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rpg:academy_of_magic:students:violetta

Tayaris 'Violetta' Lumazurrrr

Player: Nathan (Nickname: Sumimasynn)

Race: Tabaxi

Primary Class: Fighter/Battle Master 6th level

Secondary Class: Monk/Gun Fu 3rd level

HP 82 AC 16 Init +3

Inspiration: 2

Str 14* Dex 16* Con 16* Int 11 Wis 10 Cha 14

Proficiency +3

*: Saving Throw Proficiency

Skill Proficiencies

  • Acrobatics (Dex): +3 Dex +3 Prof +0 Expert +0 Training
  • Animal Handling (Wis): -1 Wis +0 Prof +0 Expert +0 Training
  • Arcana (Int): +0 Int +0 Prof +0 Expert +0 Training
  • Athletics (Str): +2 Str +3 Prof +0 Expert +0 Training
  • Deception (Cha): +2 Cha +0 Prof +0 Expert +0 Training
  • History (Int): +0 Int +3 Prof +0 Expert +0 Training
  • Insight (Wis): -1 Wis +3 Prof +0 Expert +1 Training
  • Intimidation (Cha): +2 Cha +3 Prof +0 Expert +0 Training
  • Investigation (Int): +0 Int +0 Prof +0 Expert +0 Training
  • Medicine (Wis): -1 Wis +0 Prof +0 Expert +0 Training
  • Nature (Int): +0 Int +0 Prof +0 Expert +0 Training
  • Perception (Wis): -1 Wis +3 Prof +0 Expert +1 Training
  • Performance (Cha): +2 Cha +0 Prof +0 Expert +0 Training
  • Persuasion (Cha): +2 Cha +0 Prof +0 Expert +0 Training
  • Religion (Int): +0 Int +3 Prof +0 Expert +0 Training
  • Sleight of Hand (Dex): +3 Dex +0 Prof +0 Expert +0 Training
  • Stealth (Dex): +3 Dex +3 Prof +0 Expert +0 Training
  • Survival (Wis): -1 Wis +0 Prof +0 Expert +0 Training
  • Technology (Int): +0 Int +0 Prof +0 Expert +0 Training

Weapon and Armor Proficiencies

  • Light armor
  • Medium armor
  • Heavy armor
  • Shields
  • Simple weapons
  • Martial weapons

Tool Proficiencies

  • Dice set
  • Vehicles (land)
  • Lute

Languages

  • Common
  • Dwarvish

Spell Slots

None.

Prepared Spells

None.

Tabaxi Racial Characteristics

  • Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
  • Age. Tabaxi have lifespans equivalent to humans.
  • Size. Tabaxi are taller on average than humans and relatively slender. Your size is Medium.
  • Speed. Your base walking speed is 30 feet, and you have a climbing speed equal to your walking speed.
  • Darkvision. You have a cat's keen senses, especially in the dark. 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. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Cat's Talent. You have proficiency in the Perception and Stealth skills.
  • Languages. You can speak, read, and write Common and one other language of your choice. Common, Dwarven.

Feats

  • Grappler (Revised):
    • You have advantage on attack rolls against a creature you are grappling.
    • You can grapple creatures up to 2 size categories larger than yourself.
    • When you successfully start a grapple, you can deal bludgeoning damage equal to your Strength modifier.
    • At the start of your turn, you can deal bludgeoning damage equal to your Strength modifier to a creature grappled by you.

Character Background: Soldier

  • Skill Proficiencies: Athletics, Intimidation
  • Tool Proficiencies: One type of gaming set, vehicles (land)
  • Languages: None

Fighter Class Features

Hit Points

  • Hit Dice: 1d10 per fighter level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies

  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Strength, Constitution
  • Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Combat Superiority

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Student of War

At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

Maneuvers

Disarming Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Grappling Strike

Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.

Pushing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Monk Class Features

As a monk, you gain the following class features.

Hit Points

Hit Dice: 1d8 per monk level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

Proficiencies

  • Armor: None
  • Weapons: Simple weapons, shortswords
  • Tools: Choose one type of artisan's tools or one musical instrument
  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from History, Religion

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 on the Weapons page.

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.

Dedicated Weapon (Optional)

Also at 2nd level, you train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.

The chosen weapon must meet these criteria:

  • The weapon must be a simple or martial weapon.
  • You must be proficient with it.
  • It must lack the heavy and special properties.

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 a range of 20/60 using 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 (Optional)

Also at 3rd level, 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 the Gun Fu

Monks of the Way of the Gun Fu are masters in the sophisticated close-quarters gunplay resembling a martial arts battle played out with firearms instead of traditional weapons.

The focus of gun fu is both style and the usage of firearms in ways that they were not designed to be used. Shooting a gun from each hand (usually paired with jumping to the side at the same time), shots from behind the back, as well as the use of guns as melee weapons are all common.

Gun Fu Technique

When you choose this tradition at 3rd level, you gain proficiency with heavy pistols and machine pistols. These weapons are monk weapons for you, and you gain the following benefits:

  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with firearms.
  • Immediately after you take the Attack action on your turn to make an unarmed strike, you can spend 1 ki point to make an additional ranged weapon attack with a firearm as a bonus action.

College Stats

Dorm: LaCroix Hall

  • Low-Quality: Students living here are granted a Poor Lifestyle throughout their stay.
  • Party Dorm: Students living here occasionally have to deal with (or enjoy) wild parties that make studying harder.
  • Comfortable: The dorms are reasonably comfortable, making for less frequent negative dorm events.

Full scholarship for next semester!

Gained Abilities

  • Common Tongues: Improvement of one's Common Basic skills, as well as familiarity (though not skill) in other languages such as elvish, dwarven, thieves' cant, druidic, and the like (Int check to identify).
  • Introduction to Magical Theory: Learning the basics of magic and how to practice it, providing basic knowledge in cantrips and magical understanding. (Provides the Magic Initiate feat.)
  • Party Dynamics I: Learning to function as a party, basic adventuring, and other essentials of surviving as a group. (Wis check to know what your party members are going to do in an initiative round without extensive discussion).
  • Situational Awareness: Learning to pay attention to your environment can work wonders on your situational awareness. (+1 to Perception skill.)
  • Insights on Insight: Understanding the ways in which others think can position you to more successfully interpret their requests and predict their behavior. (+1 to Insight skill.)

Current Classes

  • Party Dynamics II (Int roll to identify creatures)
  • Performing for Crowds (Lute) (+2 to Performance rolls playing the lute)
  • Speed Running (Mobile feat)
  • Religious Doctrine (Proficiency in Religion)
  • Basics of Magic (Proficiency in Arcana)

Extracurriculars

  • Intramural Wanderball Club (Athletics, Intimidation)
  • Sorority: Sigma Iota Nu

Friendships, Beloveds, and Rivalries

  • Aurora: +3 (Friend Boon: Out of respect for Aurora, fellow campus musicians will cover your expenses for one night per week at places where live music is common.) [Beloved Inspiration: You gain a bonus use of Inspiration once per day.]
  • Jessie: +3 (Friend Boon: The Sorority Provides. You can cut expenses by staying at the Sorority and live a Comfortable lifestyle.)
  • Ricky: +1
  • Carlos: +1
  • The Team: +1
  • Fern: +1

Exam Results

  • Symbols: Investigation +d4
  • Augury: History +d4, Insight +d4, Insight +d4

Possessions

Money

  • Bank of Alshira: $19,615
  • 136 copper
  • 1 10gp gem (Eye Agate)
  • 77 sp
  • 219 ep
  • 2329 gp
  • 1 100 gp gem (Garnet)

Standard Items

  • 20 arrows
  • Longbow
  • Longsword
  • Shortsword
  • Shield
  • Leather Armor
  • Common clothes
  • Dice set
  • Light crossbow
  • 20 bolts
  • Backpack
  • Bedroll
  • Mess kit
  • Rations (10 days)
  • Hemp rope (50 ft)
  • Tinderbox
  • Torches (10)
  • Waterskin
  • Hooded lantern with oil
  • Tabard
  • Unbreakable comb
  • Sunnywood Owlbear Preserve T-shirt
  • Performing costume
  • Binoculars
  • Grooming Kit
  • Heated Cloak

Special Items

Student Tablet: These specialized student tablets allow you to review materials from your courses. You can use this as reference material up to three times per day, gaining a d4 bonus to an ability check related to your current courses, rolled after your d20 is rolled but before its outcome is declared. In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from any spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.

Student ID (LaCroix Hall - Freshthing; Security)

Dorm Key

Academy Pennant

Library card

Cuddly Academy Plushie (Art Elemental)

Standard phone

Short sword of speed: You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.

Adamantine claws (2,000 gp)

Comb of Comprehend Languages

Cloak of Protection

Bracers of Defense

Aerojaunt Boots: These boots are enchanted to boost your jumping ability, allowing you to jump higher and fall slower. They are popular during wanderball matches, allowing for incredible jump shots. In order to properly manage a jump, you need Strength/Athletics or Dexterity/Acrobatics skill. Assuming you succeed on a skill roll vs DC 10, you can jump three times as high as normal (usually 3 + your Strength modifier feet high when running, or half that on a standing start), and you take damage as if you fell sixty feet less from falls due to its slowing effect (and will land on your feet).

Sharktooth-backed Sharkskin Gloves +1 (+1 unarmed damage, +1 magic enchantment)

+1 returning spear “Gallant Harpoon”

Hoodie of Muffling (hearing Perception -2, immune to damaging effects of loud noises, can still hear normally)

Healing Potions, 2

Scrolls of Stanch, 2

Belford Medal of Heroism (+1 to Charisma checks against Belfordians)

Pens of Mapping, 2

Reinforced metal gorget (protects against neck attacks)

Foulblood Elixir (blood is unpalatable to creatures for eight hours)

Vampire's Regret (vampires are burned/poisoned by blood for eight hours)

Token of Feather Fall

Soulphone

  • Adventurer Upgrade
  • Phone of Holding (100 lb)
  • Phone of Banking
  • Telepathic Access
  • Armored Case
  • NCrypt

Powers and Abilities

Natural Magic

Unlike your regular spells, spells from cantrips are known from memory and can be cast as often as you feel like. You have 2 cantrips from Magic Initiate.

  • Green Flame Blade
  • Lightning Lure

You also can cast one 1st level spell of your choice once per day, from Magic Initiate.

  • Thunderwave

Common Attacks

Longsword: +5 to hit. 1d8+2 slashing damage, Versatile (1d10). Green Flame Blade: 2 fire damage to adjacent target.

Longbow: +6 to hit. 1d8+3 piercing damage, Range 150/600, two-handed, heavy.

+1 Returning Spear: +7 to hit, 1d6/1d8 piercing damage, range 20/60.

Shortsword of Speed: +8 to hit, 1d6+4 slashing damage.

Cat Claws: +5 to hit, 1d6+2 slashing damage.

Unarmed Attack: +5 to hit, 1d4+3 bludgeoning damage.

Adamantine Claws: +5 to hit, 1d4+3+3 slashing damage

rpg/academy_of_magic/students/violetta.txt · Last modified: 2024/09/09 23:46 by wizardofaus_doku

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