Demon-Spawn

Katherine Dreamborne's page

27 posts. Alias of Moonwave.


Race

| HP: 41/41 | AC: 25 (17 Tch, 20 Fl) | CMB: +12, CMD: 22 | F: +6, R: +15, W: +6 (+2 vs. mind-affecting) | Init: +11 | Perc: +8, SM +8

Classes/Levels

| Speed 30ft | Active conditions: Reduce Person.

Caterina:
HP: 41/41 | AC: 25 (17 Tch, 20 Fl) | CMB: +12, CMD: 22 | F: +6, R: +15, W: +6 (+2 vs. mind-affecting) | Init: +11 | Perc: +8, SM +8

Gender

Female LE Half-Elf Unch. Rogue (VMC Magus) 5

About Katherine Dreamborne

Katherine (formerly Eleanor), Female Unchained Rogue (Scout) VMC Magus 5
LE Medium Half-Elf / Humanoid (Human,Elf)
Init +11, Senses: Perception +8, Sense Motive +8

==DEFENSES==
AC 25, touch 20, flat-footed 17 (10 + 4(arm) + 8(dex) + 2(def) + 1(nat)
HP 41
Fort +6,Ref +15, Will +6 (+2 vs. mind-affecting effects)
Armor +1 Darkleaf Spider-Silk Body Suit

==OFFENSE==
Speed 30ft/x4
Melee +1 Menacing Elven Branched Spear +13, 1d8+14 (20/x3), reach. (Sneak Attack +3d6)
Dirty Trick CMB +15 (+2 from Improved Dirty Trick)
Dirty Trick CMB (+3 from surprise maneuvers, using full BAB from Underhanded Maneuver) +20

+4 to hit if flanking (Menacing Weapon)
+6 to Dirty Trick maneuvers if flanking (Dirty Fighting, Menacing Weapon)

==SPELL-LIKE ABILITIES==
At will - Dancing Darkness
1/day — Deeper Darkness.

==STATISTICS==
Str 8, Dex 28, Con 16, Int 14, Wis 10, Cha 10
BAB +3, CMB +12, CMD 22

==FEATS==
Armor Proficiency(Light)

(Crafting Extra)Craft Magic Arms and Armors:

You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price.

The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.

You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.

See magic item creation rules for more information.


(Perk Extra)Pack Flanking:

When you and your companion creature have this feat, your companion creature is adjacent to you or sharing your square, and you both threaten the same opponent, you are both considered to be flanking that opponent, regardless of your actual positioning.

(Racial Bonus)Exotic Weapon Proficiency
1: Dirty Fighting:

When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check.

3: (VMC) Arcane Pool:

At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.


5: Surprise Maneuver:

If you have sneak attack, when you attempt a combat maneuver check against a creature that you are flanking or that is denied its Dexterity bonus to AC against your attack, you gain a bonus on the combat maneuver check that’s equal to the number of sneak attack dice you roll.

If you have the studied combat class feature, you can use studied strike on a combat maneuver check. When you do so, you gain a bonus on the combat maneuver check equal to your number of studied strike dice.

==ROGUE TALENTS==

2: Underhanded Trick:

A rogue who selects this talent gains Improved Dirty Trick as a bonus feat, even if she does not meet the prerequisites. At 6th level, she is treated as if she meets all the prerequisites for Greater Dirty Trick (although she must take the feat as normal). If she succeeds in giving her target the blinded condition, the target cannot remove the condition during the first round of blindness.

4: Underhanded Maneuver:

Select one of the following combat maneuvers: dirty trick, disarm, sunder, steal, or trip. Whenever a rogue with this talent uses this combat maneuver against an opponent that is denied its Dexterity bonus against the rogue’s combat maneuver, flat-footed, or that the rogue is flanking when she makes her combat maneuver check, she uses her rogue level in place of her base attack bonus when calculating her CMB. The rogue can select this talent multiple times. Each time, she selects a different combat maneuver.

==UNCHAINED ROGUE CLASS ABILITIES==

Finesse Training:

At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Sneak Attack:

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.


Trapfinding:

A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Evasion:

At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Danger Sense:

At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Debilitating Injury:

At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.


Scout Charge:

At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.

This ability replaces uncanny dodge.


Rogue's Edge(Acrobatics):

At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.

Acrobatics 5 Ranks: You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren’t denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.

==SPECIAL PERKS==

Superpower: Shadow Form:

You can assume a Shadow Form as a full-round action as will, becoming a pure shadow. You can either assume a hybrid form, or a pure form.
In a pure Shadow Form, all of your gear melds into your body, and this ability works like gaseous form, with the following exceptions. You gain the incorporeal subtype and are invisible in dark environment.
In a hybrid Shadow Form, you gain concealment versus melee and ranged attack, and are invisible in dark environment.
In both forms you gain the see in darkness monster ability.

Wish: 10 Race Points:

At Will Dancing Darkness - 2 RP
1/day Deeper Darkness - 3 RP
Advanced Dexterity - 4 RP
Weapon Faimiliarity (Elven Branched Spear) - 1 RP

Special from another class: Inquisitor Solo Tactics:

At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Skills Acrobatics +17, Escape Artist +17, Kn. Dungeon +10, Kn. Local +10, Disable Device +19, Stealth +17, Sense Motive +8, Perception +8(+2 vs. traps), Use Magic Device +10, Sleight of Hand +17.

Background Skills Handle Animals +9, Appraise +10.

==TRAITS==

Racial Trait: Dual Minded:

The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.

Reactionary:

Gain +2 Initiative

Pragmatic Activator:

You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Beast Bond(Handle Animal):

You share a close bond with animals. You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you.

Languages Common, Elven, Giant, Orcish.
Deity Pharasma

Animal Companion:

Mya, Cheetah(Small Cat) 5
N Small Animal
Init +6, Senses: Perception +1

==DEFENSES==
AC 22, touch 17, flat-footed 16 (10 + 2(arm) + 6(dex) + 1(size) + 3(nat)
HP 31
Fort +5,Ref +10, Will +2
Armor Leather

==OFFENSE==
Speed 40ft/x4
Melee Bite +10, 1d4+6 + trip (20/x2),
Melee 2 Claws +10/+10, 1d2+6 (20/x2),
+4 to hit when flanking
+6 to CMB while flanking

==STATISTICS==
Str 13, Dex 22, Con 13, Int 3, Wis 12, Cha 6
BAB +3, CMB +8, CMD 19

==FEATS==
1 Armor Proficiency(Light)
2 Deft Maneuvers
5 Dirty Fighting

Skills Stealth +18

Learnt tricks: Attack, Attack (innatural beings), Come, Defend, Destroy, Down, Deliver, Rescue, Flank, Maneuver(Trip)

GEAR Agile Amulet of Mighty Fists

Gear:

150gp
Darkleaf +1 Spider-Silk Body Suit, Belt of Incredible Dexterity +2, Amulet of Natural Armor +1, Menacing +1 Elven Branched Spear Ring of Protection +2, Cloak of Resistance +2, Agile Amulet of Mighty Fists (on companion)

Backstory:

Irrisen is an ancient country, long associated with many evils. Every 100 years, Baba Yaga returns to the kingdom to pick up the Queen she left to rule in her absence, along with all the Queen's daughters, and places another Queen to replace the former for another 100 years.

"Pick up", a sweet word. The truth is that Baba Yaga eats their heart to maintain her immortality.

Eleanor is one of these Queens' daughters, and as one of those she would have been killed in her youth by the Witch. She wanted to live, to spend her life without worrying about her destiny.

She studied, she researched everything she could, and in the end she found a wizard, a man called Aeonax, which seemed to know a way to help her.

She would need to convince Baba Yaga that her destiny would have been fulfilled, give her what she wanted, while also living on.

Aeonax knew of a ritual, it could severe the bonds that keep together the living force of a body and its soul. In this way Baba Yaga could take both the body and soul of Eleanor but her living force would have been saved.

The problem was that living forces are unstable, and they need a soul to exist. The ritual could give some time, but she would need to find a soul, and then to be resurrected.

And not even Aeonax knew what could happen to a living force without a soul, hungering in the aether alone. It could attract evil beings, hungering for it. She would need to fight, she would need an extremely strong force of will to resist, or she would have been destroyed.

She had no other possibilities, so she prepared for it.

She and Aeonax prepared everything they needed. When the day would come, he would start the ritual, preserving her living force and keeping it active the longest he could. She would give herself to Baba Yaga, and when she died, she would look for a soul. Then he would resurrect her, hoping everything went fine.

The day came, and Baba Yaga took her and killed her. She ate her heart, together with her sisters and her mother. She suspected nothing as Eleanor's living force survived.

The world went dark. She could feel nothing, but an extreme desire for something. She couldn't feel even the passing of time. That desire was all she had, and she could feel beings around her that were offering her what she needed.

She knew she had to refuse, but she didn't know how. They were getting closer, and their offer was becoming more and more attractive.

Years passed, at least she thought, but she resisted. The more she spent time there, the more she could understand those beings. Those came from the realm of the Dreams, and were made of matter that could not exist in the world. They needed a living force to exist.

And she needed what they had to exist.

She decided it could be worth. With an extreme act of will she decided to fight with one of those beings.

The only thought, made with such determination and strength destroyed the being consciousness, and she seized its body and soul, claiming it as hers.

She returned almost instantly next to Aeonax, alive, as time returned to flow in the standard way. Minutes had passed, even if she was sure to have spent an eternity in the Dream.

She set her eyes on a terrified Aeonax. He was utterly panicked, and could not move a single muscle. He saw a thing that could not exist, as Eleanor was made of pure shadow. He could still recognize her, but her aura of terror and dread was frightful.

She took her time to get used to her new form, but she could not assume a human body. She could speak, move and fly in that form, but she didn't have a human shape.

After she understood how to suppress her aura, he felt much better. She asked Aeonax to craft something that could help her assume a more standard shape, as this one was not much practical.

He came up with a special ring. He crafted a normal ring of protection, but he also added transmutation magic to let her return to her human shape, and even a hybrid shape if she desired.

She thanked him for everything he did, and left, as Irrisen could no longer be her home. She also thought she needed to change her name, and now she likes to be called Katherine, Kath for friends.

She felt changed after her return. Her transformation gave her greater powers, but also darkened her mind. She manages to resist, but sometimes has urges to gain more power or more wealth, and would destroy anything and anyone to reach her goals.

She has a great sense of honor, as result of her strong mind. With friends, she is a good person, but she becomes a devil when dealing with foes.

She now works as an assassin for money, and she is the best at her job. She knows how to dominate people's dreams and how to torture them for information if needed, and quickly gets to people she seeks.

She has a small cheetah pet following her, with which she has a great connection. She found her while she was traveling south, and they became friends

She always honors her word, and this is why people seek her for those needs. She would prefer kiling someone than speaking the false.

In her human form she looks like a normal person, with a pale skin. She is slender and agile, and is smart and talkative. In her hybrid form a black darkness surrounds her, but her body is still recognizable. In shadow form she is a black mass of darkness, no more dense than thin air.

She doesn't like her pure shadow form, but she always uses her hybrid form, except when she needs to keep a low profile.