An outcast looking to redeem herself
====== Created Using Wizards of the Coast D&D Character Builder ====== Zephyr, level 6 Githzerai, Monk Monastic Tradition: Centered Breath Versatile Expertise: Versatile Expertise (Heavy Blade) Versatile Expertise: Versatile Expertise (Ki Focuses) Background: Geography – Mountains, Githzerai – War Band Survivor (Tymanther Benefit)
FINAL ABILITY SCORES Str 14, Con 10, Dex 20, Int 10, Wis 16, Cha 8.
STARTING ABILITY SCORES Str 13, Con 10, Dex 18, Int 10, Wis 13, Cha 8.
AC: 22 Fort: 18 Reflex: 20 Will: 18 HP: 47 Surges: 7 Surge Value: 11
TRAINED SKILLS Acrobatics +15, Stealth +13, Athletics +14, Perception +13, Dungeoneering +11
UNTRAINED SKILLS Arcana +3, Bluff +2, Diplomacy +2, Endurance +3, Heal +6, History +3, Insight +6, Intimidate +2, Nature +6, Religion +3, Streetwise +2, Thievery +8
FEATS Level 1: Crashing Tempest Style Level 2: Versatile Expertise Level 4: Two-Blade Warrior Level 6: Githzerai Blade Master
POWERS Monk at-will 1: Five Storms Monk at-will 1: Dancing Cobra Monk encounter 1: Drunken Monkey Monk daily 1: Masterful Spiral Monk utility 2: Agile Recovery Monk encounter 3: Enduring Champion Monk daily 5: Spinning Leopard Maneuver Monk utility 6: Centered Defense
ITEMS Monk Unarmed Strike, Robe of Eyes Cloth Armor (Basic Clothing) +2, Amulet of Life +1, Ki Club +1, Ghost Strike Ki Focus +2, Adventurer’s Kit, Potion of Healing (heroic tier), Potion of Clarity (level 5), Elixir of Dragonbreath (heroic tier), Footpads, Grappling Hook, Bastard sword, Elixir of Aptitude (heroic tier) (2) ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Zephyr grew up in a hidden monastery in the DragonSpire mountains. She was among the first born of a caste of survivors who fled the astral sea looking to find a home distanced from aberrants and more specifically mind flayers, as well as avoiding the constant strife with their cousins, the githyanki. In the monastery, hidden by carefully laid psionic wards, Zephyr learned the teachings of Zerthimon, as well as much on how to defend herself in a harsh world hunted by aberrants and githyanki alike. Secluded in the mountains, Zephyr learned little of the outside world of Toril, though she wanted to.
Many of the other younglings also grew an interest in the outside world, as well as a desire to use the skills taught to them by the elders to fight the evil aberrants or the foul warfaring githyanki. At first, the younglings began clearing the area around the mountains of the rare goblin, small packs of kobolds, and other evil races intent on preying on lone travelers in the mountains. Later, the githyanki even took to fighting small bands of orcs, even a hill giant. The elders of the monastery seemed unaware at first, though once when a small green dragon turned out to be too much, the elders suddenly appeared. Psionic lances arcing through the air, monks teleporting into battle with “KIIIIYAAAA!”, the githzerai elders made short work of the dragon.
The younglings were upset with this at first, it appeared the elders had used the rebelliousness of the younglings as part of their training. That was when Xel found the opening into the Underdark. Far more stealthy than the rest, Xel managed to help the younglings into the cavern, where the group fought against hook horrors in a tough, but decisive battle. Soon enough, the younglings were scouring the mountainside when they knew the elders were watching, but slipping further and further into the Underdark when they could manage to slip away.
Unfortunately the younglings encountered one of the many Portals in Faerun, half the younglings were instantly whisked to who knows where, leaving the other younglings with a harsh choice. Follow through, or abandon their fellows. One of them, Breeze, decided not to go, saying she would return to the elders, while the rest stepped through. Into a trap.
On the other side of the portal, two umber hulks were in battle against the githzerai who had first stepped through the portal. Zephyr braced herself to join the battle, when she sensed something. Something…wrong. Her friends, the ones who had trained with her, leapt at the massive creatures who roared in response, even as she held out a hand, “Wait, theres something wrong.” Thats when she saw it, the shadow of multiple tentacles writhing from the face of a humanoid creature with a spheroid head. The tentacles bunched up. Her years of training taught her what to expect, “Wait!” she yelled, but it was too late, her brethren were all clustered around one of the umberhulks, ready to take it down. Then the tentacles extended out, rigid.
The air rippled as something like a concussive blast came through the air, causing everyone to fall to the ground or stagger, stunned by the mental blastwave from the illithid, a mind flayer. The umber hulks leaned over their bodies, huge beetle-like mandibles scissoring at the air in anticipation. The mind flayer walked calmly over to Xel, its tentacles sliding into Xel’s skull like fingers through melted butter, pulling the stunned body of Xel up to its beaked mouth.
And that was when Zephyr started running, leaping across chasms, running through twists and turns, anything that lead up and out of the dark underground realm. Finally, a pinpoint of light, the Surface. Zephyr leaped out of the chasm in the ground like the very legions of hell were after her. Even then, Zephyr ran, running further from the cave under the night stars. It was only later, after she’d ran as far as she could run, that she realized things were different, she was somewhere “else”.
Zephyr still has dreams of Xel’s head being brought up to be eaten by the racial enemy of the Gith’Zerai. But in her dreams, the mind flayer cracks open Xel’s head like an orange, pulling that liquid gray matter up and out. When
She isn’t sleeping, which is most of the time, she worried that the elders will find her, blame her for the deaths of her friends. But part of her also worries about something else, what if all her friends weren’t killed, what if even now they’re slaves to the mind flayer, serving it down in the depths of the Underdark. What if they are waiting for her to rescue them. She thinks about what she could have done in that situation, what she should have done.She has the following strong beliefs
- Never abandon my allies, if I must retreat, they must retreat first.
- I must find the mind flayer who killed Xel, I must find out if any of my brethren survived, I must re-earn my place in my people’s trust. *I must return any belongings of the other younglings that I find in my quest to the monastery of my people.
- I must constantly be on the guard for attempts by aberrants to influence the larger world, I can’t allow any other race to suffer what my face had to suffer.
- The ends justifies the means. If I must deal with an evil so I can later have the chance to destroy it, I will.
- Aberrants must be destroyed at all costs. I must slay all aberrants, their minions, and free their slaves.
- Githyanki should be given the chance to abandon their queen, turn to the side of reason, those who refuse, I must put like rabid dogs.
- Rest is only to give me an opportunity to prepare for my next battle. Likewise wealth is only meant to provide resources to use in the next battle.
- Take the leap, give all of myself to every task, don’t hold back any part of myself.