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Born on the 3rd of Mistfall in the year 1875, Ekra is a 17 year old half-elf male. He was stillborn, but was brought back to life by his parents, a wood elf from the forest of Alwahd and a human botanist from Ilrinia, beseeching the gods for him to live. He has done well with his gift, spending the majority of his childhood under the mentorship of Varanggana Vanavichayen the Astral Fist, abbess of a renowned monastery in the Bear Mountains.
Ekra excelled in his monastic training, but ultimately did not achieve mastery due to his rival, Xerxes Fairchild, disrupting Ekra when he first tried to astral project. Ekra has been unable to achieve any semblance of astral projection since then, and thus has not achieved master status. His mentor took pity on him and sent him back to Ilrinia around four years ago, and Ekra has been attending high school at the Arbalest Academy since then.
Ekra is currently in his final year of high school, and lives a pretty easy going life. He mostly hangs out with his boyfriend Varris or with his childhood friends Arika and Shari, though recently he has started to spend more time with his schoolmates Rook, Fenrir, and Phyrrah. After they all ended up in detention on a Zymis, they got into a scuffle with a local gang to the neighbourhood called the Arbys. This has led to a few conflicts with the Arbys, and most recently while planning their strike back at them, has led to Fenrir dying in a mugging gone awry, though his body promptly had a new soul deposited in it albeit without any memories. Ekra feels responsible for this, and has taken it upon himself to take care of Ellipses, which is what the new soul inhabiting Fenrir's body calls himself.
Physical Appearance
Ekra presents as a normal half-wood elf, which are common enough in the city of Ilrinia. He stands around 6 feet, and has a stockier build due to his years of monastic training and his time in Arbalest Academy's swim team. His wood elf heritage presents itself in the form of light mother-of-pearl scales covering his joints, radiating out from his sternum where a dense oval core of scales sits. Upon closer inspection, his divine nature is clear - his eyes intermittently flash pure white, his skin turns a reflective silvery grey in the sunlight, and a faint glowing aura emanates from him.
In-Game Statistics
- STR: 12 = 10 + 2 from race
- DEX: 16
- CON: 11
- INT: 10
- WIS: 16 = 15 + 1 from race
- CHA: 13 = 12 + 1 from feat
Level 1
Race: Aasimar (Protector)
- Ability Score Increase: CHA +2, WIS +1
- Size: Medium
- Speed: 30ft.
- Languages Known: Common, Celestial
- Darkvision 60ft.
- Celestial Resistance. Resistant to necrotic and radiant damage
- Healing Hands. Action to touch creature and heal it for HP equal to character level once per long rest
- Light Bearer. Can cast light cantrip using CHA as spellcasting ability
- Radiant Soul. (Starting at 3rd level) Action to transform into protector form for 1 minute or until ended as bonus action, gain flying speed of 30ft. and can deal extra radiant damage equal to character level once per turn upon dealing damage, once per long rest
Background: Athlete
- Skills: Acrobatics, Athletics
- Languages: Elvish
- Tools: Vehicles (land)
Feat: Telepathic
- Ability Score Increase: CHA +1
- Can speak telepathically to any creature within 60ft., creature cannot respond
- Can cast detect thoughts once per long rest using CHA as spellcasting ability
Class: Alternate Monk
- Hit Dice: 1d10
- Max HP: 10 = 10 + 0 (CON mod)
- Armor Proficiencies: none
- Weapon Proficiencies: simple weapons, shortswords
- Saving Throw Proficiencies: STR, DEX
- Skills: Insight, Stealth
Martial Arts
1st level Monk feature
- Unarmed strikes and melee attacks with weapons without the heavy of special properties are considered Martial Arts attacks
- Martial Arts attacks have the following benefits when not wearing heavy armour, shields, or heavy weapons
Unarmoured Defence
1st level monk feature
- When not wearing armour or wielding shield, Armour Class is equal to 10 + DEX mod + WIS mod
Level 2
Class: Alternate Monk
- Hit Dice: 2d10
- Max HP: 10 + 7 (1d10) + 0 (CON mod) = 17
Ki
2nd level monk feature
- Pool of Ki Points equal to monk level + WIS modifier, refreshes on short or long rest
- Technique Save DC = 8 + proficiency bonus + WIS modifier
- Learn Techniques as you level up, can change out one technique every level up
- Techniques Known (2nd level):
- Crippling Strike: Can spend 1 Ki Point upon hitting creature with Martial Arts attack to force it to make CON save or be blinded, deafened, or mute until the beginning of your next turn
- Patient Defence: Can spend 1 Ki Point to take Dodge action as bonus action
- Step of the Wind: Can take Dash or Disengage actions as a bonus action, and when you do, your jump distance is doubled until the end of your next turn
Flurry of Blows
2nd level monk feature
- Can spend 1 Ki Point to make two unarmed strikes as a bonus action if Attack action is used to make Martial Arts attack on same turn
Unarmoured Movement
2nd level monk feature
- When not wearing armour or wielding shield, gain 10ft. speed