Sabina Merrin

Siann's page

98 posts. Alias of Spazmodeus.


Full Name

Human Monk

Race

HP:17/17 Ki:2/2 | AC:17 | Str +2 Dex +3 Con +2 Int +0 Wis +3 Cha +0 | Init +4 | Per +3 Passive 12 | Unarmed +6 1d4 Shortsword +6 1d6 Dart +6 1d4 20/20

About Siann

Siann
Female Human Monk (Soldier)
Lawful Evil
Height:5'10'' Weight:136
Init:+4 Passive Perception : 13

DEFENSE
Armor: None
AC: 17
HP: 17 ( 13 + CON)

OFFENSE
Speed:40
Melee
Unarmed +6 Dam 1d4+4 - bludgeoning
Shortsword +6 Dam 1d6+4 - piercing, finesse, light

Ranged
Dart +6 Dam:1d4+4 - Piercing, Finesse, thrown Range 20/60

STATISTICS

STR 15 (+2 Mod, +4 Save)
DEX 18 (+4 Mod, +6 Save)
CON 14 (+2 Mod, +2 Save)
INT 11
WIS 16 (+3 Mod, +3 Save)
CHA 11

Proficiency Bonus: +2
Saving Throws: Strength, Dexterity
Tools: Artisan
Skills: Acrobatics +6 (Pro + Dex)
Athletics +4 ( Pro + Str)
Arcana + 0
Deception +0
History +0
Insight + 3 ( Wis)
Intimidation +2 ( Prof )
Investigation +0
Medicine +3 (Wis)
Nature + 0
Perception +3 (Wis)
Performance +0
Persuasion +0
Religion +0
Sleight of Hand +4 (Dex)
Stealth +4 ( Dex )
Survival +3 (Wis)
Languages: Common, Elvish

Encumberance Limits: 22 slots, 22 to 45 slots encumbered,67 slots heavily encumered

Explorer's pack :
Backpack (1 slot)
Bedroll (2 slots)
Messkit (1/5 slot)
Tinderbox (1/5 slot)
10 Torches (2 slots)
10/1 Day Rations (2 slots)
Waterskin (1 slot)
50' Hemp Rope (2 slots)

Other Gear:
shortsword 1 slot

8 darts .5 slot
insignia of rank
trophy()
set of bone dice
common clothes 1 slot

Encumberance: 13 slots
Readied slots:
Weapon: shortsword
Weapon: 7 darts

45 gold, 1 electrum, 2 silver and 5 copper (0.42 pounds)

FEAT
Martial Adept

You have martial training that allows you to
perform special com bat maneuvers. You gain the
follow ing benefits:
• You learn tw o maneuvers o f your cho ice from among
those available to the Battle Master archetype in the
fighter class. If a maneuver you use requires your tar-
get to make a saving throw to resist the maneuver’s
effects, the saving throw DC equals 8 + your profi-
ciency bonus + your Strength or Dexterity modifier
(your choice).
• If you already have superiority dice, you gain one
more; otherwise, you have one superiority die, which
is a d6. This die is used to fuel your maneuvers. A
superiority die is expended when you use it. You
regain your expended superiority dice when you
finish a short or long rest

PARRY: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your DEX modifier.

RIPOSTE: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

CLASS FEATURES/RACIAL TRAITS
Ability Score Increase +1 DEX, +1 WIS
1 additional skill proficiency
1 addition feat
Unarmored Defense AC = 10 + DEX mod + WIS mod
Unarmored Movement +10 Speed
Ki: 2 points, save DC 13, 30 min meditation at a short/long rest to recover
Flurry of Blows: spend 1 Ki to make 2 unarmed attacks after Attack action
Patient Defence: spend 1 Ki to take Dodge action as a bonus action
Step of the Wind:spend 1 Ki to take Disengage or Dash action as a bonus action, jump distance doubled for turn

Martial Arts
- use Dex intead of Str for att/dam rolls unarmed/monk weapons
- roll 1d4 damage with unarmed strike or monk weapon
- when attack with monkweapon/unarmed strike, another unarmed strike allowed as bonus action

BACKGROUND (SOLDIER)
SKILL Proficiencies: Athletics, Intimidation
Tool Proficienceis: Gamings Set, Vehicles(land)
Personality: I can stare down a hell hound without flinching
Ideals: Might. In life as in war, the stronger force wins.
Bonds: Those who fight beside me are those worth dying for.
Flaws: My hatred of my enemies is blind and unreasoning

History:

Growing up poor in the slums of Murann, Siann knew one of the many women that cared for the area's children was her mother, she just never knew which. Subsisting on meager scraps and
poor bread, she quickly learned to project a toughness and ruthlessness necessary for survival. Fiercely protective of her 'brothers' and 'sisters', one day she came upon a sister being accosted
by some older boys. Without thinking she grabbed a nearby piece of wood and proceeded to beat the boys to within an inch of thier eyes. This was not unnoticed, for a squad of mercenaries were passing by
and the commander watched the alley beating from atop his fine steed. "That one has spirit! Fetch her!" he commanded and a trio of warriors entered the alley.

Turnign like a cornered lioness, Siann was quickly disarmed by the warriors, surpising to her, all women. Dragged before the man, he looked down upon the fierce girl, "Come with me and learn
the arts of war...and most likely die. Or stay and most assuredly die!"
he said to her. "I'll come." Siann replied with nary a hesitation.

Not yet old enough to actually fight, Siann was placed in the commanders retinue as his standardbearer and occasional page. Here she came into contact with the commander's closest advisor, a monk out of the
east. Curious beyond caution, Siann asked for his tutelage in his strange beliefs.

Travelling with the mercenary company throughout Amn , Siann learned much from the advisor but equally from being close to the commander, always bearing the company standard beside the command tent when the company was on the field. A series of defeats left the company bereft of funds and friends in Amn, so the commander took the company north, ending up in Baldur's Gate.

Fortunes improved, as the company was taken on as guards for a mercantile interest. The stationary posting allowed Siann more time to train under the advisor and her body and mind flourished. Unfortunately, after a time the company did not.

With the guard contract not renewed, the commander had no choice but to disband the company. The advisor took his student further north with him, finally arriving in Waterdeep.

Immediately upon arriving, the advisor sought out a beatup tenement , to seek the advice of a friend, Nassim. Waiting outside, Siann attempted to exercise the lessons of patience and obedieance that had been drilled and sometimes beaten into her head over the last few years. Hours passed, the sun fell, and the neighborhood began to slumber.

Thirsty and hungry, she waited until morning, when she marched up the stairs to the door she saw her Master enter.

She found a dusty room, with only a single mouldering desk to occupy its quiet emptiness. Upon the desk was a small bag and a folded piece of parchment.

Frowing, Siann, picked up the bag....coins. Then she snatched up the parchment. Writ there, in her Masters elegant hand, a dismissal... he'd taught all he could or would, she was free to live as she would, without hinderance from her Master.

Crumpling up the letter, Siann tossed it into a corner, picked up the bag of coins and left...to seek her fortunes in the greatest city in the Realms.

Stories and rumors swirled throught the great city, leading those of an adventurous mein to the Yawning Portal and its legendary well.

Drawn by the promise of these tales, Siann stands infront of the door to the Yawning Portal, the riotous entertainment within barely contained by the sturdy wood. Grasping the handle, without pause or reconsideration, Siann pulls and enters....