Zephyr Silkwing

Zephyr Silkwing

Zephyr Silkwing wasn't born in Dolten. Or, at least, he doesn't think he was. His earliest memories are of the Webwood in which he seemingly just appeared to be found by a young child. The young child, who he never actually knew the name of, kept him hidden and as a friend for the better part of a year as Zephyr grew older, never really worrying about the lack of memory from the time before the Webwood. This worked well until the child's parents found out about Zephyr and proceeded to try to get him away from their child, fearing the worst based on the stories from the stories about the Fae-Lost of the Abhorrent Arboreal. The attempts quickly escalated as the parents tried to kill Zephyr, the mother throwing anything she could at him while the father grabbed his bow and took shots, but they were not successful as the sprite escaped out a window. The parents even tried to get the help of the local guard to find Zephyr, but were quickly dismissed.   As the word of the incident spread, the entire area became wary of sprites, especially Zephyr, leading him to have to hide from the people, often leading him to the spider filled forests where he often had to fight the spiders off resulting in scars over time. His isolation made him bitter towards most people which lead him to stealing to survive but also not worrying about damages to the places he stole from.   One day, he randomly found an old hermit in the woods. Curious about the man who lived away from the rest of the people of Dolten, he stuck around and watched the hermit. He quickly found the hermit to be completely independent of others and also found him to be a competent fighter against the spiders. Zephyr started to try to imitate the hermit's lifestyle until one day the hermit made it clear that he had known of Zephyr's presence the whole time and offered to formally teach him both how to live away from civilization and the fighting ways of monks. Zephyr quickly took him up on the offer and learned well, slowly learning to respect the man as well. He also learned how to be patient and calm, two lessons that he still keeps with him today.   Somehow Zephyr's presence in the area was discovered and a group of angry villagers came to the hermit's cave and chased Zephyr out of the area for good. Zephyr's hate for others rose quickly as he was separated from his home and mentor in the matter of a day. He wondered aimlessly around Verum, living where he could, but often not being welcome in many places. In that time, he also continued to practice his monk skills to a point where he was easily able to defend himself.   At some point in his travels, he overheard a conversation about a group of assassins called the Forked Tongue and the Serpent's Coil they wore which marked their presence, and he became motivated to attempt to join their ranks. After a long search and lots of investigation, he finally found what he assumed to be a member in one of the major cities of Verum and managed to join their ranks. It is there that he has stayed.

Physical Description

General Physical Condition

Thin, but well built body type allows him to be very agile and fast with the help of his wings. Although his overall strength is low relative to most, he holds the strength to wield larger weapons relative to his size. He is very small since he is a sprite.

Body Features

light skin, small scars on the left side of his face and arms, dragonfly-like wings that are clear with bits of very light, semi-clear red

Facial Features

Thin face, has a few small scars on the left side of his face.

Identifying Characteristics

Red eyes, scars on his face and arms, slightly pointed ears

Physical quirks

Relaxed posture and calm demeanor when sitting, generally more alert when standing, especially when being addressed directly. Tends to play with random, small objects like small balls, daggers, small sticks, etc.

Apparel & Accessories

Covers most of himself with clothes. Wears plain black robes with bits of red, but covers most of it with a dark brown, short sleeve trench coat that goes down to about halfway down his thighs. The bottom of the robes can be seen slightly below his trench coat as it goes down to about his knees. He also always has a hood on but rarely puts it up and he covers his nose and mouth with a dark gray bandana that is tucked under the hood. He wears thick, black pants that are somewhat loose and has large, brown leather boots which go about halfway up his shins. His knuckles, wrists, and the lower half of his forearms are wrapped or taped.

Specialized Equipment

Is good at punching

Mental characteristics

Gender Identity

Male

Sexuality

Bisexual

Education

Basic monk training, no formal education other than things picked up from listening or from his monk mentor

Personality Characteristics

Virtues & Personality perks

Is usually very patient and is a good listener.

Personality Quirks

Tends to lean on spear by propping it against the wall and sitting on it

Hygiene

He keeps himself presentable at all times.

Social

Family Ties

He's doesn't know his family

Religious Views

Follows Wode passively

Social Aptitude

Not necessarily are a great speaker, but also doesn't speak too often.

Hobbies & Pets

Tends to enjoy cooking, reading, and sometimes writing about his adventures in a journal. Also likes going to taverns to drink and people watch.

Speech

Speaks in a very matter-of-fact manner.

Wealth & Financial state

Has never really had lots of money and, therefore, tends to mostly just spend money on things he's finds necessary, but will occasionally buy something for entertainment.
Species
Birthplace
Unknown
Children
Gender
Male
Eyes
Dark red
Hair
silver-gray, medium length, kinda scruffy
Height
1'10"
Weight
18 lbs
Known Languages
Common, Sylvan

Zephyr Silkwing

Sprite (Quick Wing) Race
Dolten/The Skittering Origin
Kensei Monk/Assassin Rogue 7/4 Class & Level
Chaotic Neutral Alignment
Wode Deity
Forked Tongue Faction
Chapter Master Rank/Position
16 Loyalty
The Shadow Key Company

Strength 11
+0
Dexterity 22
+6
constitution 14
+2
intelligence 10
+0
wisdom 18
+4
charisma 12
+1
Total Hit Dice 11
Hit Die
1d8+2
+4 proficiency bonus
+4 Strength
+10 Dexterity
+2 Constitution
+0 Intelligence
+4 Wisdom
+1 Charisma
saving throws
+14 Acrobatics
+4 Animal Handling
+0 Arcana
+0 Athletics
+1 Deception
+0 History
+8 Insight
+1 Intimidation
+0 Investigation
+8 Martial
+4 Medicine
+0 Nature
+12 Perception
+1 Performance
+1 Persuasion
+0 Religion
+6 Sleight of Hands
+10 Stealth
+4 Survival
skills

 
63
MV
4
Prestige
2
Attunement Slots
20
Armor Class
90
Hit Points
+6
Initiative
65 (Flying), 35 (Walking)
Speed
WeaponAttackDamage
Spear 1d20+10 1d6+6 or 1d8+6
Masterwork Katana 1d20+10 1d6+7 or 1d8+7
Nightmare's Ambush 1d20+11 1d6+7
Unarmed 1d20+10 1d6+6
Attacks
Weapons
Shortswords and simple weapons, Hand Crossbow (kensei), Katana (kensei), Katar (kensei)
Kensei Weapons
Hand Crossbow, Katar, Katana
Tools
Cook's Utensils, Poisoner's Kit, Thieve's Tools, Weaver's Tools (Skittering), Painter's Supplies (Kensei), Disguise Kit
Languages
Common, Sylvan, Thieves' Cant (Forked Tongue), Elven (Academy)


Armor
none
Skills
Stealth (Wode), Perception (Skittering), Acrobatics, Insight, Martial (Rogue)
Expertise
Perception, Acrobatics
Saving Throws
Strength, Dexterity

Proficiences
none
Spellcasting
Currency:
33068 gold

Crafting Tokens

119 Crafting Tokens


--------------------------------
Weapons
Nightmare's Ambush (3)
Masterwork Katana (4)
Dagger (1)
15 lbs

Ammo
40 Crossbow Bolts (0.075x40)
3 lbs

Adventuring Gear
backpack (5)
bedroll (7)
tinderbox (1)
8 days of rations (2x8)
waterskin (5)
set of dark common clothes including a hood (3)
a belt pouch
crossbow bolt case (1)
11 masterwork bandolier (1x11)
Pole of Collapsing
54 lbs

Potions and Poisons
1 potion of invisibility (1x2)
2 Potions of Invulnerability (2x3)
2 oils of slipperiness (2x2)
4 potions of greater healing (2x4)
10 potions of superior healing (2x10)
2 potions of speed
8 potions of supreme healing
1 potion of Heroism
30 lbs

Kits and Tools
Thieves' Tools (1)
Cook's Utensils (8)
19 lbs

Nightmare's Ambush
Nightmare’s Ambush

+1 Hand Crossbow - Very Rare (5460gp, 55 days to craft) - Deadly Attunement: Monk

A fairly standard looking hand crossbow. The wood is dark in colour and dark mist emanates off of it while it is in use. When a crossbow bolt is fired from it, the projectile leaves a similar dark mist trail and changes colour to match that of the crossbow.

Your Dexterity score increases by 2, to a maximum equal to your ability score cap when you are attuned to this weapon.

Nightmare’s Curse: As a bonus action when you hit a creature with this weapon, you can inflict a curse upon them for 1 minute. You gain a +1 bonus to attack and damage rolls made with melee weapon attacks against the cursed target for the duration.
The curse ends early if you activate the following effect.
Instant Ambush: If you can see the cursed target, you can spend 1 ki point as a bonus action to teleport to an unoccupied space within 5 feet of them, and can immediately make one unarmed strike against the target (no action required by you) after the teleportation has occurred.

If the target drops to 0 hit points before the curse ends, you can use a bonus action on a subsequent turn of yours to curse another creature for the remaining duration. You can move the curse freely during its duration to any target you can see within 60 feet of you. The curse ends early if you drop to 0 hit points, or fall unconscious.
Once you curse a target in this way, you must finish a short or long rest before doing so again.
Phantasmal Reach: As an item interaction on your turn, or as part of the item interaction to draw this weapon, you can ignore the loading property of this weapon for 1 minute. Additionally, your bolts fly true, as if directed by an invisible force. The normal range of this weapon is increased from 30 feet to 60 feet for the duration. You can use this effect twice, with both uses refreshing on a short or long rest.

[Base Material, Adornment, Enhancement, Enchantment]
(attuned)

Arcane Gauntlets
Arcane Gauntlets

Wondrous – Major Rare (2,400gp) – Attunement

The fists of the failed Arcane Engine, still surging with electricity, awaiting their next conduit of power.

Your unarmed strikes deal an additional 1d4 lightning damage.

You gain resistance to lightning and thunder damage.

Power Surge. As an action, you can become the conduit that fuels these gauntlets, causing the gauntlets to lose their physical form and instead become pure lightning that surrounds your arms. When you become the conduit, your unarmed strikes have a reach of 10 feet. Additionally, whenever you would successfully hit a creature with your unarmed strikes, lightning leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes 1d4 lightning damage. This ability lasts for 1 minute and you cannot activate it again until you finish a long rest.

[Base Material, Enhancement, Adornment]
(not attuned)

Raven's Rush
Boots - Major Uncommon (900GP)
These boots have 3 charges, which can be used for the following ability.
Corvid Concealment: When making a stealth check in darkness or dim light, you can use one charge of these boots to add +2 to your check.
These boots regain all charges at dawn.
(crafted, retconned item)


Kobold Tooth Necklace
"Necklace - Minor Uncommon - 950g
An unimpressive necklace fashioned from Kobold teeth. It's been enchanted with strange rituals to change the appearance of the one who wears it.
While wearing this item, you appearance changes to that of a Kobold, but you gain no other features from the race.
You retain all of your racial and class abilities, but your size changes to small.
The effect persists until you remove the necklace as an item interaction, or die"


Vambraces of the Cursed Forge
Wondrous - Major Rare - Attunement - Worthy 2
You deal an extra 4 fire damage with melee weapon attacks. This effect is inert on an attack if it would already benefit from extra fire damage dice.

Whenever you score a critical hit with a melee weapon attack, the target gains vulnerability to fire damage. This effect is a curse that lasts indefinitely, but can be removed by effects that remove curses.
(attuned)

Shadowsalve
Wondrous Ring - Major Rare (2,200GP) Attunement Ring
A ring wrapped in shadow with the elvish symbol of healing
This ring provides a +1 to stealth checks.

While in combat (true combat) if you are below half hitpoints and are in darkness, you heal 5 hitpoints at the start of your turn.
(not attuned)

Dragon's Eye Series: Dragon's Rage Wrapping
Wondrous (Boots) - Very Rare (4,000gp, 20 Days) - Attunement: Monk

These elegant monk style foot wraps are made of a black material decorated with dark red flames that dance across it, visually mirror the scales of a dragon especially in the way the light reflects off the material as it moves.

Your Dexterity score increases by 3, up to a maximum equal to your ability score cap.

Suffocating Shadows. You regain 1 ki point when reducing an enemy to 0 hp in true combat. This can happen 4 times, regaining all uses after finishing a short or long rest.

Blistering Strikes. You can cause your unarmed strikes to deal fire damage.

Quick Reflexes. You can cast shield three times, regaining all uses after finishing a long rest.

You have disadvantage on the first saving throw made against a hostile source magic after finishing a long rest.
(not attuned)

Anulling Salts
These salts can be rubbed on the body removing any smells the character may produce for 1 hour. This defeats scents.


Serpent's Coil
This earring coils around and through the ear and is jewelry marking one as an assassin for hire and a member of the Forked Tongue.


Misc
dragonfly plushie from Laylat
New Dsangir scale
0 lbs

Masterwork Bandolier 1
3 Potion of Supreme Healing
1 potion of Heroism
(active)

Masterwork Bandolier 2
1 potion of Invulnerability
1 Potion of Speed
2 Potion of Supreme Healing
(active)

Masterwork Bandolier 3
1 potion of Invulnerability
1 Potion of Speed
2 Potion of Supreme Healing


Food Tokens
none


Total Weight: 125/165
Equipment
Forked Tongue
Faction
Mad Man
Stat Array
Level 4 Monk ASI: +2 Dex
Level 4 Rogue ASI: +2 Wis
Rogue Multiclass Skill Proficiency: Martial
Rogue Multiclass Tool Proficiency: Thieves' Tools
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Race/Origin Features

Darkvision
Accustomed to twilight forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
60 feet

Laughing Mad
Sprites are immune to the confusion spell and forms of madness that are not fey in origin.


Petite Stature
You cannot wield two handed or heavy weapons and cannot carry other creatures when you fly unless otherwise stated from your choice of wings.


Quick Wing
Your wings are fast moving and look similar to those of a dragonfly. Your flying speed increases to 50 feet.
50 ft fly speed

Dolten Origin
Having lived in fear, Doltenians are much harder to scare. You gain a +3 bonus to saving throws vs. Fear effects.


Skittering Bonuses
You gain proficiency in the Perception skill, and with Weaver's Tools.
You gain a +1 bonus to your Dexterity score.


Skittering Corruption
You must consume 8 times the normal amount that your race requires. You, however have no problem eating sentient races.


--------------------------------------------------------------
Class Features

Monk:

Unarmored Defense
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
AC: 20

Unarmored Movement
Your speed increases while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels.
Current Level: +15

Martial Arts
Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords 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. 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. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.


Slow Fall
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.


Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.


Ki-Empowered Strikes
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.


Evasion
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
You can use your action to end one effect on yourself that is causing you to be charmed or frightened.


Rogue

Expertise
Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Perception, Acrobatics

Sneak Attack
Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
2d6 damage

Thieves' Cant
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.


Cunning Action
Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.


Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.


Assassinate
You are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.


---------------------------------------------------------------
Ki Points

Ki
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.
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.
Ki Save DC = 16 (8+prof+wis)
7 ki points, Save DC: 16

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.


Stunning Strike
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.


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.


Deflect Missiles
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.
Damage Reduction: 1d10+13

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Path of the Kensei

Kensei Weapons
Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. 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.
Katar, Katana, Hand Crossbow

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.


Way of the Brush
You gain proficiency with your choice of calligrapher's supplies or painter's supplies.
Painter's Supplies

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.


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Faction Features

Forked Tongue
+2 max to Dex, thieves' tools proficiency


Chapter Master
+5 max HP


Loyalty
+1 max HP per loyalty (currently +5 total)


Thieves' Cant
Members of this faction learn Thieves' Cant for as long as they remain a member of the Forked Tongue.

Class/Racial Features & Traits

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