Aatko Otuskkion
Aatko Otuskkion
Sheet
AC 11 · HP 24 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresReaction
- Cutting WordsLevel 3
When a creature you can see within 60 feet makes an attack roll, ability check, or damage roll, use your reaction and expend a Bardic Inspiration die to subtract the roll from its result. You can use this after the creature rolls, but before the DM determines whether it succeeds or fails.
Always on
- Bardic Inspiration (d8)Level 1
You can inspire another creature within 60 feet that can hear you. It gains one d8 to add to an ability check, attack roll, or saving throw. You have three uses, regained on a long rest.
- Jack of All TradesLevel 2
Add half your proficiency bonus, rounded down, to ability checks that do not already include your proficiency bonus.
- Song of Rest (d6)Level 2
During a short rest, you can use soothing music or oration to help allies regain extra hit points when they spend Hit Dice. Each participating ally regains 1d6 additional hit points.
- ExpertiseLevel 3
Choose two proficient skills. Your proficiency bonus is doubled for checks using them. Chosen skills: Insight and Perception.
- Bonus ProficienciesLevel 3
Choose three additional skill proficiencies: History, Insight, and Persuasion.
- Ability Score ImprovementLevel 4
Increase Charisma by 2, bringing it to 13.
- Font of InspirationLevel 5
You regain all expended uses of Bardic Inspiration when you finish a short or long rest.
- Ability Score IncreaseHumaneach of the six ability scores increases by 1 from the provided base scores.
- SizeHumanMedium.
- SpeedHuman30 feet.
- Human languagesHumanCommon and one additional language, Giant.
- WandererOutlander
He can recall the general layout of terrain, settlements, and other features around him, and can find food and fresh water for himself and up to five others each day, provided the land offers it.
Spells
10 spellsSpellcasting. Aatko Otuskkion casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , ,
2nd level (3 slots): ,
3rd level: ,
Gear
11 itemsWeapons
- RapierA slender, serviceable blade carried for protection.
- DaggerA simple knife used as a backup weapon and for daily tasks.
- QuarterstaffA sturdy walking staff from his father’s hunting kit.
Armor
- Studded leather armorStudded leather armor, worn under layered wool and a weatherproof outer wrap.
Tools
- KanteleHis mother’s many-stringed kantele, carefully repaired and tuned for travel.
Gear
- Diplomat's packA pack with a bedroll, mess kit, tinderbox, torches, and travel provisions.
- Hunting trapA compact trap useful for hunting small game.
- Carved wolf tokenA small token from a place he has traveled, a carved wolf worn smooth by his thumb.
- Traveler's clothesA practical set of clothes for cold travel and work.
- Collection of curiositiesA varied collection of small curiosities, including an unusual bird bone whistle, a chipped wooden figurine, and a curious river stone.
Purse
- Belt pouch with 10 gpA belt pouch containing his remaining starting coin.
Appearance
Aatko is a lean young man with wolf-black hair, pale clear-blue eyes, and a weather-browned face. He dresses in practical layers of wool and leather, usually carrying a small kantele with a smooth hollow worn into its carrying case where his thumb rests. He smells faintly of woodsmoke, dried herbs, and the sharp, clean scent of snow, though he is rarely aware of it. A little wolf-shaped carving, polished nearly flat from handling, hangs beside his instrument.
Mannerisms
He taps a quiet rhythm against his thumb whenever he is thinking, and tunes his kantele by ear even when nobody has asked him to play. When listening to someone, he tilts his head slightly as though trying to catch a distant sound.
Personality
Patient, observant, and hospitable in a practical way, Aatko notices who has not eaten and quietly puts food within reach. He has a dry sense of humor, but grows awkward when anyone praises his music or asks about his family.
Ideals
A home is more than a roof and a storehouse. It is the people who can find their way back to it, and the songs that help them endure the journey.
Bonds
His older brother Lalli, a renowned ranger, once seemed impossible to deceive. Aatko nevertheless outwitted him in a dispute over their father’s house and inherited it after their father died. The victory sits uneasily with him. He misses them both, and keeps their old hunting route clear in his mind in case either should ever come home. His collection of odd instruments, carved tokens, and useful curiosities is his way of holding on to the stories they left him.
Flaws
He would rather go hungry than admit he needs help, and when he feels guilty about his brother, he buries himself in work until there is no daylight left.
Quirks
Background
Aatko Otuskkion grew up in Kvanland, where the ground is more marsh than meadow and winter seems to have a claim on every harvest. His mother taught him the kantele, a small many-stringed instrument whose tunes could keep a room working after dark. His father taught him to read tracks, set snares, and take only what the household needed. Aatko became good at both kinds of work: the patient listening that finds a hare in the brush, and the bright, steady music that keeps a family from counting every empty store jar.
“His mother taught him the kantele, a small many-stringed instrument whose tunes could keep a room working after dark.”
- Background
- Outlander
Connections
Species
Human
Media
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