Kettuk Sairi
Kettuk Sairi
Sheet
AC 17 · HP 12 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationWIS
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresBonus action
- Shell DefenseTortleAs an action, you can withdraw into your shell, gaining a defensive benefit while unable to move or take most actions. You can emerge as a Bonus Action.
Always on
- Divine SenseLevel 1
When Bonus Action
You sense Celestials, Fiends, and Undead within 60 feet and learn their creature type.
- Lay On HandsLevel 1
When Bonus Action and touch
You restore hit points from your healing pool, or expend 5 points to remove the Poisoned condition.
- SpellcastingLevel 1
You have learned to draw on divine magic through prayer and meditation. Charisma is your spellcasting ability. You can prepare two level 1 Paladin spells after each Long Rest. You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.
- Natural ArmorTortleYour shell provides a base Armor Class of 17 when you are not wearing armor. You can use a shield and still gain this benefit.
- ClawsTortleYour claws are natural weapons that deal 1d4 slashing damage on a hit.
- Hold BreathTortleYou can hold your breath for up to 1 hour.
- TraitTortleTortle resilience and shell adaptations make you naturally suited to enduring harsh environments and protecting companions.
- Magic Initiate, WizardSage
You have studied magic and possess a knack for recognizing magical phenomena. You gain the Magic Initiate origin feat, choosing Wizard as its spell list. You can cast the chosen level 1 spell once without a spell slot per long rest, and you can also cast it using any spell slots you have. Intelligence is your spellcasting ability for these feat spells.
Spells
5 spellsSpellcasting. Kettuk Sairi casts with Charisma (spell save DC 9, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , ,
Gear
11 itemsWeapons
- LongswordA martial weapon with a broad, straight blade
- 6×JavelinThrown weapons balanced for hunting and war
- QuarterstaffA quarterstaff used for walking, demonstrations, and warding diagrams
Armor
- Chain mailLinked metal armor worn over the tortle's shell
- ShieldA sturdy round shield bearing a blue spiral
Tools
- Calligrapher's suppliesTools for copying texts and producing careful inscriptions
Gear
- Priest's packA pack containing gear for religious service, including a blanket, tinderbox, rations, and a holy symbol
- Holy symbolA small symbol representing Kettuk's oath and shrine
- Scholar's packA collection of parchment, ink, reference notes, and a small research journal
- RobeSimple scholarly clothing suitable for travel
Purse
- 8×Gold piecesLoose starting currency
Appearance
Kettuk is a broad-shouldered tortle with a weathered, slate-green shell marked by pale ochre bands and small chips from years of travel. His dark eyes are steady and observant beneath a heavy brow, and a narrow strip of red cloth is tied around one wrist as a reminder of his first oath. He wears practical chain mail fitted over the front of his shell, carries a round shield painted with a simple blue spiral, and keeps a waxed bundle of handwritten notes tucked inside his coat.
Mannerisms
He pauses before answering difficult questions, tapping one claw twice against the nearest hard surface. When reading, he silently moves his head from side to side instead of his eyes. He addresses written records as if they were living witnesses.
Personality
Patient, exacting, and quietly protective. Kettuk listens longer than most people expect, remembers small details others overlook, and becomes unexpectedly fierce when someone treats history or sacred knowledge as disposable.
Ideals
Stewardship. Power is not evil, but carelessness is. Those who understand a dangerous force are responsible for keeping it from harming people.
Bonds
The carved shell plate containing his settlement's oldest oath was stolen during the shrine breach. Kettuk will recover it, even if doing so means facing the people who destroyed his home.
Flaws
Kettuk distrusts anyone who claims that knowledge should remain secret merely because it is dangerous. He also has a habit of treating urgent emotional problems like research questions, which can make him seem cold when he is trying to help.
Quirks
Background
Kettuk was raised in a cliffside tortle settlement where elders preserved history by carving it into shell plates, stone tablets, and the bones of abandoned ships. He became fascinated by the difference between a fact that was merely remembered and a truth that could be tested. His years as a sage were spent cataloguing old warding signs, translating fragments of temple law, and studying accounts of travelers who vanished after finding a sealed chamber beneath the northern ice fields. When a group of relic hunters broke that seal, the settlement's defenders were too few and too divided to respond. Kettuk entered the chamber alone, carrying only a lantern and his half-finished notes. Inside, he found a wounded shrine guardian and a relic that had been corrupted by years of neglect. He swore to protect both the living and the knowledge that could prevent such corruption from happening again. The shrine answered with a faint warmth beneath his shell, and Kettuk emerged as a paladin with no grand vision of glory, only a practical oath to stand between dangerous power and those who would misuse it. He now travels in search of lost records, forgotten sanctuaries, and the person who first taught the relic hunters how to open the seal.
“He became fascinated by the difference between a fact that was merely remembered and a truth that could be tested.”
- Background
- Sage
Connections
Species
Tortle
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