Murk Character in Verum | World Anvil

Murk

Murk

Physical Description

Body Features

Tall, muscular physique, constantly training his body so he can be strong enough, six-pack. Some scaring on his torso from the battles he's gone through, and if seen from behind without his Gi, two major claw slash marks running down his back.

Facial Features

Slightly pointed ear, sharp tusks, nice strong chiseled chin, forest green eyes long flowing black hair tied in a bun. If looked closely where the arrow is will see a wide scar being covered by it.

Identifying Characteristics

An arrow pointed down on his forehead just like his sensei had, three lines on chin that have been there since birth.

Apparel & Accessories

Dresses in his standard training Gi one piece with the Holy Symbol of Iass sewn on the area of the heart, boots, shorts, a brown strapped belt around his waist, two bandoliers along his shoulder straps, a silver necklace with a marble as the charm.

Mental characteristics

Personal history

As a mere baby Murk was abandoned in the streets of some nameless town in Steton. Instead of being a meal for the vicious monsters that live there, however, Murk was taking in and raised by a loving human couple. At age 6 his parents had their own girl, and Murk a little sister. At age 10... tragedy struck. A routine trip was ruined by a vicious gang of Goblins. They murdered his parents in front of him and the last thing Murk saw before he blacked out was his younger sister get dragged away, crying for him. When he awoke, nothing remained of his family. He then wandered on his own for 5 years, kicked out place after place, beaten and seen as a random monster. When all hoped seemed lost, a guiding light led him to the Floating Peaks of Steton, and through some miracle he was able to survive the harsh peaks and come across the people who lived there. Still not completely accepted, the townsfolk tolerated Murk and allowed him to stay. Even one of the Monks there took pity on him and showed him the basics of martial arts, and acted as a new family member to him. The day his sensei passed away, Murk took off on his own as an adventurer, swearing he would do everything in his power to help people get through their own adversities, just as he did.

Education

Murk's mother taught him the basics of cooking, and Murk's sensei decided it was more important for him to read and write like a true wise one... than it was for him to do basic math. He does know how to do mathematics it just...takes him awhile. Any other skill he has learned has been through constant trial and error he has gone through while on the road.

Mental Trauma

Because of Murk's family being taken from his from Goblins he has a bit of a distain for them. That is not to say he hates them all, Murk loves being friends with everyone, but if he were to see a group of goblins threatened some helpless folks, Murk would not show mercy. And due to his sensei being killed by chimeras and being the creatures that scarred his back, Murk has both a fear and rage for them.

Morality & Philosophy

Murk's goals in life are simply to see his friends happy and safe. He also lives by quotes his master taught him through the years: "Sparring with friends helps strengthen the body and relationships." "It's not good to rush into conflict without knowing every angle" "For a warrior, overthinking can be both a necessity and a curse." "Everything can be rebuilt." "Friendship and connections are ever expanding!" "You make a mess, you clean it best." "Good food is one thing, but people to share it with makes it all the more delicious."

Personality Characteristics

Motivation

To make lots of friends and make sure they're all happy and safe.

Likes & Dislikes

Likes: His friends, his cat, most other things   Dislikes: Chimeras, Bullies, People who make his friends cry

Virtues & Personality perks

Murk can make some mean sushi. Has started expanded on his culinary skills and he and his friends have begun using the term "Murk Cuisine" for his dishes.

Social

Contacts & Relations

Murk likes to make friends with most anyone he goes on missions with. But as of right now in his life, there are some he'd consider the closest and his new family.   Roland Price: One of the first people Murk adventured with and the one who showed him he could have a new home at the Grove.   Tai: Another one he first adventured with. Always happy to have Murk's back and his Best Buddy.   Mideine Starflower: The first person Murk told the story of his family to, and in turn they told their story to Murk. And Murk knows he can never hide anything from Mideine, for they care too much to let him.   Iavain Zaumitore: His girlfriend and the first person Murk has ever had romantic feelings for. He holds her deep within his heart and vows to do anything he can for her.

Religious Views

Follows his Lady Iass but will respect others religions and not push his ideals on anyone.

Mannerisms

Will almost have a big grin on his face, if not then that is a sure sign something has greatly upset him, weather it be his past or something tragic currently happening.

Hobbies & Pets

Brown, short-haired kitten named Grace.

Speech

Will do his best to try and give wise sage advice, but will be scared of saying the wrong thing.

A simple half-orc, abandoned as a child he simply wants to help. Because of his orcish strength he thought it'd be cool to learn the way of the monk. Now he goes around helping those in need, paving out his own path.

View Character Profile
Alignment
Lawful Neutral
Age
20
Date of Birth
Azen
Children
Current Residence
The Last Grove
Gender
Male
Eyes
Green
Hair
Black
Skin Tone/Pigmentation
Purple
Height
6'6"
Weight
275
Quotes & Catchphrases
"Hello friend! My name's Murk."

Murk

Half-Orc Race
Steton (Floating Nomad) Origin
Monk (Way of the Sun Soul) 5 Class & Level
Lawful Neutral Alignment
Iass Deity
Last Grove Faction
Member/Green Warden Rank/Position
6 Loyalty
Company

Strength 18
+4
Dexterity 16
+3
constitution 12
+1
intelligence 10
+0
wisdom 16
+3
charisma 11
+0
Total Hit Dice 5
Hit Die
1d8+1
+3 proficiency bonus
+7 Strength
+6 Dexterity
+1 Constitution
+0 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+6 Acrobatics
+6 Animal Handling
+3 Arcana
+7 Athletics
+0 Deception
+0 History
+3 Insight
+3 Intimidation
+0 Investigation
+3 Martial
+3 Medicine
+3 Nature
+3 Perception
+0 Performance
+0 Persuasion
+0 Religion
+3 Sleight of Hands
+3 Stealth
+6 Survival
skills

 
11
MV
0
Prestige
1
Attunement Slots
16
Armor Class
41
Hit Points
+3
Initiative
40 ft.
Speed
WeaponHitDamage
Katar Slash/Stab 1d20+7 1d6+4
Unarmed Strike 1d20+7 1d6+4
Dart throw 1d20+3 1d4+6
Radiant Sun Bolt 1d20+6 1d6+3
Nature's Power Pole (One handed) 1d20+7 1d6+4
Nature's Power Pole (Two handed) 1d20+7 1d8+4
Attacks

Tools/Weapons


Simple Weapons/Shortswords/Monk Weapons
Dulcimer (Musical Instrument)
Cook's Utensils - Expertise
Brewer's Supplies
Herbalism Kit

Skills


Saving throws In STR/DEX
Acrobatics
Athletics
Intimidation
Nature
Arcana
Survival
Animal Handling

Languages


Orclin/Common/Druidic/Elvish
Proficiences

Weapons/Tools


Katar
Nature's Power Pole- Quarterstaff made from Druid Grown Branch
Dulcimer
9 Darts
Brewer's Supplies
Special Turkey Themed Cook's Utensils
4 Buckets
Pole of Collapsing
Mantel of Seasons on head

Explorer's Pack


Backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a water skin. The pack also has 50 feet of hempen rope strapped to the side of it. Also in bag is a tent, an hourglass, turkey-bone dice, and a Slimer costume, fur coat, a pirate’s hat, a handcrafted quill made out of a Harpy’s feather, a fishing tackle, dragon chess set.

At Home


A sprig of mint, and a water skin of blueberry candy syrup, "777 Ways to Cook a Turkey" cookbook, Stuffed stuffed Turkey plush, turkey mask that screams in ears while wearing it, cat toy, 5 containers of cat food, watering can, trowel

Gifts


Bandolier 1


Potion Of Healing- Cotton Candy Flavored
Potion of Greater Healing

Bandolier 2


Oil of Slipperiness
Antitoxin

Tokens/Money/Other Important


13 Crafting Tokens
2558 GP
Holy Symbol of Iass
Silver Necklace with a marble colored a swirling mix of green, dark blue, beige, and yellow
Black Emerald- Worth 200GP
White Sapphire- Worth 200gp
Equipment
Last Grove
Faction
The Mad Man
Stat Array

Racial Features


Darkvision- See dim light up to 60 ft
Relentless Endurance- When dropped to 0 HP can rise to 1 HP per long rest
Savage Attacks- When score a Critical Hit with Melee Weapon, can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit

Class Features


You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a d6 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels
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
Total Ki Points- 5: You must spend at least 30 minutes of the rest meditating to regain your Ki points. Ki save DC = 8 + your proficiency bonus + your Wisdom modifier= 14
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.
Monastic Tradition: Sun Soul
Radiant Sun Bolt: You can hurl searing bolts of magical radiance. You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d6. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 Ki point to make the special attack twice as a bonus action. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Deflect Missiles: 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
Slow Fall: You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn.
Stunning Strike: You can interfere with the flow of Ki in an opponent's body. 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.

Origin Traits


You manipulate the metallic properties of ammunition, you deal +2 damage with projectile weapons and receive +2 AC against a ranged attack of the same material.

Other


Level 4:
ASI: +1 STR, +1 DEX




Class/Racial Features & Traits