Isilda

Catcher's page

1,338 posts. Organized Play character for Aku Warashi.


Full Name

Catcher

Race

Human White Haired Runt | 5% SFC

Classes/Levels

HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

Gender

Female

Size

5ft. 2in.

Age

17

Strength 19
Dexterity 14
Constitution 16
Intelligence 22
Wisdom 8
Charisma 10

About Catcher

Spellsword:

CATCHER

Female human evoker(admixture) 5/ Ranger 1/ Eldrich Knight 3
LN Medium humanoid (human)
Init +12; Senses Perception -1

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DEFENSE
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AC 25 (29 with Shield), touch 13, flat-footed 19 (+12 Armor +2 Dex, +1 deflect)
hp 111 (5d6+4d10+27(CON)+9(Feat)+5(FC))
Fort +10, Ref +8, Will +6

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OFFENSE
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Speed 20 ft.
Melee

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+3 Keen Greatsword (No additional effects):
[dice=Atk]1d20+14[/dice] [+6(BAB) +4(STR) +1(WF Feat) +1(Ring) +2 Enchant]
[dice=Dmg] 2d6+9 [/dice] [+6(STR) +1(Ring)+2 (Enchant)]

+3 Keen Greatsword (w/ Haste):
[dice=Atk]1d20+15[/dice] [+6(BAB) +4(STR) +1(WF Feat) +1(Ring) +2(Enchant) +1 (Haste)]
[dice=Dmg] 2d6+9 [/dice] [+6(STR) +1(Ring)+2 (Enchant)]

+3 Keen Greatsword (w/ Haste + PA):
[dice=Atk]1d20+13[/dice] [+6(BAB) +4(STR) +1(WF Feat) +1(Ring) +2(Enchant) +1 (Haste)-2 (PA)]
[dice=Dmg] 2d6+15 [/dice] [+6(STR) +1(Ring) +2(enchant) +6(PA)]

====

Glaive (No additional effects) :
[dice=Atk]1d20+12[/dice] [6(BAB) +4(STR) +1(Ench) +1(Ring)]
[dice=Dmg] 2d6+8 [/dice] [+6(STR) +1(Ench) +1(Ring)]

Glaive (w/ GMW) :
[dice=Atk]1d20+14[/dice] [6(BAB) +4(STR)+1(WF Feat) +1(Ring) +2(GMW)]
[dice=Dmg] 2d6+9 [/dice] [+6(STR) +1(Ench) +2(GMW)]

Glaive (w/ GMW + Haste) :
[dice=Atk]1d20+15[/dice] [+6(BAB) +4(STR) +1(Ench) +2(GMW)]+1 (Haste)
[dice=Dmg] 2d6+9 [/dice] [+ 6(STR) +1(Ench) +2(GMW)]

Glaive (w/ GMW + Haste + PA) :
[dice=Atk]1d20+13[/dice] [+5(BAB) +4(STR) +1(Ench) +2(GMW) -2(PA)]
[dice=Dmg] 2d6+15 [/dice] [+6(STR) +1(Ench) +2(GMW) +6(PA)]

====

Wizard Spells Prepared (CL 9th, concentration +12):
0 (at will)—acid splash, detect magic, light, Prestidigitation

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STATISTICS
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Str 15+4(Belt), Dex 14, Con 14 +2(ring bonus), Int 18 +4(Headband), Wis 8, Cha 10
Base Atk +6; CMB +11; CMD 23

Feats Improved Initiative, Scribe Scroll, Toughness, Craft Wondrous Items, Craft Magic Arms and Weapons, Combat Casting, Weapon Focus (Great Sword)(Ring), Power Attack, Heavy Armor Proficiency, Arcane Armor Training, Arcane Armor Mastery

Skills Appraise +9, Bluff 0, Craft(Armor) + 14, Climb +2, Diplomacy 0, Disguise 0, Escape Artist +2, Fly 2, Heal -1, Intimidate +0, Knowledge (Arcana) +18,Knowledge (Dungeon) +13,Knowledge (Eng) +12,Knowledge (Geo) +12,Knowledge (History) +13, Knowledge (Local) +12, Knowledge (Noble) +12, Knowledge (Nature) +13, Knowledge (Religion) +15, Knowledge (Planes) +18, Linguistics(Draconic,Dwarven, Terran) +10, Perception -1, Perform (Dance) +4, Ride +12, Sense Motive +7, Spellcraft +18, Stealth +0, Survival -1, Swim +9,

Languages Aklo, Celestial, Common, Draconic, Elven, Infernal, Dwarven, Terran
SQ arcane bond, bonus feat, cantrips, enchantment opposition school, necromancy opposition school, Versatile Evocation (SU), skilled, evocation school, weapon and armor proficiency,
Gear +2 Keen Mithril greatsword, MW Mithirl Longsword, +2 demonhide fullplate, +4 Circlet of Intelect, +4 Belt of STR; outfit (peasant's); spellbooks;

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SPECIAL ABILITIES
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Bonus Feat Humans select one extra feat at 1st level.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Magical Knack +2 CL up to HD
Enchantment Opposition School You have chosen enchantment spells as an opposition school. Preparing an enchantment spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment spell as a prerequisite.
Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has a necromancy spell as a prerequisite.
Versatile Evocation (Su) When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Intense Spells (Sp) +2 DMG for any evocation spell.
Evocation school You have chosen to specialize in evocation spells spells.
Weapon and Armor Proficiency Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.
1st favored enemy Evil Outsiders

track:

wild empathy:

Background:

Being born in a poor family in Vault’s poorest district, she grew always hungry and with almost nothing to eat, but despite of that, she was a cute child, sparkling green eyes, golden hair.

She could not understand whom those men’s that took her away from her family were. Mom only cried, Father would not look in her eyes, but she never forgot the distinct sound of coins thrown to father.

She was seven.

After that, life only got worse. Her new ‘family’ was always travelling, her new ‘father’ always looked at her with strange eyes, her new ‘mother’ however, really nice. Of course, she would always get beaten for not doing her chores, even if she did it. But at the end of the day, ‘mother’ would embrace her, and sing songs to make her sleep, and even thought life was hard, she was happy. She no longer would go hungry for days.

One night, after a particularly hard day, she was sleeping when mother came. Without saying anything, the woman hugged her, and then, mother started to cry, singing soft children lullabies. Not much later, father came, a wild look on his eyes ”It’s yer fault for being pretty…” it was all he said as he took the her from the woman’s embrace. They were near Vault, and she were sold to a man called ‘Lamm’

She was eleven.

Lamm took her back to the city, and life that was already bad, became hell.

The first days were especially worse. They hurt her in manners she was not aware they could hurt someone. She became Lamm’s Pet; she would attend to his every need. To get him food, clean his room. Whenever he went, Lamm took her along.

In one of those times, when he took her to a meeting with an ex-member from the Academae, the mage took a liking to her. It did not needed much to frighten Lamm into trading the girl, once more, she saw her life take a turn, for worse, she thought. More after the murderous look Lamm gave her before leaving.

She was thirteen.

The first thing sir Heinrich Cornelius Agrippa did, was to make her clean. Servants took her and after a bath in hot water (which scared her half dead, since it was her first time being cleaned that way), and changing some simple, yet clean clothes, she was brought to her new ‘master’.

Inside his studio, he was sitting comfortably, while observing her.

Once more, she prepared herself mentally for the worse, since child, she had learned to enter in a ‘special place’, where she could ignore all things that happened to her body, she would only feel the afterwards. However, strange enough, he was only looking.

”I am sure you have experienced a lot of hardship in your life. I can see it in your eyes.”[b] still in his chair, he leans towards her and continues. [b]”I’m not saying your life here will be easier,” that made her tremble in fear, “But the only punishment you’ll receive, are those you earn.” after saying that, he got up from his chair using a cane to help him walk. ”Here in my household, no one is treated in an unfair manner. You get what you deserve, nothing more, and nothing less. In addition, if you try to flee, know that I have means to find you, no matter where you hide. Now go and attend to the servant quarters, they will tell you what is expected of you.”

Despite of her new master threats, life got better. She would still got punished from time to time, but it was only due her own failings, and less than she was used too. They taught her how to read and write, and a proper etiquette for a servant woman. Her duty was to serve the master needs. To keep his room and his studio clean.

One day, her curiosity got the best of her and the master found her reading his diaries. She saw in the master that day an array of strange expressions, dreading for the worse, she closed her eyes and waited for punishment.

”It occurs to me, that you have been working under this house for almost a year now, and I do not know your name.”

She was startled, her name? What was it? She could not remember. ”I do not know it master.”

”How can you be here for an entire year and do not have a name?” questions Agrippa.

”They call me Catcher, master.” says the girl.

Smiling at the name the master asked “And why is that?”
”They found me trying to catch an apple in the garden, on my first day here, master.” answer Catcher.

Laughing the mage continue, ”Yes, yes. Very fitting. Tell me Catcher, what do you think of my diary?”

The question surprised her; she was not going to be punished?

”It’s confusing master. I can understand you use the diagrams and formulae to call something from another place, and force it to obey you, but I got lost with all those numbers and calculus…” she admits.

The master blinked in surprise. ”How… were you able to understand it?”

”I do not know master; it just made sense that it worked that way.”

Still smiling in disbelief Agrippa asked: ”Would you like to learn more about it, Catcher?”

Sensing an opportunity and being cautious she answered: ”Only if you see fitting to teach me, master.”

This was how she turned to be personal assistant and pupil of Sir Heinrich Cornelius Agrippa, ex-member of the academae.

She was fourteen.

The next three years passed in a blur. She was free from house chores; her only duties were to assist the master and to study, which made her happy. Nothing would work in the two first years of training, she doubt for a moment that she had what it takes to be a wizard, but her effort paid in the end. Master had mastered the arcane ways of conjuring things and making things appear out of blue. Her power however, focused in the raw power of magic, more fitting to destroy, than to create or conjure.

She was seventeen when Agrippa officially declared her no longer an apprentice, and gave her first and real grimoire.

That was the happiest day of Catcher life.

Her relationship with the master only improved after that, they never saw each other as man and woman; it was more like father and daughter. In a peculiar day, Agrippa called her into his studio. He seemed different, anxious.

”Catcher, it has been four years you were brought into this house, and three years since I began to teach you.” looking at the window he continued ”You gained my trust and affection in this period of time, not out of compassion, but because you deserved it.”

His words filled her with pride and fear.

”Today, a matter of extreme importance has surfaced. I can trust only you to help me.”

He turned and faced her, in his hands a small message container ”I need this delivered with utmost secrecy to an associate of mine that lives in Maiden's Wharf.”
He looked at the window again ”I know it’s a long travel, but I think it will be good for you to know new places.”

After saying that, he walk to her and in an unexpected gesture, gave her a hug ”You made me proud of teaching you. Do not disappoint me in this.”

In the next day, she left Vault, with a secret to deliver, and despite of all, she was happy.

Dressed as an adventurer, the mercenary group hired to escort her seemed somewhat familiar, but Catcher did not paid any attention to it.

On the first night, tired from the long day of journey, she did not waked up when someone entered her tent. What followed next was not easy to remember later. The mercenaries tortured her for hours, and before passing out, she was able to see Lamm entering her tent, a wicked smile in his lips. ”Finish her” was the only thing she remember before passing out in pain.

Catcher was found days later, half-dead in a riverside.
It took some time to recover completely and, it was about one month after her attack, which she was able to return to Vault. In that time spam, her guardian had been accused and his house taken as property of his Highness. Rumor said Agrippa fled, after an ugly confrontation with the city guard.

Slipping inside the now abandoned house, she searched her master studio, for the secret places she knew. All save one already found. Inside it, she found her master old grimoire, from his time as an academae student, a huge sword, with some personal heraldry, some golden coins.

Personality:

: She is a methodic person (Lawful), and likes to calculate before doing things. She is accustomed to brutal things and not really into giving her life for those she does not know or have no feelings, but she is true to her friends (not that she as one). (Neutral)
Even then, she is open minded and easy going. Having no real experience with others, she will be delighted and easy influenced by the others. But it’s hard to gain her trust, because things that happened to her in the past.

Appearance:

Golden hair, bright green eyes, at the present moment, dressed as a farmer girl, carrying a big sword and a large bag.

Gear:

2 candles
1 chalk
1 hammer
4 pitons
1 50 feet of hemp rope
1 hooded lantern
5 flasks of oi
2 sacks
12 torches
4 tindertwigs
1 backpack
1 bedroll
1 belt pouch
1 flint and steel
1 ink
1 inkpen
1 iron pot
1 mess kit
1 soap
1 spell component pouch
1 trail rations (9 days)
1 waterskin
1 Greatsword
1 dagger
1 dagger(Dark Iron)
1 Wizard Kit
1 DUNGEONEERING KIT
1 Yellow gem
1 Imp Notes
1 Tylz Partial Spellbook
1 Catcher Spellbook

Money: 1760 gold pieces.

Spellbook and Spells per day

World Breaker:

World Breaker

This large-sized book has a creased spine and supple gray leather covers. The leather has rubbed away in certain spots, tiny pinhole burns pock the surface, and a brass lock holds the book shut. A young elf girl's portrait has been bound into the front cover, and text covers almost all of the image except her face: text in circles, with arrows pointing to new circles with suppositions. Underneath the girl's chin are the words “World sacrifice?”

Protection Average lock (DC 25)
Opposition Schools Necromancy, Enchantment
Value 1550gp – ( 2600 gp with preparation ritual)

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SPELLS
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4th – Dimensional Anchor, Stoneskin, Dragon’s Breath, Fire Shield, Black tentacles
3rd – Haste, Lightning Bolt , Magic Weapon, Greater , Fly , Chain of Perdition , Stinking Cloud, Deep Slumber, Beast Shape I, Spellsword, Fractions of Heal and Harm
2nd - Acid Arrow , Resist Energy , Locate Object , Alter Self , Bull's Strength , Darkvision , Codespeak , Rope Trick , Scorching Ray , Levitate , Mirror Image, Knock, Eldritch Conduit
1st - Grease , Mage Armor , Magic Missile , True Strike , Unseen Servant , Burning Disarm , Enlarge Person, Monkey Fish, Hold Portal , Comprehend Languages , Shocking Grasp , Obscuring Mist , Catcher Heavy Blades , Identify , Shield , Summon Monster I , Endure Elements , Mount , Ray of Enfeeblement

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PREPARATION RITUAL
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Harmful Surge (Su) You can maximize a spell, but doing so damages you. Spend this boon effect as a free action when you cast a wizard evocation spell. When you do, you can treat that spell as if it were cast with the Maximize Spell metamagic feat, but you take 1d4 points of damage × the level of the spell that you are maximizing. The damage you take cannot be reduced in any way.

Mindflayer's Legacy:

MINDFLAYER'S LEGACY
This pair of lexicons is covered in excellently preserved human skin, with an intricate lace of fingerbones forming the locks on the cover. A family seal has been embossed on the lower center of the cover, but flecks of gold leaf have begun to peel away, revealing that the embossed pattern in fact follows a faded tattoo on the skin itself.
Protection None
Opposition Schools

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SPELLS
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4th— Locate Creature, Scrying,Shadown Conjuration
3rd— Dispel Magic, Magic Circle Against Evil, Nondetection, Deep Slumber, Major Image, Vision of Hell, Gentle Repose
2nd— Suppress Charms and Compulsions, Fog Cloud, Web, See Invisibility, Daze Monster, Disguise Other, Invisibility, Mirror Image, Ghoul Touch, Scare,
1st— Protection from Good, Protection from Evil, Corrosive Touch, Infernal Healing, Obscuring Mist, Comprehend Languages, Charm Person, Disguise Self, Cause Fear, Ray of Enfeeblement, Interrogation

Prepared Spells:

0th: Detect Magic, Dancing Lights, Prestidigitation, Mage Hand

1st: 1/1 Obscuring Misty, 1/1 Grease, 3/3 Shocking grasp, 2/2 Endure Elements .

2nd: 1/1 Scorching Ray, 1/1 Resist Energy, 3/3 Darkvision

3rd: 2/2 Haste, 1/1 Spellsword, 1/1 Chains of Perdition

4th: 1/1 Dragon's breath, 1/1 Locate creatures, 1/1 Scrying