Leena, with theme song perfect for a sociopathic little karate girl.<br/><br/><div class="floatleft">(http://i.imgur.com/0jDL2cQ.jpg)</div><strong>Name:</strong>Leena Underhill<br/><strong>Age:</strong>26<br/><strong>Race:</strong>Halfling (Lightfoot)<br/><strong>Size:</strong>Small (2'9" tall, 45 lbs)<br/><strong>Languages:</strong>Common. Halfling.<br/><strong>Class/Level:</strong>Monk 1<br/><strong>Alignment:</strong>Chaotic Neutral<br/>Theme Song - Always Running, by Malukah - https://www.youtube.com/watch?v=dw8BGzNzcXk<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Background: Sailor</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Feature: Bad Reputation</div><div class="spoiler_body">No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.</div></div> <br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">History</div><div class="spoiler_body"> Some people are just born bad, and Leena Underhill is among the baddest around. From the day she was born into her halfling family, the  halfling girl had a violent temper that made her a terror to those around her as she grew up, bullying and harassing even the adults around her, and after the tiny riverside hamlet where she grew up was attacked and nearly decimated by human river pirates and many of the inhabitants - including her - were taken as captives to be sold as slaves, Leena learned that the only thing which was truly important in life was strength. Instead of being sold as the others were, Leena impressed the pirates with her ability and willingness to command respect and obedience from the other captives with fear, and soon joined them as a member of their crew rather than a captive.<br/><br/>Leena raided with the pirates for years, and her reputation for brutality spread far and wide. She enjoyed beating those larger and stronger than her into submission, and she would have gone on this way indefinitely had she not finally met her match one day in a wandering monk named Hu Yen, a traveler from a distant land who happened to be passing through the fishing village Leena's crew - as she had now taken it over herself - had come to pillage for loot and slaves. Her crew were beaten soundly by the man, who wore no armor and fought with nothing but a sturdy wooden staff and his bare hands. Leena fled as her crew were captured or killed to a man and delivered up to be tried and executed, and believing herself to have escaped justice, she rested in a hollow near the river, only to be awakened by the smell of cooking fish. When the badly beaten halfling girl saw that the very same strange-looking human who had defeated her and her men had found her once again, she realized that she had no chance of overcoming him, and he told her he had no intention of capturing her or turning her in. So instead, she talked, and listened to this man speak of the way of the fist, of harmony and inner strength. <br/><br/>That set her on a path which would see her in the company of the master monk Hu Yen for nearly six years, travelling the land and learning the secrets of the monk. Yen's influence turned her away from the evil path she'd previously been set on and Leena eventually mastered the basics of the Way, but not long afterward Leena awakened one morening to find her teacher vanished, with only a note to explain his disappearance - I have shown you the path, now you must walk it to know where it may lead. <br/><br/>Since then, Leena has traveled in search of her lost master and a new purpose. She is trying hard to be a better person, though her past reputation follows her everywhere, and old habits die hard...</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Personality</div><div class="spoiler_body"> <br/>        <strong>Personality:</strong> "Get out of my way or i'll hurt you."<br/>                 <strong>Ideal:</strong> "Nothing matters except strength."<br/>                <strong>Bond:</strong> "I want to find my missing master."<br/>                 <strong>Flaw:</strong> "I do not understand any emotion except anger."<br/><strong>Defining Event:</strong> "I betrayed my entire village to zhentarim slavers."</div></div><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">HP and other vitals</div><div class="spoiler_body"><strong>Hit Points:</strong> 9<br/><strong>Hit Die:</strong> D8<br/><strong>Armor Class:</strong> 15<br/><strong>Passive Insight:</strong> 12<br/><strong>Passive Perception:</strong> 12<br/><strong>Initiative:</strong> +3<br/><strong>Speed:</strong> 25 ft.<br/><strong>Ki Points:</strong> 0<br/><strong>Proficiency Bonus:</strong> +2<br/><span class="bbc_u"><strong>Proficiencies</strong></span><br/><strong>Saves:</strong> Strength, Dexterity<br/><strong>Skills:</strong> Acrobatics, Athletics, Intimidation, Stealth<br/><strong>Tool:</strong> Navigator’s tools, vehicles (water), Woodcarvers Tools<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Ability Scores</div><div class="spoiler_body"><strong>Strength</strong>: 13/+1<br/>- Saving Throw: +3<br/>- Athletics: +3<br/><strong>Dexterity</strong>: 17/+3 (+2 racial)<br/>-Saving Throw: +5<br/>- Acrobatics: +5<br/>- Sleight of Hand: +3<br/>- Stealth: +5<br/><strong>Constitution</strong>: 12/+1<br/>- Saving Throw: +1<br/><strong>Intelligence</strong>: 8/-1<br/>- Saving Throw: -1<br/>- Arcana: -1<br/>- History: -1<br/>- Investigation: -1<br/>- Nature: -1<br/>- Religion: -1<br/><strong>Wisdom</strong>: 14/+2<br/>- Saving Throw: +2<br/>- Animal Handling: +2<br/>- Insight: +2<br/>- Medicine: +2<br/>- Perception: +2<br/>- Survival: +2<br/><strong>Charisma</strong>: 12/+1 (+1 racial)<br/>- Saving Throw: +1<br/>- Deception: +1<br/>- Intimidation: +3 <br/>- Performance: +1<br/>- Persuasion: +1<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Racial Features</div><div class="spoiler_body"> <br/>-Ability Score Increase. Your Dexterity score increases by 2.<br/>-Speed. Your base walking speed is 25 feet.<br/>-Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.<br/>-Brave. You have advantage on saving throws against being frightened.<br/>-Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.<br/>-Ability Score Increase. Your Charisma score increases by 1.<br/>-Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Class Features and Feats</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Class Features</div><div class="spoiler_body">Proficiencies<br/>Armor: None<br/>Weapons: Simple weapons, shortswords<br/>Tools: Choose one type of artisan’s tools or one<br/>musical instrument<br/>Saving Throws: Strength, Dexterity<br/>Skills: Acrobatics, Athletics, History,<br/>Insight, Religion, and Stealth<br/><br/>Unarmored Defense<br/>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.<br/><br/>Martial Arts<br/>At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.<br/><br/>You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:<br/>• You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.<br/>• 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.<br/>• 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.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Feats</div><div class="spoiler_body">None<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment</div><div class="spoiler_body">• Quarterstaff<br/>• Belaying pin (club)<br/>• Explorer’s pack<br/> -Has torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.<br/>• Sling<br/>• 40 sling bullets<br/>• Pouch containing 9 GP, 32 CP<br/>• 50 feet of silk rope,<br/>• a lucky charm (meditation stone)<br/>• Woodcarvers Tools (1 gp, 5 lb)<br/>• a set of common clothes<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Combat Information</div><div class="spoiler_body">Quarterstaff: Attack +5; Damage 1d6+3/1d8+3 two-handed; Range melee; Bludgeoning, versatile<br/>Belaying Pin: Attack +5; Damage 1d4+3; Range melee; Bludgeoning, light<br/>Sling: Attack +5; Damage 1d4+3; Range 30/120; Ammunition<br/>Unarmed Strike: Attack +5; Damage 1d4+3; Range melee; Bludgeoning </div></div></div></div>