Jump to content

Katla Almr, Human Fighter


Underleaf

Recommended Posts

   

Katla Almr
Last of the Almr blood
 
image.png.a6fa1aff0d6d27d6367eae609b678060.png
Gender: Female
Race: Human
Alignment: Neutral Good

 
Class: Fighter 1
Background: Outlander (Mountaineer)

Passive Perception: 11
Passive Investigation: 10
Passive Insight: 11

 

Hit Points: 12
Hit Dice: 1d10
AC: 18
Initiative: +0
Size: Medium
Speed: 30 feet

"My family name will not be lost, I will do it honor as I honor those I have lost."

 

ABILITIES & SKILLS

Proficiency Bonus: +2

Human Variant (+1 Str, +1 Con), Slasher Feat (+1 Str)

STR DEX CON INT WIS CHA

16

(+3)

10

(+0)

14

(+2)

10

(+0)

12

(+1)

14

(+2)

Save +5 Save +0 Save +4 Save +0 Save +1 Save +2

Athletics +5

 

Acrobatics +0

Sleight of Hand +0

Stealth +0

 

Arcana +0

History +0

Investigation +0

Nature +0

Religion +0

Animal Handling +3

Insight +1

Medicine +1

Perception +1

Survival +3

 

Deception +2

Intimidation +4

Performance +2

Persuasion +4

Bold denotes proficiency
 

PROFICIENCIES & ABILITIES

PROFICIENCIES LANGUAGES CLASS ABILITIES RACIAL TRAITS FEATS

Drum

All Armor

Shields

Simple Weapons

Martial Weapons

Common

Dwarven

Elven

 

Fighter Class Abilities

Fighting StyleYou adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

 

 

 

 

Ability Score IncreaseTwo different ability scores of your choice increase by 1. (Strength & Constitution)

SkillsYou gain proficiency in one skill of your choice. (Persuasion)

FeatYou gain one feat of your choice. (Slasher)

 

 

SlasherYou’ve learned where to cut to have the greatest results, granting you the following benefits:

•Increase your Strength or Dexterity by 1, to a maximum of 20. (Strength)
•Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
•When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.

Fateful MomentYou can cast protection from evil and good once per day.

 

8437-200.pngATTACKS

WEAPON TO HIT DAMAGE PROPERTIES / (RANGE)
Longsword +5 1d8+3 Slashing Versatile (1d10)
Handaxe +5 1d6+3 Slashing Light, Thrown (range 20/60)
       
       
       
       

 

money-dollar-circle-512.pngMONEY


Copper: 0 Silver: Gold: 13 Obsidian: 0 Platinum: 0

 

 

Encumbrance, heaviness, load, mass, sinker, stowage, weight icon - Download  on IconfinderENCUMBRANCE


Weight: 0 lbs. / 240 lbs. max. (15 x STR Score)
Status: Unencumbered
Penalty: None

 

688885-200.pngEQUIPMENT READIED


Equipped Items: (x lbs.)

Equipped items can be retrieved with a manipulate item interaction.

ARMOR (x lbs.) WEAPONS (x lbs.) READIED ITEMS (x lbs.)

Chainmail

Shield

Cold Weather Clothes

Longsword

(2) Handaxe

Pouch w/coins

 

 

 

education_icons_IF-06-512.pngEQUIPMENT STORED


Stored Items: (x lbs.)

Stored items can be retrieved with an action.

IN BACKPACK (x lbs.) STRAPPED TO BACKPACK (x lbs.) AT HOME (-- lbs.)

Crowbar
Hammer
10 Pitons
10 Torches
Tinderbox
10 days rations
Healer's Kit

Hunting Trap
Staff
Waterskin
Snowshoes
Crampons
Tent
Bedroll
Grappling Hook
Shovel
Mess Kit
Blanket
Lamp
2 Flasks of Oil

 

 

 

Item_necklace_9.pngMAGIC ITEMS


Magic Items: (3 lbs.)

 

NON-ATTUNED (0.0 lbs) ATTUNED 0/3 (3 lbs.)
 

 

 

CHARACTER OVERVIEW


Appearance
Age: 23 Height: 5' 8" Weight: 146 lbs.
Hair: Sandy blonde Eyes: Blue-grey Complexion: Fair

...

 

spacer.pngBACKGROUND

Outlander (Mountaineer)


Personality Traits: something

 

Ideals: something

 

Bonds: something

 

Flaws: something

 

Background Feature: 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.

 

 

Backstory

It's a funny thing being afraid of where you are from, but when you are from the Spine, it's just smart.  It's how you survive.  It's a lesson learned over time, education provided through bardic tales, and warnings whispered to children at night.  For Katla, her fear of the snow and ice that blanketed their home was born the night her little sister succumbed to Winter Weakness.  Karina was a small babe, but even in those early days, her laughter echoed through the home, a mirror to their grandmother's.  Unfortunately, Katla's sister never shook the chill of her birth.  For three years the young girl fought to stave off the cold, but finally, her heart could fight no more.  When Katla was six, she learned to fear the snow, and she witnessed the burial of her first sibling.  

Two more times the young girl said goodbye to siblings who fell to the Winter Weakness.  Kara and Karel each died within years of their birth.  Only she and her old brother Kristjan survived beyond the age of five.  They found a bond in their survival, an inseparability that forged itself as they entered their teen years.  

But fear should not freeze you in your path, it shouldn't prevent you from living.  Her parents, Lyngar and Sefania, were natives of Ten Towns.  They had settled in Bryn Shander with hopes of a brighter future for their children, a city provided protection and opportunity.  It was still along the Spine, however, which meant snow and ice still needed to be conquered.  The Almr's taught their children to survive the winter.  They knew how to prepare for travel and hunting.  But as her brother turned 17, he was sent out to prove he had learned all the skills their parents had taught him. 

His trial was to last two nights, but as two became three, Lyngar and Sefania feared the worst.  The morning of the fourth day they left in search of Kristjan, leaving Katla home under the care of their close family friend, Khargran Battlehammer.  The old dwarf offered to go in their stead but was relegated to caring for their daughter.  Two more nights passed.  Katla nervously watched from the windows of her home, begging Granps to take her to the walls of the city to look out for her family.  Each day they went, each day they saw no one move across the arctic landscape.

On the third day, the dwarf left Katla alone to seek out her family.  When he returned he dragged two bodies behind him.  Lyngar and Sefania had never found their son, but were caught in the same blizzard that certainly had killed him as well.

 

Things to tie in:

a cultist has promised to teach you something special when you’ve proven yourself, for they see a spark of greatness in you.

a guard imitates you — enough that you believe they’re trying to be a better you.

found a cult fanatic frozen in a sheet of ice and freed them. After they woke up, they claimed you trapped them there, declared you their sworn enemy, and now seek to trap you as they were trapped.

An inhuman spirit howled and screeched against your tent for three nights in a row, screaming in voices that sounded like people you love. You, trembling, endured it. You can cast protection from evil and good once per day.

favorite food is good meade

I possess a small bell that causes nearby metal to freeze over when rung.

I will learn a secret about my parents that leaves me unprepared when danger arrives.

family relationship issue: You betrayed this family member for coin in your greedy youth, never expecting to meet again—but they neither forgive nor forget. You gain one rival.

 

 

 

 

Link to comment
Share on other sites

Home Region: Ten Towns

Background: Mountaineer Outlander (1 ally & 1 rival)

Ten Towns Settlement: Bryn Shander

Family Size: 2 parents (dead) + 5 siblings

Family Relationships: You betrayed this family member for coin in your greedy youth, never expecting to meet again—but they neither forgive nor forget. You gain one rival.

Ally Relationships: This person has promised to teach you something special when you’ve proven yourself, for they see a spark of greatness in you.

Ally Identity: Cultist

Rival Relationship: This person imitates you — enough that you believe they’re trying to be a better you.

Rival Identity: Guard

Rival Relationship 2: You found this person frozen in a sheet of ice and freed them. After they woke up, they claimed you trapped them there, declared you their sworn enemy, and now seek to trap you as they were trapped.

Rival Identity 2: Cult Fanatic, gain Fateful Moment

Fateful Moment: An inhuman spirit howled and screeched against your tent for three nights in a row, screaming in voices that sounded like people you love. You, trembling, endured it. You can cast protection from evil and good once per day.

Favorite Food: Good Mead—a honey-sweet alcohol and the titular drink of the town of Good Mead.

Mysterious Secret: I possess a small bell that causes nearby metal to freeze over when rung.

Omen: I will learn a secret about my parents that leaves me unprepared when danger arrives.

 

Ignore 2nd Fateful Moment roll

 

 

Name
Ten Towns Settlement
81
1d100 81
Family Size
58
1d100 58
Family Relationships
9
1d100 9
Ally Relationships
46
1d100 46
Ally Identity
26
1d100 26
Rival Relationship
47
1d100 47
Rival Identity
49
1d100 49
Fateful Moment
15
1d20 15
Favorite Food
5
1d8 5
Mysterious Secret
5
1d20 5
Omen
14
1d20 14
Siblings
5
2d4 4,1
Rival Relationship 2
79
1d100 79
Rival Identity 2
31
1d100 31
Fateful Moment 2
10
1d20 10
Link to comment
Share on other sites

×
×
  • Create New...