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05:38, 28th April 2024 (GMT+0)

Okoru



Name: Okoru
Age: 27
Race & Gender: Pneumafera Leopard, Male

Physical Description:
Okoru is a leopard pneumafera and walks digitigrade (some pneumafera walk like men), and he is quite striking to behold. As a leopard and one of the larger cats, Okoru is as large as a man, standing right at six feet in height and his dense musculature does mean he weighs a bit more than he might look, tipping the scales at almost three hundred pounds.

The first actual feature of the leopard that most people notice are his eyes. A bright striking blue, they are filled with a human intelligence that people do not see in animals of the wild. Of course, he does walk upright and carry himself like a human, though despite his weight he can walk with hardly a sound, more akin to an elf. Like most of his kind, the pneumafera, his senses are quite acute, and he is also stronger and faster than a typical man. He has low-light vision that is quite keen, even moreso than an elf's and he has great leaping ability, akin to a wild animal of his type.

Though he has natural weapons, such as teeth and retractable claws (which he does use but only when the need is dire), Okoru normally wields a halberd. He prefers the distance he can use to strike from, preferring to strike much like the elf dragoons of the Ildarith, the Knights of the Spear. However, unlike those skilled elves, his natural leaping ability makes it easier for him to strike from high ground.

Okoru's other weapon is a sword of pneumafera make, and resembles a human gladius somewhat. It is longer than a human shortsword and shorter than a human longsword, but would be classified as a small broadsword by his people.




Personality:
Okoru is guarded, looked upon with a bit of suspicion, or at least no small amount of wonder, as he travels Tarduril. As such, he tends to be quiet and keep to himself. The leopard is hungry for friendship, true friendship and in that regard is slightly gullible and a bit too trusting. If he finds those that he can befriend he will do all he can to help them and be a most loyal friend. However, his good nature has been taken advantage of in the past and he is wary.

Okoru is looking for trustworthy people to join as he travels across Tarduril, quite lonely. Right now he is looking for employment to make some coin.


Background:
Okoru was born in Kar Kaz, in the city of Kar Tyrak. Both his parents were pneumafera, and thus he walks digitigrade like his true animal brethren. His father is a well known weaponsmith in the city and his mother acts as a teacher, instructing the children how to read and write in their own tongue as well as the Common tongue prevalent in Tarduril. His parents are happy there, if a bit isolated and xenophobic. They believe that should they leave Kar Kaz they would be hunted and killed as wild animals, and this prejudice, even if partially true, was passed on to their son. This of course fueled his imagination, and the young leopard was quite frightened of humans and the other races. Despite this he saw them come to visit, year after year, making merry and being rather friendly with his people during their festivals.

The curious nature of the leopard grew, as it was wont to do with many felines, and he expressed his desire to explore the world. His parents frowned on this and discouraged him, though there was little they could do once he was old enough and strong enough. Unlike humans and other races, when a pneumafera reaches a certain age they are kicked out of their homes to fend for themselves. They may stay close, but the young are expected to make their own way. When this time came Okoru decided to leave. In preparation for this coming time his father fashioned him a halberd and a sword to aid him in his travels. Pneumafera were often sought as guards for their keen senses and fighting prowess.

Looking to the skies, now and then Okoru could see the huge floating islands of their people, and it filled him with a sense of longing and almost a guilty feeling that he had not been born in a more traditional place, and even so that also meant it was easier for him to leave and explore the world. So it came to be that when Okoru turned 25, the age of majority for the pneumafera of his type, Okoru prepared to go. His mother was upset, and his father was somber, but they bid him farewell, knowing he would come home to visit.

Traveling out of the land of Kar Kaz, Okoru did find employment easily enough. As his father suspected, the leopard found plenty of work as a caravan guard and a merchant's bodyguard. This kept him in coin, and when he was not working, he did some traveling of his own. Okoru has mainly seen the eastern coast, traveling through Ulmon and south to Yirnantiz, and north through Girhar and some of Aluron. He has not been very far west.

There have been a few instances where Okoru has encountered people who used his services and then refused payment because he was a 'wild animal' and they pointed out that they do not pay their guard dogs or pets. This has made Okoru wary now, but he still sees much god in people, and most have treated him fairly when they see he does good work.




Skills/Abilities:
Trustworthy and Honest
A skilled combatant with his polearm and sword
Fast Learner
Highly acute senses
Faster and Stronger than most other races

Main Weapon: Halberd or short broadsword
Off Hand: --
Helm: --
Armor: Leather Armor
Accessory: Belt of Accessibility; this belt has several pouches, each capable of holding much more on the inside than the outside might indicate.
Accessory: --





Leopard Spear and Grappling Forms







Class: Fighter (Way of the Spear)
EXP: 925
Alignment: Neutral Good

[ ABILITY SCORES ]
Str 12 (+1)
Dex 16 (+3)
Con 13 (+1)
Int 12 (+1)
Wis 12 (+1)
Cha 14 (+2)

[ PROFICIENCIES ]

Proficiency Bonus +2
Saves STR, CON
Skills Acrobatics, Athletics
Weapons All
Armors All
Tools
Languages Common, Gnomish

[ COMBAT ]

HP 330 ; HD 3+90
Init +3 ; Speed 30'
AC 14 (Base 10, +3 DEX, +1 Spear Defense)
Spear +3 Melee : 1d6+1 (one handed)
Spear +3 Melee : 1d10+1 (two handed)
Short Sword +3 Melee : 1d6+1
----. Ranged :

[ FEATURES & TRAITS ]

Darkvision: You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Feline Agility: Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Cat's Claws: Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Cat's Talent: You have proficiency in the Perception and Stealth skills.

MARTIAL ARCHETYPE
Fighting Style
Way of the Spear

The Way of the Spear
Upon following this Tradition at level 3 your skill with the Spear has increased to the point that your weapon damage increases to 1d10 while wielding a spear in both hands. This increases to 1d12 at level 7, and 2d8 at level 11, and 3d8 at level 17.

Spear Versatility
You may choose to deal slashing, piercing, or bludgeoning damage with your spear attacks.

Spear Forms
At level 3, you gain the following Spear Forms listed below:

- Yamārashi Form
While in this Spear Form you begin quick whirling motions with your spear, giving fewer options for enemies to attack you from. This provides a +1 Bonus to your AC.

- Tora Form
While in this Spear Form your attacks have much more force behind them. This provides +3 to damage rolls.

- Hoippu Form
While in this Spear Form you make attacks in wide arcs. This provides a +5 to the Melee attack range of your spear.

It requires a bonus action to begin, or switch between a Spear Forms

Spear Defense
At level 3, when you are wearing no armor and wielding a spear with both hands, your AC is increased by 1.

Second Wind
Vou have a limited well of stamina that you can draw on
to protect YOtlrself from harm. On your turn, you can use
a bonus action to regain hit points equal to ld10 + your
fighter leveI.
Once you use this feature, you must finish a short or
long rest before you can use it again.

Action Surge
Starting at 2nd leveI, Yotlcan push yourself beyond yotlr
normallimits for a momento On your turn, you can take
one additional action on top of your regular action and a
possible bonus action.

[ EQUIPMENT ]

Equipment cost  ; Equipment weight
Coins weight