White Plume Mountain: Zephyr

From RPGnet
Jump to navigation Jump to search

Character Details[edit]

Zephyr
Tiefling Monk
Description: A male tiefling with light purple skin and darker purple eyes of solid colour, and white hair. He wears loose light clothing, his horns sweep back from his head and are carved with intricate designs.
Level: 6

HP: 51
Hit Dice: 6d8
AC: 17
Movement Speed: 45'

Ability Scores[edit]

Str: 12 (+1)
Dex: 18 (+4) (+1 Wayfarer, +2 ASI)
Con: 13 (+1)
Int: 10 (+0)
Wis: 16 (+3) (+2 Wayfarer)
Cha: 8 (-1)

Proficiency Bonus: +3

Saving Throws:
Strength
Dexterity

Feats and Features[edit]

Species Features:
Darkvision 60'
Fiendish Legacy – Cthonic (Wisdom)
Resistance to Necrotic damage
Chill Touch
False Life
Ray of Enfeeblement
Otherworldly Presence - Thaumaturgy

Class Features:
Martial Arts
Unarmed Strike
Martial arts die 1d8
Dextrous attacks
Unarmoured Defence
Focus Points - 6
Flurry of Blows
Patient Defence
Step of the Wind
Unarmoured movement +15
Uncanny metabolism
Deflect attacks
Slow Fall
Extra Attack
Stunning Strike
Empowered Strike

Subclass: Warrior of the Open Hand
Open Hand Technique
Wholeness of Body

Background Feat: Tough (swapped for Lucky)

Proficiencies[edit]

Simple Weapons
Light Martial Weapons
Artisan tools - woodcarver's tools
Thieves Tools

Skill Proficiencies: Acrobatics
Athletics
Insight
Stealth

Languages: Common
Common Sign Language

Equipment[edit]

Spear
7 daggers Woodcarver's tools
Explorer's pack
27 GP
Thieves Tools
Gaming Set
Bedroll
2 Pouches
Traveller's Clothes
Common healing potion
potion of courage (+5 temp HP and advantage on saves against fear for an hour)

Level Up[edit]

4th​ level ASI: +2 Dex

Background[edit]

Wayfarer

Zephyr probably would have had a perfectly normal childhood had he not been orphaned at a young age. His mother had no family, and his father's human family refused to take in a tiefling child, and so it was he ended up in a church-run orphanage.

The clerics in charge of the orphanage weren't a big fan of tieflings either. Life on the streets was preferable. And so began a cycle of running away, living on his wits and what he could scavenge or steal, only to be caught and returned to his keepers.

This went on for several years until the pocket that Zephyr picked belonged to a former monk working as an acrobat in a travelling circus. He returned Zephyr to the orphanage, but on hearing that he was a persistent runaway decided to take the boy with him instead.

The first night with the circus Zephyr almost ran away again. But seeing them all working together, a found family, something made him want to stay.

And so began Zephyr's new life. The acrobat monk [name TBC] began to train him in his arts although it quickly became clear that while Zephyr was dextrous and nimble, he had no head for showmanship. Instead he started to put his skills to use protecting his new family from the dangers of the road, and unfamiliar and sometimes unfriendly towns.

People came and went, as people do from the travelling life. Zephyr began to feel restless and was wondering where his feet would take him. It was then he and his remaining circus companions met up with Wender (who had left the circus some time previously) in his new guise as a travelling merchant. The venue was rowdy, inevitably breaking into a multi-way brwal, but it was easy enough for someone with Zephyr's skills to leap out of the way of a punch and run up the bannister of the staircase to watch the entertainment from safely above.