The Sheltered Hand:Katrin

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Katrin[edit]

ShelteredHandKatrin.png


Name: Katrin Arnulfsdottir, Clanless (formerly of the Star Maple clan)
Alignment: Chaotic Good
Gender: Female
Race: Human (var)
Class: Astral Hand Monk/Circle of the Moon Druid
Level: 4/2
Age: 20

Description: A tall redheaded human with unusually dark eyes for a Trakken but their normal pale complexion. A fair amount of curve from love of food and drink makes the swift, wiry muscle underneath less obvious. Typically, she wears robes and tunics in variable layers depending on the weather, and always carries a long staff of the sturdy but flexible maple that was her clan namesake.

Ability Scores[edit]

Strength: 10 (+0)
Dexterity: 14 (+2) (+1 from Var Human)
Constitution: 14 (+2)
Intelligence: 8 (-1)
Wisdom: 20 (+5) (+1 from Var Human, +1 from free ASI, +1 from Telekinetic, +2 from L4 ASI
Charisma: 12 (+1)

AC: 17 (varies in animal form)
HP: 45
Hit Dice: 6d8
Speed: 40'
Proficiency: +3

Melee Attack: +3 (Str) +5 (Monk Weapons) +8 (Astral hands & Shillelagh)
Ranged Attack: +5
Spell/Ki Attack: +8
Spell/Ki Save DC: 16

Initiative Bonus +2
Passive Perception 18
Passive Insight 18

Spells[edit]

  • Spells/day:
  • Cantrips Known: Shillelagh, Thorn Whip (2d6), Mage Hand

Ki Powers[edit]

Ki Points: 4/4
  • Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
  • Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
  • Arms of the Astral Self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die. For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are incapacitated or die. While the spectral arms are present, you gain the following benefits:
    • You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
    • You can use the spectral arms to make unarmed strikes.
    • When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
    • The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.


Saving Throws[edit]

Strength: +3 (PR)
Dexterity: +5 (PR)
Constitution: +2
Intelligence: -1
Wisdom: +5
Charisma: 0

Languages Known[edit]

Common, Sinandre, Druidic

Proficiencies[edit]

Simple Weapons
Shortsword
Light & Medium Armor
Shields

Skills[edit]

Athletics +4 (+8 with Astral Hands active)
Insight +8
Perception +8
Stealth +5
Survival +8

Tools/Instruments[edit]

Leatherworker's Tools
Flute

Feats[edit]

Telekinetic (Base)

  • +1 Wisdom
  • Learn Mage Hand cantrip. Can make the spectral hand invisible.
  • As a bonus action, telekinetically shove one visible creature within 30 feet. Str saving throw vs Wis Spellcasting DC (16) . On fail, move them 5 ft toward or away from Katrin. Target may choose to automatically fail saving throw.

Sentinel (Var Human)

  • When a creature is hit by her opportunity attack, its speed drops to 0 for the turn.
  • Creatures provoke opportunity attacks even if they take the Disengage action before leaving her reach.
  • When a creature within 5 feet of Katrin makes an attack against someone else (and that someone doesn't have this feat), she can use her reaction to make a melee weapon attack against the attacking creature.

Traits and Features[edit]

Var human

  • +1 in 2 Attributes
  • Extra Skill (Perception)
  • Extra Feat (Sentinel)

Monk

  • Saving Throws - Str and Dex
  • Skills: Acrobatics and Insight
  • Tool proficiency: Leatherworker's Tools
  • Unarmored Defense: While not wearing armor, add Wis to DC
  • Martial Arts: When unarmed or using Monk weapons (shortswords or any simple weapon that is not 2-handed or Heavy) and unarmored:
    • Use Dexterity instead of Strength for the attack and damage rolls of unarmed strikes and monk weapons.
    • Roll a d4 in place of the normal damage of unarmed strike or monk weapon if higher. Increases with monk levels.
    • After using Attack action with an unarmed strike or a monk weapon on turn, can make one unarmed strike as a bonus action.
  • Unarmored Speed: Speed increases by 10 feet while not wearing armor or wielding a shield. Increases with monk levels.
  • Ki Powers:
    • (Monk Level) Ki points, restored at short or long rest
    • Save DC = 8 + Proficiency + Wis
    • Flurry of Blows, Patient defense, Step of the wind
  • Monastic Tradition: Way of the Astral Self
    • Ki Power: Arms of the Astral Self
  • Deflect Missiles: Use reaction to deflect or catch the missile when you are hit by a ranged weapon attack. Damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.
  • Slow Fall: Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Druid

  • Druid Spellcasting
  • Ritual Spellcasting - Don't expend spellslots when casting prepared ritual spells when you take extra time to cast
  • Wild Shape: Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Stay in wildshape for 1/2 druid level (1) hours.
    • No creature with flying or swimming speed
    • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
    • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
    • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
    • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
    • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
  • Circle of the Moon - Combat Wild Shape
    • May enter Wild Shape as bonus action
    • Choose animal up to CR 1 (still no flying or swimming)
    • Can spend spell slot to heal 1d8 per spell level as bonus action

Background[edit]

Outlander

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.

Gear[edit]

Character Backstory[edit]

Katrin was a proper Trakken woman of her clan, learning their serious-minded, mystical fighting style, channeling their spirits into becoming vessels of war. Well, she was mostly a proper woman of her clan. Sort of. She was far too inquisitive about other clans and their ways. About the spirits of their harsh land. About the other clans that called to them. She prefers not to talk about the family that considers her dead, even though they well know she walked off into the woods alive. She doesn't want to spare them any thought, really. Especially since so many Trakken clans actually value the natural knowledge she sought. When they hear about her becoming a famous hero, that'll show them. Or not. They'll probably still be close-minded fools.

Katrin is inquisitive, perceptive, and can use her mind to punch like a bear. Or call upon the spirits of nature to be a bear, and also punch like one. Her druidic magic is not nearly as advanced as someone focused on it, mainly a channel for her to exceed the human form and cause trouble for enemies that might try to get around her and attack her allies instead. She is always ready to fight, but also ready to listen, and ready to talk - though she's not always the most articulate, she's much friendlier than anyone expects a Trakken to be, and has a good listener's ear.