☀ Akata

Terrasin

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Created
4 years, 8 months ago
Creator
Terrasin
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Name [akata]
Status [active main]
Class [ranger]
Race [feykinn]
Background [folk hero]
Alignment [chaotic good]
Level [19]
Exp. Points [220315]


Age [19]
Height [3'8'']
Weight [65 lbs]
Build [average]
Gender [female]
Homeland [feywild]
Disposition [angry chihuahua]
Profession [archery]
Inspiration (xx)
Proficiency (+6)
Passive Wisdom (16)
Main
HP (108)
Temp HP (0)
Hit Dice (15d10)
Armor Class (16)
Speed (25 ft)
Initiative (+5)
Stats
Strength 16 (+3)
Dexterity 20 (+5)
Constitution 18 (+4)
Intelligence 16 (+3)
Wisdom 13 (+1)
Charisma 12 (+1)
Proficiencies
*Acrobatics*11
*Animal Handiling 7
Arcana 2
*Athletics 9
Deception 1
History 2
*Insight 7
Intimidation 1
Investigation 2
*Medicine 7
*Nature 9
*Perception 7
Performance 1
Persuasion 1
Religion 2
Sleight of Hand 5
*Stealth 11
Attacks
Short Sword +4 1d6 +2
Short Sword +4 1d6 +6
Voctra           +8 7d8 +4

Voctra
Using the command word/phrase "Falling Star", you can call upon Voctra to grant you their strength, allowing you to add elemental damage to your bow (4d8 of elemental damage of your choice) 5 times per long rest.

Inventory
Weapons
  • short sword
  • short sword
  • Voctra (long bow)
  • poison scimitar
  • quiver of 185 arrows
  • 9 homing arrows
Armor
  • scale mail
Food & Aid
  • mess kit
  • 9 days of rations
  • full water bottle (4/4)
  • herbalism kit
Misc
  • painter's supplies
  • backpack with bag of holding enchantment
  • bed roll
  • tinder box
  • torches x9
  • 140 ft of rope
  • shovel
  • iron pot
  • pouch holding pretty rock
  • vial of screams
  • a steel, handmade amulet of a feminine figure
  • liquid filled vials x4
  • Deck of Illusions
  • rubies x9
  • sapphires x4
  • emeralds x3
  • topaz x3
  • diamonds x2
  • vial holding 8 wyvern teeth
  • a jewel encrusted ring with the initials ML engraved
  • Marvelous Pigments (2/5) 
  • jar containing a dangling moon charm
  • a burned teddy bear
  • eye of paranoid watching (equipped)
  • Philter of Love
  • Elixir of Love
  • Highwayman's Cape
  • a silver coin with an engraved human that continuously waves to the holder
  • a water skin that turns anything inside it into fresh, clean water
  • 1,000 crabs infinitely eating each other; each are named Paul 1, Paul 2, and so forth
  • glass nail file
  • heart locket with a couple pictured inside
  • grappling hook
  • 5 pieces of paper
  • blue and cracked porcelain mask
  • gnome statue
  • lightning bolt that vibrates and flies around when a storm is coming
  • in jar - rainbow petal x1
  • ^ - crimson rose x1
  • ^ - gloppers x2
  •  bitter treats (apples) x5
  • devil book
  • preserved sky lilly
  • potion of frost resistance
  • a worm statue that shrinks any creature that touches it by 1d4 inches for 1d4 minutes; is turned back to normal if touched again
  • a rock that screams in fear when thrown
  • "the big zeh" ; basically a vibrator
  • a ring that makes anything 2 inches longer when put on
  • a frog hat that sends out 500 bullets that do 1 damage each and can designate any target in sight ; takes two actions ; command sentence "the brave froggy that braved the elements"
  • a virgin killer sweater
  • hedron that wards off monsters
  • a violin that makes the user automatically an expert when used
  • a cat eye that looks at the most powerful entities in the room
  • burned teddy bear
  • jar with moon charm
  • a medal with the depiction of a smiling, purple-haired girl
  • lolipop made of that stupid demon water
  • a necklace with a woman's chest plate as the amulet
  • ring of full restoration
  • a wooden crank that very, very slowly opens any wooden door
  • a medal displaying a moon, it adds +1 to perception
  • a queen chess piece
  • a gacha of the collector hunched over his shop counter (common)
  • a gacha of Nicolas with a dark robe on with a smirk (super super rare)
  • a gacha of the conductor tipping his hat (common)
  • a gacha of Ema with her hands behind her back and a smile on her face. she dons a red dress (rare)
  • a gacha of a bloater crawling across the ground (rare)
  • a gacha of Mom kneeling down with floating particles around her. she hold a fragment of earth, tears streaming from her eyes (super super rare)
  • a gacha of Jimmy the Skeleton just bein' goofy (super super rare)
  • a golden apple worth 500,000 gold, not to be consumed as it is completely made of gold
  • a single Junko coin
Skills
Escape the Horde
Opportunity Attacks against you are made with disadvantage.
Supernatural Defense
Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that targets grapple, add 1d6 to your roll.
Evasion
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.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Features & Traits
Environmental Adaption
Each dawn, a feykinn can change their subrace determined by their current location.
                  -Subraces-
                   . Coastal
                   . Desert
                   . Forest
                   . Mountain
Fighting Style
 . Archery
 . Blade Dancing
 . Two-Weapon Fighting

Favored Enemy
 . Aberrations
 . Dragons
 . Undead


Random Stuff idk lol
.When you are targeted by a melee attack, you can use your reaction to make a Dexterity (Acrobatics) check contested against the attacker's attack roll. If the result of your check beats their attack roll, you gain a +2 bonus to your AC.
. You may draw a number of weapons (up to your proficiency bonus) you're proficient with as additional free weapon interaction actions.
. With any weapon you're proficient in, it is a finesse weapon. You use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.
. While you wield two of your weapons, you also defend with them. You gain +2 AC while dual wielding, advantage on all acrobatics checks (unless disadvantage is imposed on you).
. When you are dealt damage made by a melee attack, you can take the Disengage action to 10 feet in the opposite direction of the attack.

Master of the Dance
  . You have learned to maneuver around ranged attacks including some Spells. When an enemy makes a ranged attack, or ranged attack spell against you, you may make a Dexterity (Acrobatics) check. If the result of your check beats their attack roll, you may use your reaction and give a +2 bonus to your AC. In addition, you gain expertise with acrobatics checks.
Favored Terrain
 . Forest ~ adept at traveling and surviving in this region. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.
. Underground
. Grassland
Feral Senses
 . Preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.
. You are aware of the location of any invisible creature within 60 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Blade Master
. You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them:

- You gain a +1 bonus to attack rolls you make with the weapon.
On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants you a +1 bonus to your AC until the start of your next turn or until you’re not holding the weapon.
- When you make an opportunity attack with the weapon, you have advantage on the attack rolls.
Grand Finale
. Using an action, the ranger would need to be in melee-ranged against a single target. The character would be seen almost like dancing right at it enemy in incredible speed and grace, spinning around and ends by leaping into the air, doing three flips and land back on the ground perfectly posed. However, in reality the character has just done their special attack, "Grand Finale".  In slow motion, the player would strike at the center of the body with a slash from the left, while a slash on the right. Then they would go for an horizontal slash and vertical slash on the body simultaneously , and finish by doing an X-cross attack, leaping into the air and landing back on the ground. The enemy would then be deal with the total of 9d8 slashing damages. This move would be used again, till gaining a long rest.
Dancing Leaf
. While you're using a slashing weapon in each hand and are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.
. While you are wearing light armor with no disadvantage to stealth, your Armor Class equals the armor bonus + your Dexterity modifier + your Wisdom modifier.

Swift Dance
. Surprise and opportunity attacks against you are made with disadvantage, and abilities that allow the enemy to retaliate against you after your attack always miss you. You can't use this ability unless you are dual wielding swords as a weapon.
. When you are hit by a surprise attack, or provoke opportunity attack against. You can use your reaction to make a single attack against the attacker.

War Dancer
. You can attack thrice, instead of twice, whenever you take the Attack action on your turn. You can't use this ability unless you are dual wielding swords as a weapon.
. You can also add your Wisdom modifier to the attack roll and damage roll of one attack, but you can only use this ability once a turn.

The Dance of the Wind
. Your speed increases by an amount equal to (your Dexterity modifier or your Wisdom modifier x 5) feet while you are not wearing medium or heavy armor or wielding a shield.

Natural State
. You have an excellent memory for geography, and you can always recall the general layout of the terrain and other features around you. You can instinctually sense if there are enemies nearby or if there is something wrong with the environment as long as you are in a natural environment. You can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.  You have an advantage on Stealth, Survival, Investigation, Nature, and Perception checks as longs as you are in a natural environment.

Get Your Mind Out if the Gutter
Once per long rest, you can free yourself of any mental effect placed on you.

Languages
  • Common
  • Feywild Runes
  • Sylvan
  • Under Common
  • Primordial
Weapons
  • martial weapons
  • simple weapons
Armor
  • light armor
  • medium armor
  • shields
Other
  • land vehicles
  • painter's supplies
  • cartographer's tools
  • herbalism kits
Personality

Akata is a mostly quick-thinking individual. She can typically think of a decent plan in a very short amount of time, especially in fights. However, when it comes to puzzles she's always stumped, even on the easiest parts. She's very childish in nature and easily gets frustrated. When it comes to her height, she's very self-conscious, yapping at anyone who dare mock her for it (especially those in her party). Her paranoia is off the charts, leaving her very suspicious of new people.

Flaws

Akata's childishness can lead to some bad decisions that of course lead to bad outcomes. She has a tendency to get bad tunnel vision, getting their attention nabbed very easily. Her impulsiveness, even when she means well, usually ends up in someone getting hurt. She is working to over come this, but it's hard to break a habit of shooting people when their back's turned.

Likes


Dislikes


Story

  The entirety of the Feywild was destroyed by Nicol Bolus, the extraordinarily powerful and malicious dragon out to conquer. In this, of course, Akata's family suffered with her home. She is unknowing of what happened to them, having no memory of the incident.
  Suddenly she discovered she was no longer home, instead now being in some sort of forest. Beside her was a stranger, and a lizardfolk at that. He stood twice her height, but she immediately clung to him out of fear of this new plane. Over time they come across another group of two, quickly bonding and setting themselves up as an appropriate group.
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  During an exhausting battle with four death knights, she was temporarily banished to the last plane she existed on; the Feywild. There she saw nothing but destruction. The land was ablaze and withering before her eyes. She patiently waited to brought back to help her party. Staring out across her home, she couldn't allow herself to believe this could possibly be the place she was before.
  Soon enough she found herself back in the massive arena, now only two knights standing where there were previously four. She pondered her visit back to her "home", but forced the confusion out of her mind, setting herself back up to fight alongside her party.
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Currently, the party consisting of Rukha, Kazoo'hira, Kutae, Skarmal, and Legacy, are trapped in Hurb. Inside the great city's walls, phyrexian, mutated beings filled with an infectious black oil, lurk the cities in both the day and night. The only reliable shelter is Patri's, a mousefolk scientist studying the infection, tower under a protective field. They can't stay there for long, food and water doesn't fall from the sky, you know. Together the group must find a cure, doing the work Patri sends them out to do. Above nor below is safe. The ground they walk upon is crawling with horrific monsters and the bright sky is filled with mutated angels, bows melded into their hands. The air shakes, shadows move without you, and sewers echo with the pitter patter of rat feet, that, upon closer listening, are a lot heavier than they should be. No where is safe. No one is safe. It's a matter of survival of the fittest.

Party

Kazoo'hira
   lizardfolk
   barbarian

Farkis
   half-elf
   bard

Rukha
   high-elf
   druid

Elrik
   aasimar
   rogue

Kutae
   tortle
   monk

Merlira
   druid

Skarmal
   teifling
   ranger

Legacy
   cleric

Family
Amira
mother
328 years
feykinn ; bat eared fox
father
354 years
feykinn ; red fox
big brother
125 years
feykinn ; bat-eared fox

Kkayla
big sister
20 years
feykinn ; mostly bat-eared fox


Kira
little sister
4 years
feykinn ; mostly red fox