(https://cdnb.artstation.com/p/assets/images/images/002/442/653/large/oscar-acosta-rivera-noir-elf.jpg?1461787851)<br/><strong>Name:</strong>Ingram Loryan<br/><strong>Background:</strong>Criminal<br/><strong>Class:</strong>Monk (Way of the Drunken Master)<br/><strong>Alignment:</strong>Neutral Good<br/><strong>Gender:</strong>Male<br/><strong>Height:</strong>6’1’’<br/><strong>Age:</strong>170<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Background</div><div class="spoiler_body">It’s never easy to leave the family business. Especially when that business is a viscous smuggling empire. There will always be those who want what they can’t have, and no one is better at providing it than the Loryans. Ingram grew up flitting between the two parallel cities, learning the in’s and out’s of the secret trade routes, and learning what had to be done if anyone dared to threaten these channels. <br/>Ingram is not an emotional elf, but sometimes his morals got the best of him.  The constant violence was grating, and the friction with his family was even more so. After choosing to protect a friend over protecting a shipment worth thousands of gold, Ingram and his father had an altercation that would cast him from the family forever. <br/>He left Calbriz with a few contacts and countless enemies, and tried to forge a new life in Glen Avon. There he freelanced his keen mind and uncanny instincts, gathering information about mysterious matters for a modest retainer. His skills and his contacts with those below have even rendered his services useful to the king on several occasions (though the king would be hard pressed to admit it). Regardless of his occasional brush with desperate nobility, Ingram’s life is anything but noble. Any gold that passes through his hands appears to be alchemically transformed into drugs and booze. Ingram hasn’t been sober for half a century, and doesn’t intend to be for another five. It is far better to keep oneself isolated and medicated.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Personality</div><div class="spoiler_body">Ingram doesn’t think highly of himself, but that doesn’t mean he doesn’t think even lower of others. He has a dry, dark sense of humor that can permeate at inopportune times, and a poignant nihilism which makes him no fun at all at parties. Nonetheless, he has a softer heart than he would like to admit, and has on many occasions caused trouble for himself while attempting to help another. <br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Stats</div><div class="spoiler_body">Initiative: +4<br/>Speed: 50<br/>Armor Class: 18<br/>Hit Points: 41<br/>Hit Dice: 7d8<br/><br/>STR: 9 (-1)    ST: +3<br/>DEX: 18 (+4)   ST: +8<br/>CON: 12 (+1)   ST: +2<br/>INT: 12 (+1)   ST: +2<br/>WIS: 16 (+3)   ST: +4<br/>CHA: 10 (+0)   ST: +1<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button"> Attacks</div><div class="spoiler_body">Ki: 7<br/>Martial Arts   +8   1d6+5<br/>Shortsword    +7    1d6+4<br/><br/>Ki Uses:<br/>Save: 14<br/>Flurry of Blows<br/>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.<br/>Patient Defense<br/>You can spend 1 ki point to take the Dodge action as a bonus action on your turn.<br/>Step of the Wind<br/>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<br/>Stunning Strike<br/>Starting at 5th level, 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.<br/>Deflect Missiles<br/>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.<br/>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 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, which has a normal range of 20 feet and a long range of 60 feet.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button"> Equipment</div><div class="spoiler_body">GP: 500<br/>Boots of Striding and Springing<br/>Insignia of Claws<br/>Cloak of protection<br/>A crowbar, a set of dark common clothes including a hood, explorer’s pack, 10 darts<br/>Explorer's pack<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Skills</div><div class="spoiler_body">Acrobatics (Prof): +7<br/>Animal Handling: +3<br/>Arcana: +1<br/>Athletics: -1<br/>Deception(Prof): +3<br/>History: +1<br/>Insight (Prof): +6<br/>Intimidation: +0<br/>Investigation: +1<br/>Medicine: +3<br/>Nature: +1<br/>Perception(Prof): +6<br/>Performance: +0<br/>Persuasion: +0<br/>Religion: +1<br/>Sleight of Hand: +4<br/>Stealth(Prof): +7<br/>Survival: +3<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Languages and Proficiencies</div><div class="spoiler_body"> <br/>Languages: Common, Elvish<br/>Longsword, shortsword, shortbow, and longbow<br/>Cards<br/>Thieves tools<br/>Lute<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Features</div><div class="spoiler_body"><br/>You have advantage on saving throws against being charmed, and magic can’t put you to sleep.<br/><br/>You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.<br/><br/>Slow Fall<br/>Beginning at 4th level, 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.<br/><br/>Extra Attack<br/>Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn<br/><br/>Ki-Empowered Strikes<br/>Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br/><br/>Evasion<br/>At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br/><br/>Stillness of Mind<br/>Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.<br/><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Offs</div><div class="spoiler_body">Mutilation, extreme pain, scat, male pregnancy, and creatures that are non-humanoid. <br/></div></div>