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INSPIRATION
STRENGTH -I am driven by my curiosity and will pursue
19 +3 30 what knowledge I find the most fascinating.
11 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
-I assess value only as a function of
potential and utility.
0 PERSONALITY TRAITS
+3 +5 Wisdom
+1 Charisma
My life's work is a series of tomes
CONSTITUTION
related to a specific field of lore.
SAVING THROWS
TEMPORARY HIT POINTS BONDS
15
+3 Acrobatics (Dex)
Total 2d8 / 1d8 SUCCESSES
I overlook obvious solutions
+2 +3 Animal Handling (Wis) FAILURES
in favor of complicated ones.
+5 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE 0 Athletics (Str)
12 -1 Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
+3 History (Int) ----------Bonus Actions----------
Javelin +5 1d6 + 3 piercing
+1
+5 Insight (Wis)
Hungry Jaws. Special attack
-1 Intimidation (Cha) Mace +5 1d6 + 3 bludgeoning
with your bite. If you hit, you
WISDOM +1 Investigation (Int)
gain 2 temp. hit points (use
+5 Medicine (Wis)
16
+5 Nature (Int) - Martial Arts. Unarmed strike or monk
once/rest, see VGM 113).
weapon, melee, 1d4 + 3 damage.
+5 Perception (Wis)
+3 - Bite. Melee, 1d6 piercing damage (see Martial Arts. Make an extra
-1 Performance (Cha) VGM 113).
unarmed strike when you take
CHARISMA -1 Persuasion (Cha)
Attack action (see PHB 78).
+1 Religion (Int)
8 +3 Sleight of Hand (Dex)
---------------Actions--------------
+3 Stealth (Dex)
-1 Channel Divinity: Knowledge
+5 Survival (Wis)
of the Ages. Become
SKILLS ATTACKS & SPELLCASTING
proficient in a tool or skill for
10 mins. (see PHB 59).
15 PASSIVE WISDOM (PERCEPTION)
Pouch (1); Clothes,
CP
common (1); Knife, Channel Divinity: Turn
Small (1); Waterskin (1);
Weapon Proficiencies:
SP
Shield (1); Bedroll (1);
Undead. Undead within 30
Shortsword; Simple Rations (1 day) (10); feet must make a DC 13
EP
Rope, hempen (1); Wisdom save or be turned for
Armor Proficiencies: Light; Letter with question from 1 min. or until damaged (see
Medium; Shields
GP 10 dead colleague (1); PHB 59).
Tinderbox (1); Mess kit
PP (1); Quill (1); Backpack
Language Proficiencies: (additional features & traits on
(1); Chain mail (1); Torch
Common; Draconic; Dwarvish; (10); Emblem (1); Ink (1) page 2)
Elvish; Gnomish; Orc
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
23 6'8" (2.03m) 232lb (105kg)
AGE HEIGHT WEIGHT
Nao-Malai
Dark Orange Turquoise N/A
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
Cleric of Waukeen, Goddess Cunning Artisan. Craft certain weapons and armor from creature
of Trade remains. (see VGM 113).
Self-trained monk
Hold Breath. Up to 15 min. (see VGM 113).
Inquisitive lizardfolk with a
fascination of soft-skinned Researcher. If you don't know a piece of info you often know
humanoids. He studied under where to find it (see PHB 139).
a dwarf cleric/merchant for a
couple years before an
encounter with a particularly
adept hafling monk. After that,
ADDITIONAL FEATURES & TRAITS
he started developing his own
martial art and looking for a
new group to study/travel Holy symbol: One sided gold coin with Waukeen's likeness
with.
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Guidance
Light
Mending
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 3 7
EPAR
SPELL NAME
ED
PR
Bane
Bless
4
Command (Domain)
Cure Wounds
Detect Magic
Guiding Bolt
Healing Word
8
Identify (Domain)
Inflict Wounds
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 3 7
EPAR
SPELL NAME
ED
PR
Shield of Faith
SPELLS KNOWN
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Page 1
Command (reverse)
flying creature stays aloft, provided that it is
able to do so. If it must move to stay aloft, it
flies the minimum distance needed to remain
in the air. At Higher Levels. When you cast
this spell using a spell slot of 2nd level or
higher, you can affect one additional creature
for each slot level above 1st. The creatures
must be within 30 feet of each other when
you target them.
Page 2
Level-1 abjuration
Shield of Faith
1 b.a. 60 ft V,S,M Conc, 10 mins
A shimmering field appears and surrounds a
creature of your choice within range, granting
it a +2 bonus to AC for the duration.
Cleric DC 13 Mod +5
Page 3 (reverse)
Nao-Malai (Wise-Idiot in draconic)
Quirk: Money is meaningless to you.
Cleric of Waukeen, Goddess of Trade - Holy symbol: One sided gold coin with Waukeen's likeness
Self-trained monk
Backstory:
Childhood was nothing special apart from a couple brief encounters with soft ones. These began seeding an
interest in these strange seemingly helpless creatures. On reaching adulthood, Nao set out to study these
creatures and learn how they work. It wasn't long until he became a disciple of a traveling dwarven
cleric/merchant of Waukeen, Goddess of Trade. The dwarf, named Thar Grandstump, wasnt thrilled with his
new greedless disciple, but Naos enthusiasm was enough to make him tolerable. A couple years into his
study, the group was ransacked by bandits. The bandits were led by a highly skilled halfling monk who
managed to avoid everything thrown at her. When Nao came to, his mentor was dead and he had a new
interest in the ways of the monk. Now without a tutor, Noa began developing a martial art of his own creation
and seeking his next subject of study.
Motivation:
Softies have somehow become the dominant species(s) despite being squishy and having no sharp bits. He
understands that once tools and armor were invented such things became less relevant but how did these
things survive long enough to develop these tools? While primarily driven by curiosity, he also wants to use
whatever it is that let them succeed to make himself even more capible.
Studies:
Nao keeps a detailed compendium of all of his theories and conclusions. He writes these in countless journals
and hides full journals in various places as he travels. The locations of these hiding spots are kept in a well-
guarded notebook he always keeps on his person. His tutelage under the cleric was born out of a later
disproven theory that the softies had a greater affinity for magic than lizardfolk. He concluded, however, that
this was not true though there may be a greater propensity for the prerequisite faith associated with favor from
gods. His current study is into the ability of well-trained martial arts to perform beyond their physical constraints.
Ideological Progression:
As Naos studies advance, his views on the soft ones will change. In time, he will reach a conclusion and begin
acting in accordance with that new view. Along the path of good, he will conclude that all beings have a value
particular to themselves and it is Naos duty to embrace and uplift those abilities. A neutral view will see things
objectively as some soft ones have particular talents that earn respect and others do not. In this instance, Nao
will likely continue seeking knowledge of successful softies to improve his own abilities. It is also possible that
Nao will come to the realization that softies are a pest, surviving only by gluttony and excess and that their
wasteful existence is a scourge that he will seek to eradicate. All of these are subject to change as the story
progresses.
Playstyle:
Nao acts as a sort of field medic on the battlefield. He joins the fray, dodging blows and dealing them back
where needed prioritizing keeping his allies healthy as possible. His limited cleric spells generally allow for
either AC buffs before fights in the form of shield of faith, damage during fights from inflict wounds, or healing
after fights using cure wounds.
Behavior:
As a lizardfolk, Nao-Malai primarily views things on a basis of function. For instance, people are often
described more by their distinguishing characteristics than their names or titles. He does, however, have an
odd sense of naming. A barbarian would be called Ralph by his peers, Mad Axe by the average lizardfolk, and
Chop Grumpy by Nao. Nao is by no means unfriendly but he lacks understanding of the social protocol most
expect. For instance, if he comes across a noble fattened by wealth, he will not associate their money and
ability to eat in excess and he will also begin asking what happened to make them fat and whether they are
fixing it. They aren't insulting the person, just wondering why they are in an unhealthy state. It isn't uncommon
for lizardfolk to repurpose fallen foes into weapons and dinner but Ghriv performs a full on autopsy, taking
notes on the anatomy and physical distinctions of the corpse.
Speech:
Ghriv tends to vary in the speed at which he speaks as he moves in and out of thought mid-sentence. He tends
to speak his mind when his mind has something to say so he'll occasionally interrupt or speak out of place. He
also doesn't change the volume of his voice unless he is consciously considering the importance of it. He's not
very talkative but once he gets into an investigative mood he will ask questions with such zeal that the
questioned will barely be given time to answer.