Tengu

Etzeekitachca's page

1 post. Alias of Radidast.


About Etzeekitachca

Etzeekitachca (Zeek)
NG Aarakocra Barbarian (Totem Warrior)

DEFENSE
AC 14 (16 with shield)
hp 32 (3d12+6)
Saving throws Strength +4, Con +4, Dexterity +2 (At advantage for seen attacks)

OFFENSE
Speed 25ft, 50ft. flying
Melee Greatsword +4 2d6+2 (+4 while raging)
Longsword +4 1d8+2 (+4 while Raging)(1d10 with no shield)

STATISTICS
Str 15, Dex 14, Con 15, Int 8, Wis 14, Cha 8
Skills Athletics +4, Perception +4, Stealth +4, Survival +4
Languages Common, Aarakocra, and Auran

SPECIAL ABILITIES

Rage:

• You have advantage on Strength checks and Strength saving throws.
• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll of 2
• You have resistance to bludgeoning, piercing, and slashing damage.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages colum n of the Barbarian table, you must finish a long rest before you can rage again.

Unarmored Defense:

While you are not wearing any armor, your Arm or Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

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.

Danger Sense:

At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Path of the Totem Warrior:

Eagle Totem-While you're raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.

Wanderer:

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, 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.

EQUIPMENT
Greatsword
Longsword
Shield
Explorer’s pack
Trumpet (+2)
Bear Skin (Worn)
Traveler’s clothes (Worn)
4 Javelins
Hunting Trap
Staff
4 Nets

GOLD
65 gp

PERSONALITY & BACKGROUND
Ideals
-Respect
-Family (Modified. Less about blood and more about bonds)

Bond
The Daawsun (Dawson when pronounced right) family is the family that saved Zeek and gave him a home for a few years. He is more then just grateful to him. They are his family now.

Flaw
Naive and unlearned, Zeek can be easily tricked or swayed that certain things are 'the way they are' with ground folk. He's very adept at surviving and fighting but he was young when his tribe was killed, barely a hunter, and though his time with the Daawsun family has taught him a few things he has never been to a settlement larger then the one the Daawsun family is at.

His high wisdom does mean he'll likely learn in time, with help, so I may end up having to trade this flaw out for another flaw. Or it might come to represent a more natural sort of intuition that doesn't translate to socializing.

[spoiler=Zeek's Story]Chaos. Nothing but chaos. This is the last memory Zeek has of Zeek's clan. It came so quick, like a storm of blades and monsters. Then he was falling. The Fall. The End. The Ground.
How Zeek survived he knows not. The ceiling should have killed him. The Fall should have killed him. The hay could not save him. And yet... it did. With some help from those who owned it.

Zeek will start at the beginning. Before... before the Fall. Before the End.

Zeek was flying with his tribe, hunting for food. We had learned to avoid taking from the ground folk. They got angry when we did. Came at Zeek and his family with bows. It was strange how they 'herded' these creatures but we learned to watch for the signs and in the end there was plenty for all in this land.

This day, the Hunters flew. We needed more meat for the young ones who could not fly. Zeek had hunted before but never for so many. Then they came. One moment the skies belonged to Zeek and the birds. Then there were... Others. Creatures like the Pony's that the ground folk road but with wings. Atop their back rode ground folk in metal and carrying metal.

Warriors.

We tried to fly around but they gave chase. The Hunters were not to be hunted. We spun about to deal with these would be hunters, but found our simple wooden spears ineffective against their metal. Their mounts even wore it. It slowed them but the advantage it gave was undeniable.

They retaliated.

Zeek Fell. His Tribe Fell. Then there was blackness. Then pain.

Pain meant life. Zeek survived! Only Zeek survived...

The Barn. The hole in it was Zeek Falling. The Ground Folk... They found Zeek... and they took him in. They healed him, though it took many months for his wings to recover. Zeek knew pain... Many pains. Word of other Hunters found. None alive. All dead. The tribe must know. Zeek worked hard to regain his strength. The Ground Folk, so kind, helped him.

Reluctant but needful, Zeek left Ground Folk and returned to nest. All dead. Feathers found. Hair found... Metal found. The would be Hunters. Ground Folk that Flew. They had tracked Hunters back to Zeeks nest and... and...

Zeek felt anger. Such anger. And pain. Such pain. Alone, he flew, wishing to Fall. Without realizing he flew to the Barn. The Ground Folk were still there. Hearing Zeeks tale, they wept with Zeek, and offered him a new nest in the Barn.

In return, Zeek hunted for them, for his new tribe, the Ground Folk tribe known as the Daawsun family. He earned his keep. He learned the land. And he grew happy again.

Then they came. The Ground Folk that Flew. The Daawsun hatchlings called them... Feathergale Knights.

Anger. Such Anger. Zeek flew as they landed. Waited for them to separate. Watched as they came to each farm in the area to take, to kill. One by one Zeek killed the Knights. His talons tore their throats. Then his hands took their weapons and he used those to pierce their metal.

Three died. Most escaped. Zeek intends to follow. The Daawsun family says Zeek should not, should stay and hide. Zeek cannot. His new tribe was attacked. He must... Must protect them. Now he has a metal disk and metal weapons too.

No more family will Fall.[/b]