take triple damage, Skill Prof – Athletics.

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Human +1 each Ability score
Languages: Common [Leaf] Sylvan [Moon]
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Night Guard
+2 Str/Wis Cap
Proficiency with Night Blades and Crimson Mail.
Warding Brand -
Show spoiler
Branded on their right hand with a powerful warding hex. This acts as protection against the darkness, but also as a sign of all they accomplished.

+2 to any Persuasion check
+1 all stats loyalty bonus
Crimson Geld:
+2 Strength, +2 Dexterity
200ft Darkvision
+20 Movement speed
Wild Shape - Once per long rest, you may transform into a bat
Detriments

You cannot eat food or drink water, you may only gain sustenance from fresh blood. This blood can be of any kind.
You gain -1 MV from each mission you complete


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Monk:
Martial arts d6
Unarmored defense
Ki 9
Unarmored movement +15ft
you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move.
Calligraphies.
Deflect arrows- 1d10+13
Slow fall: 40damage.
Asi: +1 dex/con, +2wis
Stunning strike dc17

Kensei Weapons. Choose two types of weapons to be your kensei weapons:long sword, longbow, Twinblade. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon – either melee or ranged – to be a kensei weapon for you, following the criteria above.

• Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.

• Kensei's Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn

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

Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Deft Strike. When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

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.

8thlevel asi +2wis

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Fighter
Light armor, medium armor, shields, simple weapons, martial weapons.
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Class/Racial Features & Traits

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