Snow Leopard

Myttenz 5th's page

No posts. Alias of Jibril Johan Sameh.


Full Name

Myttenz Eutherion

Race

Tabaxi

About Myttenz 5th

ABILITIES
Str 12 . Dex 18 . Con 12 . Int 9 . Wis 16 . Cha 8 .

DEFENCE
HP 33
AC 17 (unarmoured +4dex +3wis)

SAVES
*Str +4 . *Dex +7 . Con +1 . Int -1 . Wis +3 . Cha -1

OFFENCE
speed: 30'; climb 20'
initiative: +4
melee:
+5 quarterstaff/bokken (1d6+3/1d8+3) | bludgeoning, versitile | 4lbs
+7 scimitar
ranged:
+7 longbow
+5 dart/mini-kunai (1d4+3) | finesse, thrown (20'/60') | 1/4lbs

SKILLS:

*Acrobatics (dex) +5
Animal Handling (wis) +2
Arcana (int) -1
*Athletics (str) +3
Deception (cha) -1
History (int) -1
*Insight (wis) +4
*Intimidation (cha) +1
Investigation (int) -1
Medicine (wis) +2
Nature (int) -1
*Perception (wis) +4
Performance (cha) -1
Persuasion (cha) -1
Religion (int) -1
Sleight of Hand (dex) +3
*Stealth (dex) +5
Survival (wis) +2
-
bone dice
vehicles (land)

RACE:

Tabaxi
Darkvision You have a cat's keen senses, especially in the dark. 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
Feline Agility Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns
Cat's Claws Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike
Cat's Talents You have proficiency in the Perception and Stealth skills
Bonus Languages tabaxi

CLASS & SPECILIZATION:

Monk
Proficiencies no armour proficiencies/simple weapons, short swords/strength saves, dexterity saves/acrobatics, insight
Unarmoured Defense while not wearing armour and not wielding a shield, your AC equals 10 +Dex modifier +Wis modifier
Martial Arts Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons (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:

* Use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
* 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.
* 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.
* 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).

Level 2: Ki
PHB'14 p76
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.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + Wisdom modifier + Proficiency Bonus
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.

Level 2: Unarmored Movement
PHB'14 p76
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Level 3: Deflect Missiles
PHB'14 p76
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 (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.

Level 3: Monastic Tradition
PHB'14 p76
When you reach 3rd level, you commit yourself to a monastic tradition, chosen from the list of available traditions. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Way of the Kensei
XGE p34
Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.

A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.

Level 3: Path of the Kensei
XGE p34
When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.

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.

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.

Level 4: Ability Score Improvement
PHB'14 p76
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Level 4: Slow Fall
PHB'14 p76
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.

Level 5: Extra Attack
PHB'14 p76
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Level 5: Stunning Strike
PHB'14 p76
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.

BACKGROUND:

Soldier
Proficiencies athletics, intimidation/bone dice, vehicles (land)
Bonus Language dwarven
Military Rank You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
Specialty scout
Personality Trait I can stare down a hell hound without flinching.
Ideal Greater Good. Our lot is to lay down our lives in defense of others. (Good)/Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)
Bond I fight for those who cannot fight for themselves
Flaw I have little respect for anyone who is not a proven warrior

EQUIPMENT:

CP: 0 . SP: 0 . GP: 10 . PP: 0
bokken (practice sword/use quarterstaff)
- engraving: Given on this Day of ? for Distinguished Service to Mittenz, Cadre Commander, Scout Cadre Vespertine - "Service, Vigilance, Cunning"
10 darts
explorer's pack (bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 feet of hempen rope)
Left deltoid tattoo: Scout Cadre Vespertine (Vespers Bootless Bastards)
The Command log of Lt. Havold Charmers
a bone dice set
a set of common clothes
a belt pouch containing 10 gp