Lin-Kuei, Genasi Monk
Ninja Assassin
Name: Lin-Kuei
Race: Genasi (Ice)
Age: 35
Class: Monk (Way of the Elements)
Alignment: Lawful Evil
Faction: The Dead Mens' Society is the most famous mercenary group in Luskan. They are renowned for their gusto, strength of arms, and their absolute loyalty to their employers. They accept living or dead members of any kind, and use the motto 'Death is no bar to our Call'. They are expensive, but will take the secrets of their employers to their graves and beyond, and will take any job regardless of who it is for or what the details entail. Need to kill a school filled with innocent children? They'll do it. Need them to build a new school afterwords? They'll do that, too (though poorly, crafting isn't their strong suit). The Dead Men's Society
Char Sheet: Link
Appearance: Lin-Kuei stands at 6'2" with a strong, athletic build, which has been toned by years of martial arts training. Fair in complexion with a skin tone almost bluish in its paleness, his once bright, blue eyes have seemingly "iced over" and exhibit a pure whiteness that seems to match his elemental abilities.
For his garb, Lin-Kuei departs from the traditional style of his clan's warriors and adopted a more combat-oriented outfit. In addition to switching the traditional Green and Yellow colors of his outfit for a color palette of Blue hues accented with black trim, the ninja-hood he wears is supplemented further with a distinctive mouth guard, which covers the majority of his face.
Various other accessories adorn his wrists and and legs for housing knives and other weapons and tools, which combined with the light armor that he wears completes his rather unique 'ninja outfit'.
Personality: Lin-Kuei no longer accepts the teachings of Bahumut, believing that the Temple monks that worship him are only sycophants and hypocrites. Venturing into the outside world has hardened him, as he sees the evil that is pervasive across the land. Still, there is honor within him as he understands that order is needed to avoid total chaos. But he believes that skill, strength and power ensure survival at the top of the order as opposed to being crushed beneath it.
Traits: Cool headed - I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
Loyal - To the faction hierarchy, none else.
Bond: Revenge - Against Rai-Jin and the Order of the Iron Fist. One day, once he is strong and powerful enough, Lin-Kuei will bring about the destruction of the Temple, when they least expect it....
Ideal: Power is order, and order is power!
Flaw: Callousness - as Lin-Kuei's powers grow, he is increasingly disregarding of human, and non-human, life.
Backstory: Raised in the Temple of the Iron Fist, Lin-Kuei was trained by his clan of fighting monks to battle in service to the great Dragon God, Bahamut. However, when Rai-Jin, his brother-in-arms, became the "favored son" due to the emergence of Draconic sorcerer abilities, jealously of Rai-Jin's 'favored status' gradually overtook Lin-Kuei and set him on his path to darkness. One day during practice, his rebellious streak took him too far and he would have beaten the life out of his Kun-Lun fellow monk , had his masters not intervened and stopped him. Faced with expulsion from the temple monastery, Lin-Kuei vowed to develop his emerging abilities of elemental manipulation and avenge himself against the Order of the Iron Fist.
Lin-Kuei's ability to manipulate elemental power manifested itself when he reached the age of 20, while still living and training at the Temple. At the time, he and his fellow monks were shocked by what was happening. While there were those among the masters that had similar elemental abilities, they were not quite the same as Lin-Kuei's, whose Ki energy for some reason manifested itself as Ice.
After he was banished from the temple, Lin-Kuei vowed to hone his fighting skills and increase his new elemental power in his quest for revenge against his former Temple. It was during a fighting tournament, which he had entered to win money, where he met an untimely fate at the hands of an opponent. The strange abilities he displayed did not go unnoticed, however, and though he fell in battle, agents of The Dead Men's Society quickly swooped in to claim the body and resurrect the slain Lin-Kuei. Upon his resurrection, Lin-Kuei swore allegiance to the faction and joined them as an assassin for hire in the forsaken town of Luskan.
Secret #1: Known Secret = Lin-Kuei knows the secret of his old Order’s Temple, which is that it is located in Planescape (the monastery actually phase-shifts completely in and out of Planescape into other planes, sometimes randomly, but also controlled). Although he no longer has any loyalty to the Temple Order, he continues to uphold the secret location, for his own reasons.
Secret #2: Unknown Secret = Genasi lineage.
Action Block Movement:
Action:
Bonus Action:
Reaction (IF triggered): IF dmg reduced to 0, can spend 1 Ki Point to make Ranged Attack as part of same Reaction as Monk Weapon w/ Proficiency (+5 Attack / +6 Damage). Deflect Missiles (reduce Damage from Ranged Attacks by 1d10+11) => (iNum Dice Tag to be added in real post) damage reduction = .
Stats Lin-Kuei , Level 8 - Genasi Monk -
HP: 67/67, AC: 17, Ki Points : 8 of 8 remaining.
Initiative: +3, Speed: 45ft, Special Equipment: steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. Boots of Elvenkind , You gain a +1 bonus to AC and saving throws while wearing this ring. Ring of Protection
Saving Throws prof-Str +3, prof-Dex +6, Con +3, Int +/-0, Wis +3, Cha +/-0
Abilities: Str 10, Dex 17, Con 16, Int 10, Wis 16, Cha 10
Condition: Ice!
Genasi / Monk Abilities Racial Features: You have resistance (half damage) to cold damage. Cold Resistance , You can move across difficult terrain covered by ice and snow as if it was normal ground. Ice Walk , Frozen Dreams: (Constitution is your spellcasting ability for this spell).
Evocation cantrip
Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Ray of Frost Cantrip , Frozen Dreams: 2nd-level evocation
Casting Time: 1 action Range: 90 feet Components: V, S) Duration: Instantaneous
A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.
--At Higher Levels-- When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Snilloc's snowball swarm (once per long rest / Constitution is your spellcasting ability for this spell).
Monk Features: While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier (10+3+3=16). Unarmored Defense , Use Reaction to reduce Damage from Ranged Attacks by 1d10+11.
IF DMG reduced to 0, can spend 1 Ki Point to make Ranged Attack as part of same Reaction as Monk Weapon w/ Proficiency (+6 Attack / +3 Damage). Deflect Missiles , Use Reaction to reduce damage from fall by 40 (5x monk level). Slow Fall , Can attack twice, instead of once, whenever you take the Attack action on your turn. Extra Attack , When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. Stunning Strike , Unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Ki-Empowered Strikes , DEX saves against effects for half-damage = NO damage (if fail then only half-damage). Evasion , You can use your action to end one effect on yourself that is causing you to be charmed or frightened. Stillness of Mind .
Martial Arts (Bonus Action): Unarmed Strike (1d6 +3 dmg / +6 attack) Bonus Attack , 2 unarmed strikes bonus action (1 Ki pt) Flurry of Blows , Dodge action during bonus action (1 Ki pt) Patient Defense , Disengage or Dash during bonus action and jump distance is doubled for the turn (1 Ki pt) Step of the Wind .
Monastic Tradition (Way of the Four Elements): You can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level. The spell's level increases by 1 for each additional ki point you spend, up to maximum for Character Monk Level (Chr Lvl 8 = 3 ki pts). Casting Elemental Spells , You can use your action to briefly control elemental forces nearby, causing one of the following effects of your choice:
• Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
• Instantaneously light or snuff out a candle, a torch, or a small campfire.
• Chill or warm up to 1 pound of nonliving material for up to 1 hour.
• Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute. Elemental Attunement , As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square’s elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the ice to trap or injure a creature in the area. Shape the Flowing River , You can spend 3 ki points to cast hold person (2nd-level enchantment)
Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
--At Higher Levels-- When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. Clench of the North Wind .
Last edited by Strange2099; Feb 2nd, 2020 at 09:40 AM .
Reason: Finished char description, char sheet and now the stat block!