Malark Dotsk
Acatalepsy's character in Blackbury Troubles.
Character Info
Possible Character Pic: http://img.photobucket.com/albums/v661/telix/Neo%20characters/940048_20080715_screen018.jpg
Backstory
A sailor from the free ship White Tide, traveling to the Great Fair of Sarone for opportunity and adventure.
Race: Half-Elf
Alignment: Chaotic Good
Languages: Common, Elven, Orc
Trait: I never pass up a friendly wager.
Bond: I always thought Captain Varis might have been my father, though he never said anything about it.
Ideal: Freedom. The sea is freedom - the freedom to go anywhere and do anything.
Flaw: Once someone queslions my courage, I never back down no matter how dangerous the situation.
Character Connections
Game Statistics
All directly usable in-game statistics, background, inventory, experience, and game constructs.
Quick Reference
Defenses | Attacks | Passive Checks |
---|---|---|
HP: 15/15 AC: 16 |
Quarterstaff, Two Handed(+5,1d8+3)
Unarmed (+5,1d4+3) Darts (+5,1d4+3) |
Wisdom(Perception): +5
Intelligence(Investigation): +0 |
Background
Sailor
Skill Proficiencies: Deception, Insight
Tool Proficiencies: Navigator's Tools, Vehicles (water)
Feature: Ship's Passage
- When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. Vou might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
Vital Stats
Hit Points: 15
Proficiency Bonus: +2
Bonus applies to:
- Saves: Strength, Dexterity
- Tools: Navigator's Tools, Vehicles (water), Dice Set
- Skills: Athletics, Perception, Acrobatics, Stealth, Sleight of Hand, Survival
- Weapons: Simple Weapons, Short Swords
Ability | Base | Modifier |
Strength | 10 | +0 |
Dexterity | 16 | +3 |
Constitution | 12 | +1 |
Intelligence | 10 | +0 |
Wisdom | 16 | +3 |
Charisma | 11 | +0 |
Race: Half-Elf
Alignment: Chaotic Good
Languages: Common, Elven, Orc
Level: 2
Experience: 300/900
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: 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 rolIs 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 short chain or a sickle with a shorter, straighter blade
Current Inventory
Money
- Belt Pouch (10 gp)
Misc
- Explorer's Pack
- Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feel of hempen rape strapped to the side of it.
- Silk Rope (50 feet)
- Trinket (Glass Orb Filled With Moving Smoke)
Kits Apparel
- Common Clothes
Weapons
- Belaying Pin (club)
- Quarterstaff
- 10 Darts