Ageless Master

Savas Vranos's page

52 posts. Alias of Tareth.


Full Name

Savas Vranos

Race

Half-Elf

Classes/Levels

Monk (3) |HP: 21/21 |AC: 16 | PP: 12 | Init: +3 | Ki: 3/3

Gender

Male

About Savas Vranos

Savas Vranos
Male, Half Elf, Monk Way of Mercy 3
Init: +3; Perception: +4
XP: 900
Downtime Days:
Ki: 3

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DEFENSE
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AC: 16
HP: 21
Armor: None
Saving Throws: Strength, Dexterity

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OFFENSE
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Speed: 40 ft.
Proficiency Bonous: +2

Quarterstaff: +5 (1d6+3 B/1d8+3 B)
Dagger-Melee: +5 (1d4+3 P)
Shortbow: +5 (1d6+3 P)
Unarmed Strike: +5 (1d4+3 B)

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STATISTICS
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STR: 10(+0), DEX: 16(+3), CON: 12(+1), INT: 10(+0), WIS: 15(+2), CHA: 13(+1)

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SKILLS & LANGUAGES
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* Acrobatics +5
Animal Handling +2
Arcana +0
* Athletics +2
* Deception +3
History +0
* Insight +4
Intimidation +0
Investigation +0
* Medicine +4
Nature +0
* Perception +4
Performance +1
Persuasion +1
Religion +0
* Sleight of Hand +5
* Stealth +5
Survival +2

Languages: Common, Elvish, ???

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BACKGROUND
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Background: Criminal
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: Thieves

Personality:

Ideal:

Flaw:

Bond:

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SPELLS & SPECIAL TRAITS
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Speed: Your base walking speed is 30 feet.

Darkvision: Thanks to your elfblood, you have superior vision in dark and dim conditions. 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.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Skill Versatility: You gain proficiency in two skills of your choice.

Languages: You can speak, read, and write Common, Elvish, and one extra language of your choice (Giant)

Unarmored Defense: Beginning at 1st level, while you are wearing 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:

* You can use Dexterity instead of Strength for the attack and damage rolIs 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.

Ki: Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented bya 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.

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.

Unarmored Movement
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.

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 IdlO + your Dexterity modifier +your monk level.

If you reduce the damage to O,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.

Ki-Fueled Attack: If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed
strike or a monk weapon as a bonus action before the end of the turn.

Way of Mercy Monastic Tradition

Implements of Mercy: You gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.
You also gain a special mask, which you often wear when using the features of this subclass. (Mask Style: Snow Owl)

Hand of Healing: Your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.
When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.

Hand of Harm: You use your ki to inflict wounds. When you hit a
creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.

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WEALTH & EQUIPMENT
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Weapons: Shortbow (40 arrows), 10 darts, Quaterstaff, Dagger (2)

Kits and Tools: Herbalism Kit, Thieves Tools, Gaming Set (Cards), Tinkers Tools.

Other: Explorers Pack (Backpack, Bedroll, Messkit, Tinderbox, 10 torches, 10 days of rations, waterskin, 50' of hempen rope.) Dark Common Clothes with Hood, Crowbar, Belt Pouch, Whetstone, Caltrops, Bag of Ball Bearings, Hammer, Piton's (10), Fishing Tackle, Mirror, Soap.

Expendables: Alchemists Fire (0), Antitoxin (1), Oil (3), Holy Water (0)

Magic Items: Potion of Healing

PP:
GP: 54
SP:
CP:

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DESCRIPTION & BACKGROUND
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Description:
Walnut hair of shoulder length, pulled back into a pony tail and lined with a few streaks of gray. Eyes of a similar dark brown shade peer out from beneath a white feathered owl mask. He wears robes of white, embroidered with gold and brown broken stripes similar to those on a snowy owl. He moves with flowing precise movements and speaks with a voice of calm and quiet. Beneath mask and robes is the body of a mature and slightly aging half elf. Numerous scars from his time spent in the prisons of

Background Notes:

* Born to Keoland gemstone miners. Small claim run by his family and friends was stolen by the local baron through manipulation and financial schemes.

* Savas turned criminal following the loss of the family living and lands.

* Was eventually arrested and spent ten years as a prisoner and indentured slave. There he eventually met his companion and teacher, Master Dimitri Vilus.

* Upon his release he traveled to the remote Monastary of Ten Thousand Paths dedicated to Istus. For another ten years he studied under the monks and become a dedicated Hand of Mercy receiving the owl mask upon his final rites. The owl, symbol of wisdom and messenger of death marks Savas's ability to bring relief of mortal suffering through healing or helping one pass to realms of the dead.

* After receiving the final rites he returned to civilization to deliver his services to those in need as well as to follow the calling of his fate and destiny as an adventurer. Most notable stories are the Felling of the Goblin Slavers of Oakwood and the Serpent of Slippery Strand.

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REWARDS & ADVENTURES
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