Classes/Levels |
Human Male Monk 4/Rogue 3, AC16, HP 45/45, Initiative +4, Passive Perception 15, Passive Insight 15, Saves: S+3 D+7 Cn+1 I+0 W+2 Ch+0 |
About Duncan Esteros
Male Human Criminal Monk 4 / Rogue 3
Neutral Good
Strength 10 (0)
Dexterity 18 (+4)
Constitution 13 (+1)
Intelligence 10 (0)
Wisdom 15 (+2)
Charisma 10 (0)
Size: Medium
Height: 5' 4"
Weight: 135 lb
Eyes: Blue
Hair: Light Brown
Skin: Tan
XP: 14000
Maximum Hit Points: 39
Hit Dice: 1d8 (6)
Speed: 40 feet
Armor Class: 16 = 10 + 2 [WIS Bonus]+ 4[dexterity]
Proficiency bonus: +3
Initiative modifier: +4 = + 4 [dexterity]
Attack (handheld / thrown):+1 = + 3 [proficiency]
Attack (missile / finesse):+7 = + 3 [proficiency]+ 4 [dexterity]
Strength save: +3 = + 3 [proficiency]
Dexterity save: +7 = + 3 [proficiency] +4 [dexterity]
Constitution save: +1 = + 1 [constitution]
Intelligence save: +0 = + 0 [intelligence]
Wisdom save: + 2 [wisdom]
Charisma save: +0 = +0 [charisma]
Carry:
Languages: Common Orc
Unarmed strike [+7 to hit; 1d4+4 bludgeoning]
Dart [+7 to hit; 1d4+4 piercing]
Short Sword [+7 to hit; 1d6+4 piercing]
Skill Name
Acrobatics Dex +7 = +4 +3
Animal Handling Wis +2 = +2
Arcana Int +0 = +0
Athletics Str +3 = +0 +3
Deception Cha +3 = +3
History Int +0 = +0
Insight Wis +5 = +3 +2
Intimidation Cha 0 = 0
Investigate Int +0 = +0
Medicine Wis +2 = +2
Nature Int +0 = +0
Perception Wis +5 = +2 + 3
Performance Cha +0 = +0
Persuasion Cha +0 = +0
Religion Int +0 = +0
Sleight of Hand Dex +4 = +4
Stealth Dex +10 = +4 +6
Survival Wis +2 = +2
EQUIPMENT
Short sword (Kris), 50 Throwing Stars (darts), traveler's clothes, Healing Kit (30 uses), Thieves' Tools, backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50' hempen rope, 2x Healing Potions, 124gp
SLIPPERS OF SPIDER CLIMBING: Wondrous item, uncommon (requires attunement)
While you wear these light shoes, you can move up, down , and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.
RACE: Human
• Two different ability scores of your choice increase by 1
• Gain proficiency in one skill of your choice
• Gain one feat of your choice
• Size: Medium
• Speed: 30ft
• Languages: Common, one additional language
BACKGROUND: Criminal
• Feature: Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals.
• Criminal Specialty: Pickpocket
• Skills: Deception, Stealth
• Tools: One type of gaming set, thieves' tools
• Languages: none
CLASS: Monk
• Armor: none
• Weapons: Simple weapons, short sword
• Tools: Choose one type of artisan's tools or one musical instrument
• Saves: Strength, Dexterity
• Skills: Choose 2 from Acrobatics, Athletics, History, Insight, Religion and Stealth
• Unarmored Defense (AC 16)
• Martial Arts
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 (4 points - DC 14)
• Flurry of Blows
Spend 1 ki point immediately after taking the Attack action to make two unarmed strikes as a bonus
action.
• Patient Defense
Spend 1 ki point to take the Dodge action as a bonus action.
• Step of the Wind
Spend 1 ki point to take the Disengage or Dash action as a bonus action, and your jump distance is doubled for the turn
• Unarmored Movement
Your speed increases by 10ft while wearing no armor or wielding a shield
• 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.
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 o f the same reaction. You make this attack with proficiency, regardless of your weapon proficiency, and the missile counts as a monk weapon for the attack.
• Slow Fall - Use your reaction when you fall to reduce any falling damage by 20
Monastic Tradition: Way of Shadow
Shadow Arts
Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. 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.
CLASS: Rogue
Cunning Action
• Starting at 2nd level, 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.
Expertise (Thieves's tools/Stealth)
• At 1st level, 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.
Sneak Attack (+2d6)
• Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 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.
The amount of the extra damage increases as you gain levels in
this class, as shown in the Sneak Attack column of the Rogue
table.
Bonus Proficiency
• When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.
• Assassinate
Starting at 3rd level, 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.
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.
ABILITY SCORE IMPROVEMENT & FEATS
• Healer - Human - Level 1
• When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point
• As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6+4 hit points
to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t
regain hit points from this feat again until it finishes a short or long rest
• +2 Dexterity (Level 4)
BACKGROUND
"Well it started out in a slum in the worst part of the city. I never did know who my parents were, but it really did not matter. Like most of the homeless kids, I was only looking for someplace to be safe, and maybe a bit of food. I got a lot more than I bargained for when I decided to break into a weird old temple.
I was sure the place was empty, and did not believe the stories of ghosts and stuff the other street people told of the place. I guess I was just too desperate to care. If I remember correctly I had just lost the few possessions I was able to scrounge to one of the local gangs. A few days in the cold rain with no food will do wonders for your courage. Anyway, I decided I was either going to find a hidden treasure, or die trying.
Most of the place was a wreck, but at the very back someone had cleaned it out and made quite a nice little home. The rooms opened onto a little courtyard that the inhabitant had sculpted into a marvelous garden. The place looked like heaven, and it took me some time to realize that I was not alone.
The woman was off to one side of the garden, in a little gravel pad. She was just sitting there, her eyes closed. At first I thought she was dead, because she was not moving, but as I moved closer I could see her breathing. I know I should have run, but watching her just sitting there, well it kind of entranced me. Next thing I know I am sitting beside her, eyes closed and just listening to our breathing. When next I opened my eyes, it was night, and the courtyard was lit with many small candles. The lady was sitting and eating a meal, and she motioned me to join her. From that moment on I was her "boy".
She taught me many things, but never once spoke. I thought to call her mother, but figured she would never have left me on my own, so she became Auntie. Auntie taught me how to do many things: move without being seen, fighting with a small, wavy-bladed sword or even with no weapon, healing wounds, and much more. I stayed with Auntie for 6 years, and in that time I had to fight off a number of bandits and gangers who attempted to invade our home, but Auntie taught me not to hate them, for they were just part of the life in the city. I tried to copy her attitudes and calmness, and sometimes it would work, but I was a hothead and would always be showing off for some pretty girl.
One day I returned home to find the place ransacked. None of our precious gear was taken, but the place had been tossed and Auntie was nowhere to be found. I waited for several day, in the hope she would return, but as the story got out, some of the stronger thugs begin to show signs of moving in. So I packed the few belongings we had, left a note in a secret place only the two of us knew about, and headed off into the big, wide world."