Underleaf Posted January 18, 2023 Clone Share Posted January 18, 2023 Katla Almr Last of the Almr blood 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. ATTACKS WEAPON TO HIT DAMAGE PROPERTIES / (RANGE) Longsword +5 1d8+3 Slashing Versatile (1d10) Handaxe +5 1d6+3 Slashing Light, Thrown (range 20/60) MONEY Copper: 0 Silver: 6 Gold: 13 Obsidian: 0 Platinum: 0 ENCUMBRANCE Weight: 0 lbs. / 240 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None EQUIPMENT 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 EQUIPMENT 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 MAGIC 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 ... BACKGROUND 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. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Underleaf Posted January 18, 2023 Author Clone Share Posted January 18, 2023 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 xDiceName xDiceResult xDiceString xDiceRolls 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 More sharing options...
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