Ember

Tana Kulenova's page

137 posts. Alias of ILikeMonks.


Full Name

Tana Kulenova

Race

| HP: 24/24 | AC: 16| Init: +3 | Pass Perc: 14 | HD (1d8): 3/3

Classes/Levels

| Speed 40 | Active effects:

Gender

Female LN Human Monk 4

Alignment

Lawful Neutral

Deity

Lathander

Languages

Common, Infernal and Abysal

About Tana Kulenova

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Stats
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Tana Kulenova
Female LN Variant Human Monk 3
Deity: Lathander
(Sourcebooks: PHB + Xanathar)

STR: 8 (-1)
DEX: 16 (+3)
CON: 14 (+2)
INT: 10 (+0)
WIS: 16 (+3)
CHA: 12 (+1)

Proficiency: +2

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Defense
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AC 16
HP: 24 (1d8 = 5+Con/lvl)
HD: 1d8

Saving Throws
*STR +1
*DEX +5
CON +2
INT +0
WIS +3
CHA +1

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Skills
*Acrobatics +5
Animal Handling +3
Arcana +0
*Athletics +1
Deception +1
History +0
*Insight +5
Intimidation +1
Investigation +0
Medicine +3
Nature +0
*Perception +5
Performance +1
Persuasion +1
Religion +0
Sleight of Hand +3
**Stealth +7
Survival +3

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Offense
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Speed 40
Initiative: +3

Melee
Quarterstaff: +5 hit, 1d6 + 3 (two-handed: 1d8 + 3) damage
Unarmed Strike: +5 hit, 1d4 + 3
Quarterstaff 1d8/1d6 [Two Handed (Versatile) or One Handed] +DEX
Belaying pin (club) 1d4 +DEX

Ranged
Darts: +5 hit, 1d4 + 3 (range 20/60)
Darts x10 (20/60) and 1d4 +DEX
Arrows x20
Short Bow (80/320) 1d6 +DEX

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Abilities
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Feats
Prodigy: +1 skill (Insight), +1 tool (Calligrapher's tools), +1 language (Infernal), Expertise (Stealth)

Monk
Unarmoured Defense

Martial Arts

Ki Magic Level 3 Monk = 4 Ki Points

Ki 2 Points, gain 1 point per Monk Level; Restores after Short rest during which at least 30 minutes of meditation is performed.

Ki Save DC =12 (8 + Proficiency Modifier + WIS Modifier)

UNARMORED MOVEMENT at Level 2 = +10; 30 + 10 = 40

Ki Benefits:

Save DC 8 + 2 + 3 = 13

Flurry of Blows: 1 Ki Point. Tana can make 2 unarmed attacks as a bonus action on her turn by spending 1 Ki Point immediately after taking the Attack Action.

Patient Defence: 1 Ki Point. Tana can take the Dodge Action as a Bonus action on her turn by spending 1 Ki Point.

Step of the Wind: 1 Ki Point. Tana can take the Disengage or Dash Action as a bonus action by spending 1 Ki Point.
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Slow Fall
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Monastic Tradition
When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

WAY OF THE SHADOW

Shadow Arts
Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don’t already know it.

Minor Illusion
LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
30 ft (5 ft *)
COMPONENTS
S, M *
DURATION
1 Minute
SCHOOL
Illusion
ATTACK/SAVE
None
DAMAGE/EFFECT
Control
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
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Darkness Concentration
LEVEL
2nd
CASTING TIME
1 Action
RANGE/AREA
60 ft (15 ft )
COMPONENTS
V, M *
DURATION
Concentration 10 Minutes
SCHOOL
Evocation
ATTACK/SAVE
None
DAMAGE/EFFECT
Control
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
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Darkvision
LEVEL
2nd
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S, M *
DURATION
8 Hours
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
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Pass without Trace Concentration
LEVEL
2nd
CASTING TIME
1 Action
RANGE/AREA
Self
COMPONENTS
V, S, M *
DURATION
Concentration 1 Hour
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff (...)
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
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Silence ConcentrationRitual
LEVEL
2nd
CASTING TIME
1 Action Ritual
RANGE/AREA
120 ft (20 ft )
COMPONENTS
V, S
DURATION
Concentration 10 Minutes
SCHOOL
Illusion
ATTACK/SAVE
None
DAMAGE/EFFECT
Control
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
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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, which has a normal range of 20 feet and a long range of 60 feet.

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Proficiencies
Weapons: Simple and short swords
Armour: None
Tools: Navigator's tools, Water vehicles, Calligrapher's tools
Languages: Common, Abyssal, Infernal

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Inspiration
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1 From Mother Protector, at Second meeting

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Equipment
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Quarterstaff 1d8/1d6 Two Handed (Versatile) or One Handed +DEX
Belaying pin (club) 1d4 +DEX
Darts x10 (20/60) and 1d4 +DEX
Arrows x20
Short Bow (80/320) 1d6 +DEX

50' Silk rope
Small stone with hole in centre
Common clothes
Explorer's pack: Backpack, bedroll, mess kit, tinder box, 10 torches, 10 days rations, waterskin, 50' hemp rope, 1 Healing Potion from Mother Protector given after the first disc recovery and during the second meeting with Mother Protector.
1 Outfit of warm clothing.
1 Blanket.
1 Quiver.
2 Grappling Hooks.
Pitons x20.
1 Hammer.
1 Crowbar.

Magic Items
Cloak of Many Fashions: Bonus action to change the style, colour, and quality of the cloak.

Money
2 gp; 10 to start then 36 after the first disc recovery. After purchasing supplies, 44-gp, now at 2gp

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Background
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Sailor

Background Story:

Tana Kulenova is from Faerûn and is a Damaran human being. Her parents were merchants of modest means, and she helped her parents on weekends at the Alchemy shop they owned, while going to school during the week. At the age of 10 she was captured by cultists who murdered her parents.

During her capture, and as the cultists were traveling back to their Temple she made her escape. Along the route back to the Temple they had made their way through a port. It was at the port that she escaped her captors and hid on a merchant ship, the "Blue Falcon".

While at sea abord the Blue Falcon, the crew found her and when they questioned her she told them what had happened. The crew gave her a home aboard their ship. She earned her keep first as a swab, cleaning the decks. A she mastered her role as a swab, they promoted her to kitchen help, later she replaced the Chef as her culinary skills blossomed. The Chef wasn't offended, he knew the crew detested his gruel! Besides, he himself could then enjoy Tana's savory dishes!

After she trained a new and competent Chef, she was given the role of Navagator's Assistant. Over the next 3 years she learned how to plot a course, she learned how to make maps, and she learned how to sail the ship. She was only 13, but was learning everything she could do that she would always be useful to the crew. She didn't want to lose her new family, and by making herself skilled and useful, she believed they would never send her away.

She enjoyed joining the crew whenever they stopped at a port. She enjoyed the opportunity to meet other people and seeing and doing new and strange things. Once, while at the Damaran port of Rostov on the Don, she met a teenage boy named Fodel Shemov. Fodel was about 15 years old, a Damaran, and he had a keen interest in Sorcery. He had a wonderful sense of humor, unending confidence, and always made Tana feel at ease. He stole her heart. The Blue Falcon stopped at Rostov on the Don several times and Tana was seriously thinking of giving up the Sailor life in order to be with Fodel.

Unfortunately, a year later the Blue Falcon was raided by pirates! The pirates stole some cargo and kidnapped Tana. They had the idea to sell her as a slave to the highest bidder. They set sail for the nearest Creature Trafficking port. But the night before arriving at the port, a few of the crew had the idea of having their way with her. The ship's Navagator, Kosef Dotsk, heard about their plans and secured her in his cabin to keep Tana safe. Prior to being a Pirate he was also a merchant sailor. He became a pirate to have a little adventure and make his fortune, but he wasn't a torturer, nor a rapist. He had drawn the line. Apparently, he had become disillusioned with the Pirate life and he was ready to turn his life around. His plan, he said, was to go into the port with Tana on the basis of selling her. In reality he used the ruse to take her into the port and deliver her to a monk friend of his, a Tiefling named Morthos Fausto. Morthos would train her as a Way of the Shadow Monk so that she could defend herself and hopefully never be a captive again. In this way, Kosef Dotsk would begin his own redemption and reformation. After "selling" Tana, he would give the Pirates their share of the profit, a portion of his own accumulated fortune. Kosef would then find another monastery and create his own new beginning. As for Morthos, he did take Tana in his care and began training her as a Shadow monk!

Tana was feeling bitter sweet. She missed her crewmates, but had no money to journey to a familiar port and wait for them. Besides, she's been kidnapped twice and had no skills to defend herself competently. So Kosef's plan appealed to her, and she thanked him for keeping her safe and for the opportunity to learn how to defend herself. The skills she would learn would give her a new sense of freedom and independence! She relished learning all she could from Morthos, including his native tongue, Infernal.

From age 14 to age 21 she served Morthos' monastery and became a Way of the Shadow monk. She developed a new sense of self confidence and became a follower, by her own discovery, of Lathanander, a god of birth and renewal. It seemed fitting.

Along her journey, and while a crew member of the Blue Falcon, she came across an key. None of the crew knew what it was for, nor where it came from. She kept the old key as a trinket, a symbol of opening doors to new opportunities.