Rusalka

Katrina Dewtree's page

391 posts. Alias of BloodWolven.


Full Name

Katrina Dewtree

Race

Vital:
HP: 33/33, AC: 22 _ T: 16 _ FF: 20 _ Perception +10, Sense Motive +14, Low light vision, Initiative: +4, Fort +4 _ Ref +5 _ Will +7, CMB: +4, CMD: 18, Speed: 30

Classes/Levels

Acro +13, Appraise +7, Bluff+14, Climb +8, Diplomacy +11, Escape +12, Heal +14 (w/ kit), Handle Animal +6, Inti +10, K(A, H, Na, R) +9, Ling +8, PerformSing +14, Ride +4, P:cook+11, Stealth +9, Survival +6, Spell +8, Swim +2, UsMag+10

Strength 13
Dexterity 18
Constitution 10
Intelligence 16
Wisdom 17
Charisma 22

About Katrina Dewtree

+7 to cha

Stag Mount
Replacement picture

Orison - Virtue, Guidance, Read Magic, Detect Magic
1st - Cure light* _ _ _ _ _ [dice=cure light]1d8+6[/dice]
2nd - cure mod _ _ _ _ [dice=cure mod]2d8+8[/dice]
Channel Energy 3d6 (9x) times done it today: _ , _ , _ , _ , _ , _ , _ , _, _
Feat: Augment Healing, Selective Channel, Quick Channel (move action~costs 2)

Bard Spells Known & Cleric:

Orisons:
Open/Close: Opens or closes small or light things.
Mage Hand: 5-pound telekinesis.
Dancing Lights: Creates torches or other lights.
Ghost Sound: Figment sounds.
Message: Whisper conversation at distance.
Prestidigitation: Performs minor tricks.

First level: per day 6
Alarm: Wards an area for 2 hours/level.
Grease: Makes 10-ft. square or one object slippery.
Hideous Laughter: Subject loses actions for 1 round/ level.
Detect Secret Doors: Reveals hidden doors within 60 ft.

Second Level: per day 4
Detect Thoughts: Allows "listening" to surface thoughts.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Tongues

1st Level Cleric Spells prepared:
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.
Summon Monster I: Summons extraplanar creature to fight for you.
(2) Bless: Allies gain +1 on attack rolls and saves against fear.
calm animals,

2nd Level Cleric spells prepared:
Silence: Negates sound in 20-ft. radius.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
hold animal

3rd Level Cleric spells prepared:
Invisibility Purge
magic circle against evil

Domains:
Good:
Rebuke Death (SP): You can touch a creature as a standard action granting a sacred bonus on a d20, equal to half your cleric level for 1 round. You can only use this ability a number of times per day: 3+ Wisdom modifier. (6)

Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).

Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.

Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

Domain Spells: 1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature's ally IV(animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.

Description:

This dark haired beauty looks like she is fresh from the wild. Colorful flowers are in her hair. Her blazing green eyes catch you with surprise as they analyze you quickly before turning back to her conversation. Her nearly perfect alabaster skin lets her hair and eyes be in hard contrast. She appears to be elven but not.

Her exposed neck and arms show elven and celestial tattoos. A cloak of furs cover most of her torso. At her neck is a glowing emerald amulet. Similarly a ring of twisting serpents glows green on her finger. An infinity sign glows through her armbands. The infinity sign is of the head of a dragon or serpent eating its own tail, it glows green. Snakeskin armbands of a metallic green hue stand out as the only real armor on her. On her waist is a hearty brown leather belt with a sturdy gold buckle with a roaring bear's head, attached is a bone shortsword. On her chair rests a lightly blue glowing bow.


Linguistics DC 12 if you know elven and celestial. Otherwise DC 17:

The tattoos make up different meanings and they are: a prayer to Erastil.

------
elven and celestial tattoos on her body. You are pretty sure the Elven ones seem to be a prayer to Erastil, a ward of protection, and empowering of magic.

Linguistics DC 12 if you know one of the languages otherwise DC 17:
The tattoos make up different meanings and they are: a prayer to Erastil, a ward of protection, and empowering of magic.

Katrina Dewtree
Female Elf Cleric (Erastil) /Bard 5
NG Medium Humanoid
Init +4; Perception +6
--------------------
Defense
--------------------
AC 22, touch 17, flat-footed 18 (+1 nat, +4 Dex, +4 mage, +3 def)
hp 33 (1d8); 8, 6, 5, 6, 7 (con)
Fort +4, Ref +8, Will +7
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +4 (1d4+1/19-20)
MC Bone shortsword,[dice=Talon]1d20+5[/dice] [dice=damage]1d6+1[/dice]
+1 Bow of the Winter moon [dice=Bow]1d20+8[/dice] [dice=damage]1d8+2[/dice]

Inspire Courage: +2 competence bonus on attack and weapon damage rolls 16 rounds
Use of armbands make it +3 for battle 1/day

Ranged sling +7 (1d4+1) 50 ft., 10 bullets

Base Atk +3; CMB +4, CMD 18

Feats: (1) Augment Healing, (3) selective channeling, (5) Quick Channel

Feats:

Selective Channeling:
Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.

Augment Healing:
Benefit: when using a cure spell you gain 2 additional healing for each level of the spell. +2 for 1st, +4 for 2nd, etc.

Quick Channel:
Benefit: You may channel energy as a move action by spending 2 daily uses of that ability.

Traits:

Savanna Child: You were born and raised among rolling plains or savannas. You spent much of your youth exploring these vast reaches and know many of the savanna's secrets. Acrobatics is always a class skill for you and you gain a +1 trait bonus on that skill.

Caretaker: As the child of an herbalist, you often had to assist in tending to the sick and wounded. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.

Str 13
Dex 16+2 elf
Con 10-2 elf +2 belt
Int 14+2 elf
Wis 17
Cha 27+2 pyramid+4 Elizabeth 's blessing, +3 wishes

6+3=9 skill points...
Make sure I have 45 skill points now! :)

Skills: CS=class skill 9*5=45
Acrobatics +13 (3 Rank, +3 CS, +4 Dex, +2 racial, +1 trait) (0 ACP)
Appraise +7, (1 ranks, +3 CS, +3 Int)
Bluff +10, (1 ranks, +3 CS, +6 Cha)
Climb +8, (2 ranks, +1 str, +2 racial, +3 cs) (0 ACP)
Craft +2, (0 rank, +2 Int)
Diplomacy +11, (3 rank, +3 CS, +5 Cha)
Disguise (Cha)
Escape Artist +12 (5 Rank, +3 CS, +4 Dex)
Heal +14, (5 ranks, +3 CS, +3 Wis, +1 trait, +2 Kit)
Intimidate, +10, (1 rank, +3 CS, +6 Cha)
K (arcane) +9, (1 ranks, +3 CS, +3 Int, +2 Bard)
K (history) +9, (1 ranks, +3 CS, +3 Int, +2 Bard)
K (nature) +9, (2 ranks, +3 CS, +3 Int, +2 Bard)
K (religion) +9, (1 ranks, +3 CS, +3 Int, +2 Bard)
Knowledge (all) (Int) can be done untrained
Linguistics +8, (2 ranks, +3 CS, +3 Int)
Perception +10 (2 ranks, +3 Wis, +2 racial, +3 cs)
Perform Sing +14, (5 rank, +3 CS, +6 Cha)
Profession (Cook) +11, (2 rank, +3 CS, +6 Cha)
Ride +4 (1 ranks, +3 Dex)(0 ACP)
Sense Motive +7, (1 ranks, +3 CS, +3 Wis)
Sleight of Hand (Dex)
Stealth +9, (1 ranks, +3 Dex, +2 racial, +3 cs) (0 ACP)
Survival +6, (1 ranks ,+3 Wis, +2 racial)
Spellcraft +8, (2 ranks, +3 CS, Int +3)
Swim +2, (1 ranks, +1 str) (0 ACP)
Use Magic Device +10, (1 rank, +3 CS, +6 Cha)

Languages: Catfolk, Common, Elven, Sylvan, and Celestial.

Low-Light Vision: In dim light, elves can see twice as far as humans.

Bard Specials:

Bardic Knowledge (Ex) added in.
Bardic Performance:
Versatile Performance (Ex) Sing (Bluff, Sense Motive)

catfolk old abilities:

Cat's Luck (Ex) Once per day when a catfolk makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before the saving throw is attempted.

Sprinter (Ex) A catfolk gains a 10-foot racial bonus to its speed when using the charge, run, or withdraw actions.

Nine Lives (Ex) A catfolk receives a +1 racial bonus on all saving throws due to its nature of being able to survive in most places if nothing else but by luck.

Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, Acrobatics, Climb, and Survival checks. This one has not been taken off yet.

Most catfolk are tribal hunter-gatherers who dwell in harmony with nature, though some tribes have acclimated well to urban environments. As a culture, catfolk are loyal, generous, and amiable. They like belonging to and being at harmony with a group whose members work together to accomplish their needs and wants. Tribal catfolk prefer for the most capable societal members to lead, so every tribe has a council of elevated subchiefs. A tribe's chief is usually the most competent (and magically talented) member of that tribe.

Personal growth is part of catfolk culture, as is expression as a means of personal exploration. Catfolk have few taboos, and often exhibit harmless but strange eccentricities. Individuals cultivate a wide range of pursuits and self-expression, taking risks others might label unwise. Most individual catfolk like to be the center of attention, but not at the cost of group cohesion.

Naturalist, protects the wild and plants

Gear:

Cooking kit. Amulet of Nat armor. Cloak of furs (mage armor). Backpack. Healers Kit (20 uses left). Dagger, bone short sword, engagement ring (ring of deflection +3, cursed: Drawback a tattoo forms on each forearm, that of a infinity sign that glows eerily green with the head of a dragon or serpent eating its own tail. It shows through clothes and armor. Armbands of the serpent, enhance bardic performances as if the character is 5 levels higher of bard.

Belt of the Bear +2 to Con

The bag is an extended healer's kit. 20 uses. Also there is a potion of cure light wounds which is labeled and a vial of Keogtan's Ointment but with only two uses left.

Loot:

a silver goblet

So 9 cp, 5 sp, 8 gp, 1 pp

Katrina begins to clean the wyrm's bodies and sees what flesh can be used for food, let alone the scales for clothing or a cloak, and the claws for possible weapons, she wraps the heads as well in some sacks.

Growth:

Bard/Cleric
Gestalt
+2 Cha from the pyramid of B. (Erastil sacred bonus) added in
She is now a cleric of Erastil.

Reach spell

Vital:
HP: 33/33, AC: 22 _ T: 16 _ FF: 20 _ Perception +10, Sense Motive +14, Low light vision, Initiative: +4, Fort +4 _ Ref +8 _ Will +7, CMB: +4, CMD: 18, Speed: 30

Skills:
Acro +13, Appraise +7, Bluff+14, Climb +8, Diplomacy +11, Escape +12, Heal +14 (w/ kit), Handle Animal +6, Inti +10, K(A, H, Na, R) +9, Ling +8, PerformSing +14, Ride +4, P:cook+11, Stealth +9, Survival +6, Spell +8, Swim +2, UsMag+10

Mount: Sunshine