![]()
About EdlethronAge 125 Height 5-ft, 7-in Weight 160 lb.
APPEARANCE:
Edlethron is average height with short copper-colored hair and skin with emerald green eyes. His leather gear is well-maintained, and his fabric clothes are Elven woven. He carries a leather-sheathed handaxe at his waist and slings the rest of his gear over his shoulders: backpack, quiver, longbow, javelin and spear. BACKGROUND:
Gilavar Ithildae (Moonshadow) grew up in the Vale of Lost Voices in the forest of Cormanthor in the small wood elf clan in Semberholme. He enjoyed tales from the elders and became obsessed with learning about his heritage.
After reaching his first century, he took the name of Edlethron (Exile) and self-exiled himself from the clan to discover his and Elven history. For the past 25 years, he has been exploring the forests of Cormanthor. Currently, he is focused on looking for pre-Retreat Elven antiques. And, he has lead in the Elven ruins in Hillsfar. PERSONALITY:
Personality Traits
1. I’m driven by a wanderlust that led me away from home. 2. I watch over my friends as if they were a litter of newborn pups. Ideal = Change. Life is like the seasons, in constant change, and we must change with it. Bond My family, clan, or tribe is the most important thing in my life, even when they are far from me. Flaw Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. Race Wood Elf
Initiative +5 Senses Perception +7, Darkvision 60 ft ==DEFENSE==
==OFFENSE==
==STATISTICS==
==PROFICIENCIES ==
==SKILLS==
Languages Common, Elven & Primordial ==ABILITIES ==
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Athlete. You have undergone extensive physical training to gain the following benefits:
Unarmored Defense: Beginning at 1st level, while you are w earing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Martial Arts: 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. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
Ki: Starting at 2nd level, 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. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. 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.
Unarmored Movement: Starting at 2nd level, your speed increases by 10 feet while you are not w earing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. 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 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. Slow Fall: Beginning at 4th level, 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: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Stunning Strike: Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. 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. 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. 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. Elemental Attunement.: You can use your action to briefly control elemental forces nearby, causing one of the following effects of your choice:
Fangs of the Fire Snake. When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d 10 fire damage. Water Whip. You can spend 2 ki points as a bonus action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d 10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone. Feature = Wanderer (Exile): You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. == EQUIPMENT ==
Explorer’s backpack – 5 lb.
Load 66 lb. Carrying Capacity: Str x15 = 150 lb. ADVANCEMENT:
|