Sidrah Imeruss

Katyeva's page

134 posts. Alias of Darkness Rising.


Gender

Female Tiefling/Human (Varisian) URogue (Knife Master) 2 | AC 18 (20) [T 14(16) FF 14] | HP 21/21 | Fort +2 | Ref +7 | Will -1(0) | Init +4 | Percep +4, Darkvision 60 ft | Active conditions: None

About Katyeva

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BACKGROUND
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Katyeva’s past is doubly veiled in mystery; even she is only aware of one of those shrouds.

To a Varisian, family name is significant; not just an identifier but an identity in its own right, shared with all others who have had that name. It is scribed into the painted wagons, it is woven into the threads they wear, it is carried as a memory by all adults of that family; and Katyeva has lost hers irrevocably.

The goblinoids who attacked her caravan when she was three killed everyone but her; she hid, terrified but silent, under the axle of the wagon, watching as those around her were cut down without mercy or pity. In their haste, the greenskins did a poor job of burning the carts and so she survived amid the wreckage. The smoke brought rescuers, but they were yakim, non-Varisians; they did not recognise the significance of the names in the scrollwork - and even if they had, they were scarcely in possession of enough time to make detailed notes, nor of a scholastic inclination. Most of her family history died that day; the only thing that survived, her shawl, did not last the night at the orphanage her rescuers left her with, snatched and gleefully shredded by the bigger kids.

Much of what Katyeva learned about the need to befriend (but never trust) and about fighting (with an eye on the exit) comes from her time spent at the orphanage, together with an inherent distrust of religious types and expressions of piety. She accepts that it’s sincere enough, but give her a raucous party any day over stern sermons.

The other, hidden, part of her heritage is other-worldly: the rakshasha have long enjoyed the ease of migration that the Varisians employ, which brings (for those so inclined) a new horizon and new potential victims with every passing day. That bloodline runs – faintly – in Katyeva, although she is not aware of it. Who knows what dark sire might still be out there, watching over their progeny? Who can say whether the family name she seeks will turn out to be written in an inhuman script?

Time has passed, although the memories still haunt her dreams; Katyeva now makes her own way in the world, wherever a swift blade or a cold smile is rewarded with the clink of gold. Among her own people she is building a reputation as someone who can get things done; her prized tattoo was payment-in-kind for some services rendered. It is a lifestyle that requires frequent moving, as well as the occasional hasty retreat. Over the last few years, Katyeva has taken a liking to seeking refuge in Nirmathas: it is a place perpetually in chaos, with little regard for the types who might want to ask her pointed questions. The town of Phaendar suits her nicely, being large enough to have all she needs while small enough that nosey strangers stand out a mile. It – and the local tavern – are the closest thing she has to a home; and the few regulars she meets there are the closest she has to friends.

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APPEARANCE &
PERSONALITY

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Katyeva looks exactly like the Varisian human she believes herself to be, and her fiendish heritage is almost impossible to see unless you know what you are looking for: there’s a slight cat-shaped tilt to her pupils and her fingernails are remarkably hard (she keeps them cut short with a dagger). In the right light, there’s a very slight sheen to her skin that might suggest fur, although this is an optical illusion. She is aware that most humans can't see in the dark, as she can, but she puts this down to practice on her part. Her ability, on occasion, to just know what someone is thinking she puts down to intuition. For all she knows, everyone can do that.

The swirls of a tattoo can be seen at the back of her neck; it is unmistakeably Varisian in origin and extends in graceful loops and swirls down the length of her spine and across her shoulder blades, although there are few indeed who get to see that much. She keeps it covered with a shawl or scarf and a high-necked top when among people she doesn’t know, which is to say most of the time.

Katyeva dresses in nondescript fashion, with no particular finery; the well-worn hilts of her knives protrude from her belt and the tops of her boots, with others carried concealed on her person. The only thing she makes an effort with is her hair, which she keeps cut short and tints it with henna as often as she can (Katyeva adores bathing and is generally fastidious about dirt). She has an unconscious tic of tucking her hair behind her left ear, which she does when she’s thinking or worried, which is to say most of the time.

Katyeva’s upbringing has been tough, and so is she; she makes few friends and rarely smiles, beyond a cold smirk that has little to do with humour and more to do with inspiring fear. She is at her best around strangers, whom she can celebrate and drink and carouse with - and then walk away from without a second thought. Her experience is that others will do the same to her, so it’s important to get your retaliation in first.

Katyeva is painfully aware of her lack of history with her own people, and spends little time around them. She speaks the language (if somewhat haltingly) and cherishes her dim memories of the traditions and practices of Desna-worship, although she is not religious herself in any sense of the word. That morality, of care for neighbours and family and the well-being of fellow travellers, clashes within her with the demands of her (unacknowledged) fiendish inclinations towards hedonism and making others suffer; both of these in turn are at odds with the stern piety of the Iomedaean orphanage that raised her. It is never easy to predict which of these is in the ascendant, or what she will do next. Not even for her.

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STATISTICS
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Tiefling (Rakshasha-blooded) URogue (Knife Master) 2

N Medium humanoid (Varisian human) & outsider (native)

Init +4; Senses Perception +4, Darkvision 60 ft

Favored Class: URogue (+1 hit point)

Languages: Common, Goblin, Varisian

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DEFENSE
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AC 18 (20), touch 14(16), flat-footed 14 (+4 dex, +4 armor, +2 dodge vs goblinoids)

HP 21 (1d8; +2 Con, +1 Favoured Class)

Fort +2, Ref +7, Will -1(0)

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OFFENSE
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Speed 30 ft.

Melee Dagger +4 (d4+2) OR Dagger/Dagger +2/+2 (d4+2/d4+1); plus d8 Sneak Attack

Ranged Dagger +4 (d4) OR Dagger/Dagger +2/+2 (d4/d4); plus d8 Sneak Attack

Space 5 ft., Reach 5 ft.

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SPECIAL ABILITIES
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Pass for Human - Discrimination against tief lings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren’t often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits listed in the Advanced Race Guide). This ability alters the tiefling’s type, subtype, and languages.

Darkvision - Tieflings see in the dark for up to 60 feet.

Skilled – Beastbrood Tieflings gain a +2 racial bonus on Sense Motive and Disguise checks.

Spell-Like Ability - Beastbrood Tieflings can use detect thoughts once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.

Fiendish Resistance - Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

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.

Finesse Training (Ex) - At 1st level, a rogue gains Weapon Finesse as a bonus feat.

Hidden Blade - A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade. This ability replaces trapfinding.

Sneak Stab (Ex) - A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability.

Evasion[/b - 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.

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[b]STATISTICS

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Str 10, Dex 18, Con 14, Int 10, Wis 8, Cha 16

Base Atk +1; CMB +1; CMD 15

Traits:

Ironfang Survivor - Whether you were serving in the military or simply beset by a surprise attack, you barely survived an encounter with the Ironfang Legion, one of Molthune’s infamous monster regiments. Maybe you even survived the horrors of the Ramgate Massacre. You can’t scrub the memories of their brutality from your waking or sleeping mind, and you keenly recall their distinctive fighting styles. You gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result.

Varisian Tattoo - You bear the elaborate tattoos of your people, marking you as a free son or daughter of the road. You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and starknives.

Feats:

Level 1 feat: Two weapon fighting - Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Bonus class feat: Weapon Finesse - With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Piranha Strike - When wielding a light weapon, you can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by –1 and the bonus on damage rolls increases by +2.

Skills (8 Points)

Acrobatics 9 (2 skill points, Class skill, 4 Dex)

Bluff 8 (2 skill points, Class skill, 3 Cha)

Diplomacy 8 (2 skill points, Class skill, 3 Cha)

Disable Device 9 (2 skill points, Class skill, 4 Dex)

Disguise 5 (0 skill points, 3 Cha, 2 race)

Intimidate 8 (2 skill points, Class skill, 3 Cha)

Perception 4 (2 skill points, Class skill, -1 Wis)

Sense Motive 6 (2 skill points, Class skill, -1 Wis, 2 race)

Stealth 9 (2 skill points, Class skill, 4 Dex)

Background Skills

Linguistics 5 (2 skill points, Class skill, 0 Int) [Languages: Goblin, Varisian]

Sleight of Hand 9 (2 skill points, Class skill, 4 Dex) +1 to conceal light blades

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GEAR
(140 starting gold, 13.7 remaining)
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Armour

Lamellar - 60 gp (+4 AC, -2 ACP)

Weapons

6 Daggers - 12 gp

Equipment

Explorer's Outfit (free)
Reversible cloak - 5 gp

Backpack - 2 gp
*Bedroll - 0.1 gp
*Blanket - 0.5 gp
*2 Sacks - 0.2 gp
*2 waterskins - 2 gp
*Rope, 50 ft, hemp - 1 gp
*5 days' trail rations - 2.5 gp
*Grooming kit - 1 gp
*Perfume - 10 gp

Thieves’ tools - 30 gp