Aka

Yowo

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Created
1 year, 11 days ago
Creator
Yowo
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Untitled72_20231015201026.png?ex=653ef48
Name Aka Alignment Chaotic Neutral
Class Barbarian Race Osokan
Background Soldier Level 7
Gender Male Pronouns He/Him

Deep in the forest lies a village called Shizumori. The inhabitants of this village are all Red Panda species. Culture and religion of gods was very known there and was a big source of their power. They had a chief named Goru who was known for being extremely powerful and friends with gods. Aka, the son of the chief and the heir to the throne was raised from the ground up to be a ruler, but he never really fit his father's expectations. He was a troublemaker and a fool, he never took his practices seriously and didn't follow with the village's traditions. Aka just wanted to leave his village and travel the world, he didn't want the power he was grown into. Instead of joining the village in its yearly cultural celebrations, he went off around the woods playing with sticks and stones to have fun. Little did he know one day his life would change.

Deep in Aka's heart, he still couldn't forgive the fact that he is possibly hurting the feelings of his family and villagers, he purposely stayed away to keep his actions away from them. One day he decides to finally go on with his dream, to travel. He snuck back into his home and packed his things and headed out looking at his village one last time. In his absence his place of birth was burned to the ground along with his people for unknown reason. Though Aka is not aware, he still gets homesick and weird emotional pulls back to his forest at night. One day he was overwhelmed with a strange sleepyness and he ended up hibernating for a very long time. When he woke the world was different and more modern, he was curious. Aka continues his travels making his mark and getting stronger as he goes.

PERSONALITY

Very hot headed and is constantly looking for a fight, but deep down he mainly just does it to seem cool and adapt with his past trauma. He's a little rat and likes to mess with people constantly, just a little ankle biter.

IDEALS

Everyone is for themselves, though he'll help you if you help him in return. Showing weakness is the worst display you can reveal to others.

BONDS

Fighting along side of him in the long run, he'll do anything to keep you alive.

FLAWS

Can be very reckless and hurt himself really easily. In his eyes during battles, his life has no meaning until the battle is over. Very dumb and has a hard time with social cues and modern technology.

Proficiency Bonus +3 Passive Wisdom 11
Speed 40 Armour Class 16
Hit Points 83 Temporary Hit Points 0
Hit Dice 7d12 Inspiration +0

STRENGTH

+4

18

  • +7 Saving Throw
  • +7 Strength

DEXTERITY

+3

16

  • +3 Saving Throw
  • +3 Acrobatics
  • +3 Slight of Hand
  • +3 Stealth

CONSTITUTION

+3

16

  • +6 Saving Throw

INTELLIGENCE

-1

9

  • -1 Saving Throw
  • +2 Arcana
  • -1 History
  • -1 Investigation
  • +2 Nature
  • -1 Religion

WISDOM

+1

12

  • +1 Saving Throw
  • +4 Animal Handling
  • +1 Insight
  • +1 Medicine
  • +1 Perception
  • +4 Survival

CHARISMA

-2

7

  • -2 Saving Throw
  • -2 Deception
  • +1 Intimidation
  • -2 Performance
  • -2 Persuasion
PROFICIENCIES
Languages
  • Common
  • Halfling
  • Gnomish
Armour
  • Medium
Weapons
  • Greataxe
  • Darts
Other
  • Poison Bottles
  • Alchemy Books
  • Poisoners Kit

Tiny Tumbler

When in the same space as someone, you use your small size to attempt to trip an enemy. You make a sleight of hand check against the opposer’s acrobatics roll. If they fail, they become prone and take 1 bludgeoning damage. You can use this equal to your proficiency modifier times a day.

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Poisoner

When you make a damage roll that deals poison damage, it ignores resistance to poison damage. You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action. You gain proficiency with the poisoner’s kit if you don’t already have it. With one hour of work using a poisoner’s kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.

ATTACKS

Greataxe +7 1d12+6 Slashing
Dart +6 1d4+3 Piercing

Aku's Greataxe

Greataxe +7 1d12+6 Slashing

Aku created his axe using his own knowlege of weapon making, its his most prized possession and uses it in every battle he's fought.

Poison Darts

Dart +6 1d4+3 Piercing

Aku is perficient in making poison and uses it to his advantage in battle. Using a little bit of poison from his bottles and putting them at the tip of his darts always gives it a little kick.

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