Edel Weiss

Counter Edel Weiss of House Malcees

Physical Description

General Physical Condition

Visible arm muscles, but nothing extreme. It looks more like an active lifestyle combined with an extreme lack of bodyfat that's only been allowed to build muscle in recent years. Edel stands about 5'11 on a good day.

Body Features


Though once she might have had the traditional, soft Elvish skin one might expect from an Imperial, her bronzed flesh has been toughened by years of fights, abuse and labor. Her arms are covered in scars, some looking like blades, other claws. She's got a kickass set of 6-pack abs that she regularly maintains. Toned legs that could crush a watermelon, or a skull. You could probably bounce a coin off her backside.

Facial Features

Large scar splitting her right eyebrow, which are dark. Darker than her hair is by a lot.

Identifying Characteristics

Spooky yellow eyes and distinct scars.

Physical quirks

Doesn't like to touch people unless it's fist-to-face. Or hugging her sister!

Apparel & Accessories

Bloody knuckles and a smirk that says "I'm better than you"

Have fist, will travel.

View Character Profile
Alignment
Not sure
Children
Gender
Female
Eyes
Yellow
Hair
Plat. Blonde
Skin Tone/Pigmentation
Bronze/Tan
Height
5'11
Weight
150

Edel Weiss

Wood Elf Race
Khao Jungle Origin
Monk 3 Class & Level
TN? Alignment
Astaroth Deity
Iitanas Faction
QM Rank/Position
2 Loyalty
Iitanas Expeditionary Force Company

Strength 11
+0
Dexterity 17
+3
constitution 14
+2
intelligence 10
+0
wisdom 17
+3
charisma 10
+0
Total Hit Dice 3
Hit Die
1d8+2
+2 proficiency bonus
+2 Strength
+5 Dexterity
+2 Constitution
+0 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+5 Acrobatics
+3 Animal Handling
+0 Arcana
+2 Athletics
+0 Deception
+0 History
+5 Insight
+0 Intimidation
+0 Investigation
+3 Martial
+3 Medicine
+2 Nature
+5 Perception
+0 Performance
+0 Persuasion
+0 Religion
+3 Sleight of Hands
+3 Stealth
+3 Survival
skills

 
5
MV
0
Prestige
1
Attunement Slots
17
Armor Class
37
Hit Points
+5
Initiative
45
Speed
Attacks
Armor: none
Weapons: simple weapons, shortswords, longsword, shortbow, and longbow.
Tools: any one type of artisan's tools or any one musical instrument of your choice (Tinker's Tools)
Saving Throws: Strength, Dexterity
Skills: Athletics, Acrobatics

From Iitanas: Painters Supplies, Brewing supplies
Proficiences
-1 Max HP from Hatefire
Visible through pulsating burns on her arms and fists.
+ 2 Max HP from loyalty. The burns scarred over.
+5 Max HP from QMship, she eatin well.
Spellcasting
a shortsword
an explorer's pack
10 darts
Imperial robes (ripped sleeves, fuck the system)
Fadesteel Ring (Elven)
0gp
---
Bandoleer 1: 2x Superior healing potion 1x pot of heroism (worn)
Bandoleer 2: 3x Superior Healing (worn)
Bandoleer 3: 2x healing potion, 1x superior (stowed)
Not in a bando: 2x healing pot, 1x potion of heroism, 1x antitoxin

Courland’s Arcane Bulwark: Tortoise
Show spoiler
Belt - Major Rare (2200gp) - Attunement

What could be said about Courland’s inventions? They tend to be rather masochistic in nature. Their effectiveness, however, cannot be underestimated, if one is willing to suffer through the quirks implemented in them.

You gain a +1 AC bonus if you are not wearing any armour.

Punching the big green button at the center of this leather belt, which deals damage to you as though you hit yourself with an unarmed strike, you can call upon the incredible resilience of the turtoise! You reduce bludgeoning, piercing, and slashing damage taken by 2 for 1 minute. You can use this ability twice per long rest.

[Base Material, Enhancement, Enchantment]

Wrencrest Banner <- lent to thales
Sword of Wrencrest? Broken

3x Food token (chicken trendies)











Crafting Tokens: 4
Crating Mats: Meteorite Shard, Mark of the Evoker, Spark of Life or something similar [in use]
Voucher for use of Tinker racial trait from a Rock Gnome (bazaar)
Equipment
Iitanas
Faction
Madman(the only good one)
Stat Array
House of Malcees
Ashes of Heresy
Whenever you would succeed on a saving throw vs an enemy controlled spell, you gain a +5 to the next damage roll you make with a weapon or spell. If that spell was from a divine source, the damage bonus is +10.

Whenever you would trance during a mission you may extend this time to 8 hours. If you do you manifest an amulet with a fiery orange topaz. During this time whenever you would defeat a creature with a diving conduit (Such as a priest or a creature with a natural connect, DM discretion) you may restore a spell slot of the highest level you can cast, or you may instead choose to restore a spell slot in the same manner to an adjacent ally.


______________________
FAST AS FUCK: Your base walking speed increases to 35 feet.
JOHN CENA'S THEME: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
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Ki points: 3 | Ki DC: 13
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.
___________________________________________
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 (range 20/60 feet) with 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.
____________________________________________________________
Open Hand Technique
You can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target.

It must succeed on a Dexterity saving throw or be knocked prone.
It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
It can't take reactions until the end of your next turn.
____________________________________________________________
Emperor’s Gift. You gain a +2 to your initiative rolls.
This exists apparently.
Class/Racial Features & Traits