|
Post by Eko Eco on Sept 15, 2019 16:19:41 GMT
Name: Eko Class and level: Druid 3 Race: Kenku Background: Outlander Alignment: Chaotic Good Size: Medium Experience: 1,511 Proficiency bonus: +2 Appearance:
Standing at 5'1" and 125lb, Eko is covered in black feathers mixed with a mottle of grey. Wearing simple clothing covered in moss, he carries about a long wooden staff to poke things with. With bright white eyes and a vibrant black/white beak, Eko stands strides different than the rest of his nest flock.
|
|
|
Post by Eko Eco on Sept 15, 2019 17:19:05 GMT
Stat and Modifiers
Str: 10 Mod: +0
Dex: 12 Mod: +1
Con: 17 Mod: +3
Int: 13 Mod: +1
Wis: 18 Mod: +4
Cha: 15 Mod: +12
|
|
|
Post by Eko Eco on Sept 15, 2019 17:36:04 GMT
Saving Throws
Stat | Proficient | Modifiers | Strength | No | +0 | Dexterity | No | +1 | Constitution | No | +3 | Intelligence | Yes | +3 | Wisdom | Yes | +6 | Charisma | No | +2 |
Skills
Skill | Proficient
| Modifier
| Acrobatics
| No
| +1
| Animal Handling
| No
| +4
| Arcana
| No
| +1
| Athletics
| Yes
| +2
| Deception
| Yes
| +4
| History
| No
| +1
| Insight
| No
| +4
| Intimidation
| No
| +2
| Investigation
| No
| +1
| Medicine
| No
| +4
| Nature
| Yes
| +3
| Perception
| Yes
| +6
| Performance
| No
| +2
| Persuasion
| No
| +2
| Religion
| No
| +1
| Sleight of Hand
| No
| +1
| Stealth
| Yes
| +3
| Survival
| Yes
| +6
|
Passive Perception: 14
|
|
|
Post by Eko Eco on Sept 15, 2019 17:53:29 GMT
Armor Class: 12 Initiative: +1 Speed: 30 Maximum hitpoints: 26 Temporary hitpoints: 0 Hitdice: 1d8+2 Current Hit dice: 3d8 Death Saves Success O O O Failure O O O
Exhaustion Levels of Exhaustion: O O O O O O O
Current HP: 23/26
Current Spell Slots: First: 1/4 Second: 0/2
AC: 12
|
|
|
Post by Eko Eco on Sept 16, 2019 16:44:34 GMT
Languages and proficienciesLanguages:Common Auran Orcish Druidic
Proficiencies:Tool Proficiencies: Lute, Herbalist Kit Weapon Proficiencies: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears Armor Proficiencies: Light Armor, Medium Armor, Shields (No Metal Armor)
|
|
|
Post by Eko Eco on Sept 16, 2019 17:01:55 GMT
Attacks and Spellcasting:
WeaponsName | Attack Bonus
| Damage
| Type
| Range
| Quarter Staff
| +2
| 1d6 or 1d8
| Bludgeon
| 5ft
| Shillelagh
| +6
| 1d8
| Magic/Bludgeon
| 5ft
|
SpellcastingSpell Casting Ability
| Spell Save DC
| Spell Attack Bonus
| Wisdom | 14 | +6 |
Spell Slot Level
| Current Slots
| Total Slots
| 1 | 4
| 4
| 2
| 2
| 2
|
Cantrips:
Druidcraft Shilleilagh
Prepared Spells, 7 (Wis+Druid Level):
Snare Charm Person Entangle Healing Word Pass Without Trace
Spike Growth Animal friendship
|
|
|
Post by Eko Eco on Sept 16, 2019 17:37:11 GMT
Carry Capacity: Carry Capacity
| Push, Drag, or Lift
| Encumbrance
| 150 Lb
| 300 Lb
| 200 Lb
|
Equipment: Item Name
| Weight | Leather Armor
| 10lb
| Component pouch
|
| Yew Wand
|
| Quarter Staff
|
| Potion Of Healing
|
|
|
|
Backpack
| Weight | Ration x 10
|
| Bed Roll
|
| Blanket
|
| Waterskin
|
|
|
|
|
|
|
|
|
| Trophy (Raven Claw)
| >1lb
| Set of Travelers Clothes x2
| 8lb |
|
|
Total Weights:Total Weight:
| - | On Person:
| - | In Backpack:
| - |
Currency:
Currency Type
| Quantity | Copper | 0 | Silver | 1
| Electrum | 0 | Gold | 141 | Platnum | 0 |
|
|
|
Post by Eko Eco on Sept 16, 2019 17:43:09 GMT
Features and Traits: Kenku Features: • You have advantage when copying or forging objects • You can duplicate sounds that you have heard and you can only speak in this way (see rules) Outlander Feature: • You can always remember the layout of a region's geographical features, and can usually find enough food and water for six people
Druid Features: • Understand a secret druid language
Wild Shape: • Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply:
• Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any o f your special senses, such as darkvision, unless your new form also has that sense. • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Speech of the Woods: • At 2nd level, you gain the ability to converse with beasts a od many fey. You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent pas t. This ability doesn't grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any non-player character.
Spirit Totem: • Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius a round that point. It counts as neither a creature nor an object, though it has the spectra l appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see. The spirit persists for 1 minute or until you're incapacitated. Once you use this feature , you can't use it again until you finish a short or long rest. The effect of.the spirit's aura depends on the type of spirit you summon from the options below:
• Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 +your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
• Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit's aura, you cause your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.
• Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.
|
|
|
Post by Eko Eco on Sept 16, 2019 17:52:16 GMT
Personality Trait:Understands the world via the sounds of it. Ideals:Wants to understand the sounds of all life and to help them all resonate with one another. To create a place where all the chirps, awooos, and gaaaaahs can live in peace. Bonds:Every 5 nights, you have a strange sequence of apocalyptic dreams. The world is destroyed by cold, choking fumes, lightning storms, waves of acid, and horrible fire. Each time, the dream ends with ten evil eyes glaring at you from the darkness. You feel a strange compulsion to to travel to Greenest. Perhaps the answer to the riddle of your dreams awaits you there. Flaws:Does not think the same way as normal humanoids. This can lead him to be confused or explain things poorly.
Assumptions: Always wants to help save things.
Always deals Non-Lethal Damage unless otherwise specified.
|
|
|
Post by Eko Eco on Sept 19, 2019 18:30:05 GMT
Backstory:
Born in the forest of many chirps, Eko has lived a strange life. Abandoned by his flock, due to his mottled colors, he wandered the forest and survived to the best of his abilities. One day, he stumbled upon a human child. The child made weird sounds he had never heard before, so he followed her. The child eventually led him to a small village where he was first greeted... with fire and pitchforks. Eventually, the village grew to accept Eko and decided to give him a name, this is how that interaction went.
"Ok, what is your name?" Eko makes a sound that to him, represents all of the forest. To the rest of the onlookers it sounded like a series of chirps, borks, awoooos, and many other sounds all at once. Then the little girl said "he sounds like an echo!" After which, he was forever known as Eko. Later in life he wandered into another village of humans. When he entered they asked for his given name to which he said "Eko". When they asked for his family name, he was stumped, so he replied with "Eco." Since then, he was known as "Eko Eco".
Through his travels Eko has seen, and more importantly heard, many things. It wasn't until he encountered some people, dressed up to look like his flock mates, that he began having the dreams. Since that night, and ever 5 days there after, he has strange dreams. The world seems to be covered in fire, smoke, acid, lightning, and a terrible cold. There are no more sounds other than those of the fires destroying what remains of the world. Each time he has this vision it ends the same way, with 10 eyes staring deep into his soul...
Since that day he has felt drawn, pulled to a place of other humans and humanoids. He feels a compulsion to visit that place, and while he avoided it for many minutes, he eventually gave in and went to explore the city. On his travels, he heard a human refer to the city as Greenest. Maybe there is someone with 10 eyes he needs to meet here, or 5 people with 2 eyes, or 10 people with 1 eye. It didn't matter, he was ready, or so he thought.
|
|