Catfolk

Snow in the Valley's page

139 posts. Alias of Greycastle.


Full Name

Snow

Race

Saves S:+6, D:+5, C:+2, I:+0, W:+3, C:+1 | PP 15 | Kai 1/4

Gender

Female, NG Tabaxi, Monk 4th | HPs 25/31 | AC: 16 | Init: +3 |

About Snow in the Valley

Tabaxi Female Monk 4
Experience: 3190 Next: 6500
Alignment - Neutral Good
Vision - Darkvision 60ft
Languages: Common, Infernal

==STATISTICS==
Str (8)19, Dex 16, Con 14, Int 10, Wis 16, Cha 13
Hit Points - 31

==DEFENSE==
AC 16
S +6, D +5, C +2, I +0, W +3, C +1

==OFFENSE==
Init +3, Spd 40 ft

Melee
- Quarter Staff: +6, 1d6/1d8+4 bludgeoning
- Unarmed Strike: +6, 1d4+4 bludgeoning

Range
- Dart (20/60): +6, 1d4+4 piercing
- Shortbow (80/320): +5, 1d6+3 piercing

Background:

Gypsy Minstrel (custom entertainer)

Skills: Performance, Slight of Hand
Tools: Thieve's Tools, Musical Instrument (flute)
Language:
Feature: By Popular Demand
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

There she garnered the attention of the Harpers and she now finds herself tasked with recruiting another into the clandestine order. Snow is to escort a young wizard to Nightstone and evaluate her while working on faction business there.

Personality Trait:
I’ll settle for nothing less than purrrfection.

Ideal:
- Lives matter, I enjoy seeing the smiles in the faces of people when I perform.
- The world is in need of new ideas and bold actions.

Bond:
I will do anything to prove myself to not be a product of my heritage.

Flaw:
A scandal prevents me from going home. Trouble like that seems to follow me around.

Skills & Proficiencies:

== SKILLS ==
*Acrobatics (Dex) +5
Animal handling (Wis) +3
Athletics (Str) +4
Deception (Cha) +1
*Insight (Wis) +5
Intimidation (Cha) +1
Investigation (Int) +0
Knowledge Arcana (Int) +0
Knowledge History (Int) +0
Knowledge Religion (Int) +0
Knowledge Nature (Int) +0
Medicine (Wis) +3
*Perception (Wis) +5
*Performance (Cha) +3
Persuasion (Cha) +1
*Sleight of hand (Dex) +5
*Stealth (Dex) +5
Survival (Wis) +3

==Proficiencies==
No Armor
Simple Weapons, Shortswords
Thieves Tools, Flute

Racial Traits:

==Darkvision==
Thanks to your elf blood, 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.

==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 clas, you have a climbing speed of 20ft. In addition, your claws are natural weapons which can bue used to make unarmed strikes. 1d4+STR Slashing

==Cat's Talents==
You gain proficiency in the Perception and Stealth skills

==Languages==
You can speak, read, and write Common, Elvish, and one extra language of your choice.
- Infernal

Class Abilities:

==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 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). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.

==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.

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 + your proficiency bonus + your Wisdom modifier

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.

==Monastic Tradition==
When you reach 3rd level, you commit yourself to a monastic tradition, such as the Way of the Open Hand. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

-Way of the Open Paw-

Monks of the Way of the Open Hand are the ultimate masters of martial arts Combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.

==Open Paw Technique==

Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
- It can’t take reactions until the end of your next turn.

==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 1d 10 + 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 feet/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.

==Ability Score Improvement==
When you reach 4th level, and again at 8th, 12th, 16th, and 19th 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.
- +2 Wisdom

==Slow Fall==
Starting at 4th, you can spend a reaction when you fall to reduce falling damage equal to five times your monk level.

Equipment:

Carrying Capacity - 285
Push, Drag, Lift - 570
Currency: 532g

==Self==
Common Clothes
Silk Belt
Robes
Explorer's Pack
Quarterstaff
Darts (10)
Short Bow
Quiver
Gauntlets of Ogre Power

==Explorer's Pack==
Bedroll
Mess kit
Tinderbox
10 torches
10 days of Rations
Waterskin
50 feet of Hempen rope

==Magic Items==
Gauntlets of Ogre Power
- Wonderous Item, uncommon [requires attunement]
- Your Strength is 19 when you wear these gauntlets. They have no effect if your Strength is already 19 or higher. This item can be found in The Dungeon Master’s Guide.
- These sturdy leather gauntlets appear to be in pristine condition. Indeed, any nicks of tears in the material mends itself within twenty-four hours. Additionally, any blood, mud or other grime that soils the gloves quickly dries begins falling away in fine flakes until the surface is again clean.
- Removed from a half orc shaman in the adventure Bad Business in Parnast

Casting:

Appearance and Personality:

==Appearance==
Snow is an abnormal looking Tabaxi. Not quite as thin and has the color and patterns of a feline found much further north than most others of her race. Examples of these physical traits and colors can be found in white tigers and snow leopards.

Inspirational Images
This is close
Think white and a qstaff rather than a sword.

==Personality==
A perfectionist who is hard on herself when she fails. She is fascinated and drawn to magical artifacts.

Backstory:

Snow's earliest memories are of her adoptive family. A traveling band of entertainers that would wander the main roads from city to city up and down the Sword Coast. The story goes that she had been found in a straw berth on the side of the road near the Troll Hills. No one around for miles, the troubadours tried to locate who had left the cub. Snow's was assumed to be an out of water Tabaxi, identified by the well travelled elder of the band. So with that knowledge, they named her in the traditions of the Tabaxi and took her in as one of their own.

As a young teen however things changed. She began having nightmares of demonic hosts and evil creatures. She would often wake herself speaking in the dark tongue of those same creatures. No one in the band had an answer to ease her mind and allow her untroubled sleep. The elder came to her one evening and told her of a solution that may work. It involved intense training of the mind, body, and soul. This was the last thing he could think of to calm these inner demons plaguing the young cat woman's mind.

As a young teen however things changed. She began having nightmares of demonic hosts and evil creatures. She would often wake herself speaking in the dark tongue of those same creatures. No one in the band had an answer to ease her mind and allow her untroubled sleep. The elder came to her one evening and told her of a solution that may work. It involved intense training of the mind, body, and soul. This was the last thing he could think of to calm these inner demons plaguing the young cat woman's mind.

They took her to a temple on the coast near Candle Keep. The temple was operated by the Order of the Calm Wave. It sounded like the perfect place to teach Snow how to control her mind. The experience was truly enlightening. The monks there, ex-pirates themselves, taught Snow to control emotions and steel her mind to the dark thoughts that we're trying to consume her. While there, they trained her and started her journey perfecting the Way of the Open Hand.

Snow was never much for the salty ocean air though and she felt it was time to move on. She decided to head north. To possibly find more of her kind. She had only heard of Tabaxi being native to warmer climates but her white patterns led her to believe she may find more of her kind in the colder climates north of Waterdeep and Neverwinter. Her travels took her to the Savage Frontier where she found herself helping the small village of Parnast to stay safe as the giants in the are formed for some kind of religious war among them.

Adventure League Info:

DCI# 4318637857
Faction - Harpers
Renown - 4
Downtime - 45