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Bok_Choi

Nemeaus

Aug 5th, 2022 (edited)
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  1. Class: Monk
  2. Race: Leonin
  3. Name: Nemeaus
  4. Sex: M
  5. Alignment: Chaotic Neutral
  6. Age: 27
  7. Background: Athlete
  8. Saving Throws: Str, Dex
  9. Skill proficiencies: Insight, Stealth, Athletics, Acrobatics (Expertise +8), Perception
  10. Tool proficiencies: Land Vehicles (rip), Leatherworker’s Tools, Weaver's Tools
  11. Weapons: Simple Weapons, Shortswords
  12. Proficiency Bonus: 2
  13.  
  14.  
  15. 16, 15, 14, 14, 12, 9
  16.  
  17. Str: 14 (+2)
  18. Dex: 18 (+4)
  19. Con: 15 (+2)
  20. Int: 12 (+1)
  21. Wis: 16 (+3)
  22. Cha: 9 (-1)
  23.  
  24. HP: 18
  25. AC: 17
  26. GP: 10
  27.  
  28. ~~Background: Athlete~~
  29.  
  30. Favored Event: Pankration
  31. Features: Echoes Of Victory
  32. You have attracted admiration among spectators, fellow athletes, and trainers in the region that hosted your past athletic victories. When visiting any settlement within 100 miles of where you grew up, there is a 50 percent chance you can find someone there who admires you and is willing to provide information or temporary shelter. Between adventures, you might compete in athletic events sufficient enough to maintain a comfortable lifestyle, as per the "Practicing a Profession" downtime activity in chapter 8 of the Player's Handbook.
  33.  
  34. Personality Traits:
  35. I feel most at peace during physical exertion, be it exercise or battle.
  36. I don't like to sit idle.
  37.  
  38. Ideal: Competition. I strive to test myself in all things.
  39.  
  40. Bond: My mistake got someone hurt. I'll never make that mistake again.
  41.  
  42. Flaw: I have lingering pain from old injuries.
  43.  
  44. ~~Race Feats: Leonin~~
  45. Speed: 35+10
  46. Darkvision 60 ft
  47. Claws: ld4 + Strength modifier Slashing damage
  48. Daunting Roar: As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can't use it again until you finish a short or long rest.
  49.  
  50. ~~Class Feats: Monk~~
  51.  
  52. Unarmored Defense: 10+dex+wis
  53.  
  54. Martial Arts:
  55. At 1st level, 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.
  56.  
  57. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
  58.  
  59. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  60. 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.
  61. 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.
  62. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.
  63.  
  64. Ki: Coming at level 2
  65.  
  66. ~~Feats:~~
  67. Crusher
  68. Increase your Strength or Constitution by 1, to a maximum of 20.
  69. Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
  70. When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
  71.  
  72.  
  73. Inventory: A shortsword, 10 darts, a backpack, bedroll, mess kit, tinderbox, 10 torches, 10 rations, waterskin, hempen rope, a leather ball, a lucky charm or past trophy, a set of traveler's clothes, weaver's tools, and a pouch containing 10 gp
  74.  
  75. ~~Backstory:~~
  76. Stolen away from his home as a teenager, he was given a new name, Nemeaus, and one job: to fight. He would come out of his cell in crude leather garments of his own making, and he would fight and tear at his opponent while the spectators in the stands roared and cheered, betting their savings on the winner in the hope they would win a fortune. It was a giant floating colosseum and fortress called The Garden.
  77. Nemeaus hated everything about The Garden; ruthlessly fighting to the death, the screams of his opponents as he won, and the standing ovation as flowers, scraps of food, and useless money would land at his bloodied feet. He wanted nothing more than to escape, but his captors were as ruthless and cunning as they were greedy.
  78. But their greed worked out in Nemeaus’ favor. After more than ten years in The Garden, a powerful old man and his daughter paid one day to see this famous fighter, and when she saw the sadness shining in his eyes, she was moved by his plight. They paid even more to buy him out. “Good riddance,” his captors said, “he makes our matches predictable.” Nemeaus was free.
  79.  
  80. But, in truth, he hated the freedom too. While their crew was sailing the seas, this man and his daughter pampered him. The two of them were nearly unchallenged in power, and almost unmatched in wealth. He could feel himself growing idle. He craved excitement, combat, the thrill of the fight. After so long in The Garden, did the violence and ruthlessness become a part of him? Was it a purpose or an addiction? Was it his destiny? Nemeaus didn’t know. But he knew he wanted to leave.
  81. The old man and his daughter, with nothing but love in their hearts, understood. It was she who handed him the posting: A tournament on Greenshroom Island. When they landed, they said a tearful goodbye. Nemeaus returned all that he borrowed, promising to one day repay them for freeing him. The old man and his daughter vowed that should he ever need it, they would be there to help.
  82.  
  83. Nemeaus slipped back into his leather cloth, made out of desperation from the skins of his fallen opponents, and stepped towards his future.
  84.  
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