DigitalAmber

Fex Killblood: Shadow Monk 4

Oct 4th, 2018
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  1. Fex Killblood
  2. Speed: 40ft(increases as I level)
  3. Class: Way of Shadow Monk
  4. Health: 33
  5. Hit die: 4d8
  6. Ac: 15
  7. Age: 16
  8. Neutral evil
  9. Size: small
  10. Ki points: 3
  11. Str: 5(-3)
  12. Dex: 16(+3)
  13. Con:14(+2)
  14. Int: 9(-1)
  15. Wis:16(+3)
  16. Cha:9(-1)
  17. Prof bonus: +2
  18. Passive perception: 12
  19. Proficient in Str and Dex Save throws
  20. Weapons: Simple weapons, Shortswords
  21. Tools: Carpenter’s tools, thieves tools, horn(instrument)
  22. Skills: Acrobatics, Insight, Background skills: deception, stealth
  23. Languages: Common, Goblin
  24. Equipment: quarter staff, 20gp, a set of normal clothes
  25.  
  26. Martial arts: If unarmed striking or monk weaponing, the following applies to me
  27. - You can use Dexterity instead of Strength for the Attack and damage rolls of your unarmed strikes and monk weapons.
  28. - You can roll a d4(as of the moment) in place of the normal damage of your unarmed strikes or monk weapon.
  29. - 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 if you haven’t used your bonus action yet.
  30. Ki techniques: I have a limited pool of Ki, which is replenished by any rest, but only at the end of it. I can use Ki to do
  31. - 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.
  32. - Patient defense: You can spend 1 ki point to take the dodge action as a bonus action on your turn.
  33. - 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.
  34. - Deflect Missiles: 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.
  35.  
  36. 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 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, which has a normal range of 20 feet and a long range of 60 feet. 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 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, which has a normal range of 20 feet and a long range of 60 feet.
  37. - Shadow Arts: As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don’t already know it.
  38.  
  39. Race Bonuses
  40. Darkvision- 60ft
  41. Fury of the small: NOT A BONUS ACTION OR NORMAL ACTION, Once per any type of rest if I attack a creature at least 1 size larger then me, I can add damage equal to my level
  42. Nimble escape: I can disengage or hide freely as bonus actions
  43. - Background: Urban Bounty Hunter
  44. Feat- Ear to the Ground: You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area. I CHOOSE CRIMINAL UNDERWORLD CONTACT PLS
  45. Personality trait: I blow up at the slightest insult
  46. Ideals: People: I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.
  47. Bond: I’m trying to pay off an old debt I owe to a generous benefactor(in a sense)
  48. Flaw: I turn tail and run when things look bad.
  49.  
  50. History
  51. Fex Killblood, like a lot of goblins, are paradoxical in war. He hails from Phlegethos as one of the Killblood clan, who were mostly decimated and taken as slaves after trying to fight back. Eventually, the remnants of the clan reformed and planned a breakout, living underground and hiding while free. For years they slowly gathered strength, began to test local defenses, and had the scouts gobbled up. Fex was born during this time as a replacement into the Pariah caste, the lowest above slaves in goblin culture. Soon the Killbloods began getting desperate. Through what had to be a miracle, they found enough Bugbears and Hobgoblins to create an absurdly tiny host. The host went to war a weak after it was formed. The host lasted 5 days after it was formed. They conquered two villages but were decimated by legions of fiends upon nearing the third. Hobgoblins blindly stuck to orders, and Bugbears typically don’t run from combat, but no one ever said Goblins weren’t cowardly, Pariahs especially. Fex and a few others who weren’t struck down ran into hiding and vacated the lovely district. Fex’s outlook on Fiend’s changed however. Rather then an enemy, Fex saw them as superior masters of him, his people, and the other races. Normally it was wont to turn oneself in after a loss, but Fex knew he was useless as a slave and set out to make his way in the world. He ended up as a bounty hunter. Fex has a great respect, as far as murder goblins have respect, for the military of Phlegethos, their leaders due to beating him in battle militarily. He wishes to serve the Kingdom as a free man and not a slave and takes on bounty hunts and vigilante justice, and other illegal dodads if he can get away with it. He fancies himself as helping the empire by targeting rebels and scum(anyone with a bounty on them is scum obviously) and playing judge, jury, and executioner.
  52. Fex grew up as a Pariah in his clan, the lowest of the low above slaves and the ones doing manual labor near them. Although not as gifted as the hunter caste, Fex did receive training in combat. Pariah’s have the most exposure to slaves and boss them around the most often and during one such time, Vex saw the man who would be his tutor mercilessly winning a fight. Fex pulled him aside and demanded to learn how to do it and eventually, he began to learn after agreeing to give his mentor preferential treatment and slightly less stale bread.
  53. To try not to attract attention to himself, Fex dresses up as an imp. Fex wears a long black cloak, disguises himself in red paint, blood, and volcanic dust, has secured a few nasty red wicked fangs on his head(4), and the body of a small, headless dead snake with a scorpion stinger full of water on the end as a tail. The ‘wings’ are supposedly hidden under the cloak but don’t actually exist.
  54. Fex's views of Baator's social hierarchy goes like this: The Archduke and Lady of Phlegethos(and any who conquer them) and Asmodeus(Due to leading the Archduke and Lady, Fex respects his accomplishments), then the army of Baator, allies, then random fiends and non-fiends. Fex is highly disrespectful, so the respect is not very evident until the highest levels, but it exists. Fex also enjoys the fact that laws don't really apply to him due to him being considered a monster(a title he thoroughly enjoys)
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