Iramine

Aikaterine's page

549 posts. Alias of snelss0.


Classes/Levels

|| Acro* +16 | Arcana* +16 | Athletics +2 | Craft** +18 | Decept* +19 | Diplo* +19 | Intim* +17 | Lore Zeus* +15 | Med +5 | Nat +4 | Occult* +16 | Perform +5 | Relig* +15 | Society* +15 | Stealth* +16 | Surv +1 | Thievery (Dex)*** +22 |

Gender

| HP: 86/86 | AC: 27 | Perception (?)** +14base L-light, Darkv | F +17, R +19, W +14 | Current Effects: Mage Armor, Nondetection on Gear/self

Alignment

Chaotic Good

Deity

Zeus (Overall), Athena (City), Amphitrite (Sailing), Clio (Studies)

Location

Athens

Languages

Aklo, Aramaic, Common, Draconic, Dwarven, Egyptian, Elven, Gallic, Greek, Hebrew, Latin, Orc, Persian

Occupation

Scholar

Strength 10
Dexterity 19
Constitution 14
Intelligence 18
Wisdom 12
Charisma 21

About Aikaterine

Crunch:
Name: Aikaterine of Athens
Class: Sorcerer (Rogue Multiclass) (Spell Trickster Archetype) 10
Religion: Zeus (Overall), Athena (City), Amphitrite (Sailing), Clio (studies)
Homeland: Athens
Race: God
Size: Medium
Gender: Female
Age: Appears to be in her mid-20s
Bodily Features: 5'11", 34C-23-34
Old Bodily Features: 6’1", 32B-22-32
Appearance: Pearlescent, creamy northerner pale skin "painted" like pottery, attentive, alert, mischievous.
Old Appearance: Banker's hands (softened by paper), sleepy gaze, limber, little body fat
Attributes: Divine-like Fey beauty, hot, slim, alert.
Old Attributes: Fey-like beauty, speedy, slim
Hair: Pure white, long large-curled, upper-back length hair.
Old Hair: Hints of chestnut brown in sunlight but otherwise pitch black and wavy curls, short in length.
Eyes: Burnished orange with "fire" within.
Old Eyes: Soft lavender, deep-set, long lashes, attentive
Vision: Low-Light, Darkvision
Old Vision: Darkvision (divine), Low-Light
Early Languages: Common, Elven, Gallic
Learned (Bonus) Languages: Aklo, Aramaic, Draconic, Dwarven, Egyptian, Hebrew, Latin, Persian

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STATS
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10
19 (+2 Ancestry)(+2level)(+2level)(+1level)(+2deity)
14 (-2 Ancestry)(+2level)(+2level)(+2level)
18 (+2 Ancestry)(+2level)(+2level)(+2level)
12 (+2 background)
21 (+2level)(+2level)(+1level)(+2deity)(+2item)(+2background)

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DEFENSES
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HP 86 (6race)+(6class+2con)*10
AC 27 (10Base+2Skill+10Level+4Attribute+1Magearmor) (When a creature hits you after a bloodline spell, -2 status penalty to will saves for 1 round.)

Saves
Fortitude +16 (4skill+10level+2attribute)
Reflex +18 (4skill+10level+4attribute)
Will +15 (4skill+10level+1attribute)

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ATTACKS
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Unarmed Attack | +16 (+2skill+10level+4dex) | Critical Success
B | – | – | 1d4 + 1d6 sneak attack

+2 Striking Wounding Smile Cestus | +18 (+2skill+10level+4dex+2enh) | Critical Success
S | – | – | 2d6 +1d6 bleed + 1d6 sneak attack | Agile, Finesse, Free-hand, Knife

Composite Shortbow | +16 (+2skill+10level+4dex) | Critical Success, Deadly add +1d10 after doubling
P | 60ft range | 1d6 + 1d6 sneak attack | Propulsive (add half strength)

Spell Attack +19 (+4skill+10level+5cha) | Critical Success
– | – | – | Spell Damage + 1d6 Sneak Attack | Spell DC 29 (10+4skill+10level+5cha)

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SKILLS
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* is training level
Acrobatics (Dex)* +16 | Arcana (Int)* +16 | Athletics (Str) +2 | Crafting (Int)*** +20 | Deception (Cha)* +19 | Diplomacy (Cha)* +19 | Intimidation (Cha)* +17 | Lore Zeus (Int)* +15 | Medicine (Wis) +5 | Nature (Wis) +4 | Occultism (Int)* +16 | Perception (?)** +14base | Performance (Cha) +5 | Religion (Wis)* +15 | Society (Int)* +15 | Stealth (Dex)* +16 | Survival (Wis) +1 | Thievery (Dex)*** +22 |

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LEVEL IMPROVEMENTS
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Feats:
1st Ancestry: Elemental Wrath - Cast acid orb heightened to half lvl and any element at will.
2nd Archetype (Free): Spell Trickster Dedication
2nd Skill: Bon Mot - Force a creature to take -3 perception and will saves by a word. Vs Will save DC.
2nd Sorcerer: 3rd General: Canny Acumen - Expert Perception.
4th Archetype (Free): Agile Hand - mage hand is thieves' tools. 20ft range use Thievery checks to Disable a Device or Pick a Lock at -2.
4th Archetype (Free): Forceful Push - One target; 20ft range; Fort Save; Push 5ft or 10ft on crit fail.
4th Skill: Magical Crafting - Craft Magical items. Gain 4 recipes for free.
4th Sorcerer: Arcane Evolution - Gain a spellbook and add to spells known.
5th Ancestry: Defiance Unto Death - If confused, controlled, or fleeing can be stunned instead.
6th Archetype (Free): Obscured Terrain - Makes obscuring mist difficult terrain for those who can't see through it.
6th Skill: Hidden Magic - Nondetection on targeted equipment/persons.
6th Sorcerer: Advance Bloodline - Access to Advanced bloodline spell and focus +1.
7th General: Sneak Attacker - 1d6 damage to all attacks if the enemy is denied dex or flat-footed.
8th Archetype (Free): Larcenous Hand - Range 20ft, Steal with thievery. Can steal even when on guard
8th Skill: Lie to Me - Can roll deception to detect lies.
8th Sorcerer: Dangerous Sorcery - Gain a status bonus to spell’s damage equal to the spell’s level.
9th Ancestry: Tree Climber - Gain 10ft climb speed
10th Skill: Concealing Legerdemain - Use Thievery instead of Stealth vs Perception check.
10th Sorcerer: Greater Bloodline

Skill Increases:
1st Background: Blessed - Lore Zeus Trained
3rd: Expert Craft
5th Class: Magical Fortitude - increases fortitude save
5th: Expert Thievery
7th Class: Expert Spellcasting Attack, Expert Spellcasting DC
7th: Master Thievery
9th Class: Lightning Reflexes
9th: Master Craft

Racial Increases:
1st Background: Blessed - +2 Wisdom, +2 Charisma
5th: Dex Con Int Cha
10th: Dex Con Int Cha
Deific Spells: You gain biting words, invisibility, threefold aspect, confusion, crushing despair as innate spells, each 1/day

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CLASS FEATURES
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Surprise Attack:
You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.
Sneak Attacker:
When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon or spell attack, or a ranged unarmed attack, you deal an extra 1d4 precision damage. This increases to 1d6 at 6th level. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.

Chaos Bloodline:
You are the embodiment of chaotic discord, strife, and are at the heart of every disagreement.
Spell List arcana
Bloodline Skills Arcana, Society
Granted Spells cantrip: ghost sound, 1st: charm, 2nd: invisibility, 3rd: shift blame, 4th: false nature, 5th: illusory scene, 6th: phantasmal calamity, 7th: warp mind, 8th: undermine reality, 9th: weird
Bloodline Spells initial: jealous hex, advanced: deceiver's cloak, greater: curse of death
Blood Magic Spiteful curses punish your foes. The first creature that deals damage to you before the end of your next turn take a -2 status penalty to will saves for 1 round.

KNOWN SPELLS (*Heightenable Spells)
Cantrips (Heightened 5th level): 5 acid splash* (feat), dancing lights, daze*, detect magic*, ghost sound* (class), guidance (item), mage hand*, prestidigitation, warp step
1st-Level Spells: 4 biting words* (deity 1/day), burning hands*, charm* (class), color spray, grease, jealous hex (bloodline), magic missile*, mending* ($), quick sort* ($), restyle ($), shocking grasp* ($), unseen servant ($) [Signature Spell: magic missile]
2nd-Level Spells: 4 dispel magic, invisibility* (class), invisibility* (deity 1/day), knock, obscuring mist, phantasmal treasure ($), scorching ray ($), touch of idiocy, warrior's regret* ($) [Signature Spell: scorching ray]
3rd-Level Spells: 4 crashing wave*, deceiver’s cloak* (bloodline), fireball*, levitate, phantom prison*, shift blame (class), threefold aspect (deity 1/day) [Signature Spell: fireball]
4th-Level Spells: 4 blink*, confusion* (deity 1/day), false nature (class), ice storm*, nightmare, phantasmal killer* [Signature Spell: ice storm]
5th-Level Spells: 3 cone of cold*, crushing despair* (deity 1/day), curse of death*, illusory scene* (class), impaling spike*, mirror malefactors* [Signature Spell: cone of cold]

PREPARED SPELLS
Cantrips (Heightened 5th level): 5 acid splash* (feat), dancing lights, daze*, detect magic*, ghost sound* (class), guidance (item), mage hand*, prestidigitation, warp step
1st-Level Spells: 4 biting words* (deity 1/day), burning hands*, color spray, jealous hex (bloodline), magic missile*
2nd-Level Spells: 4 heightened burning hands, invisibility* (deity 1/day), obscuring mist, scorching ray ($), touch of idiocy
3rd-Level Spells: 4 deceiver’s cloak* (bloodline), fireball*, heightened magic missile, heightened scorching ray, levitate, phantom prison*, shift blame (class), threefold aspect (deity 1/day)
4th-Level Spells: 4 blink*, confusion* (deity 1/day), false nature (class), heightened fireball, ice storm*, phantasmal killer*
5th-Level Spells: 3 cone of cold*, crushing despair* (deity 1/day), curse of death* (bloodline), illusory scene* (class), mirror malefactors*

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GEAR
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Money: 676gp 7sp 6cp
Bulk: 10/20

EQUIPMENT
(Crafted: $actual cost ($full value)
Backpack 1sp
Basic Crafter's Book 1sp
---Formula Costs 16gp (LVL 4, 3, 3, 4)
---Formulas Known (All current crafted items+ 4 1st-level items+ 4 2nd-level or lower.)
Crafted: Campfire Bead - 8hrs of campfire. Takes up to that long to recharge.
Crafted: Divine Earrings (Goz Mask) 15gp (30gp) - 1/day can see through obscurement for 1 min.
Crafted: Healer's Gloves 40gp (80gp) - +1 to medicine. 1/day can heal 2d6+7 to a willing, living, adjacent creature.
Crafted: Healing Potion, Lesser 2d8+5 x4 6gp (12gp)
Crafted: Keymaking Tools 27gp 5sp (55gp) +1 thieves’ tools that makes a copy of a key for 12hrs.
Crafted: Pendant of the Occult 30gp (60g) - +1 occultism. Cast guidance as an innate cantrip.
Crafted: Sleeves of Storage 50gp (100gp) - holds 5 lbs. each sleeve in extradimensional space.
Smile +2 Striking Wounding Anarchic Cestus/Kukri (Striking weapon is +2d4 damage; Wounding +1d6bleed; +1d6 against lawful, on crit roll 1d6. If 1-2, deal double minimum damage. If 3-4, deal double damage normally. On 5-6, deal double max damage)
While wielding this weapon or having it on your person, you gain a +2 item bonus to Deception and Diplomacy and increase your Charisma by 2 or increase it to 18, whichever would give you a higher score. Your proficiency with this weapon scales with your greatest weapon proficiencies.
Spellbook 1gp
—Spells 84gp (dispel 12gp, mending 4gp, phantasmal treasure 12gp, quick sort 12gp, restyle 12gp, scorching ray 12gp, shocking grasp 4gp, unseen servant 4gp, warrior's regret 12gp)
Thieves' Tools, Replacements x10 3gp
Wand of Illusory Object 1st 60gp
Wand of Mage Armor 1st 60gp
Wand of Mending 1st 60gp
Wand of Illusory Creature 2nd 160gp

In Bag:
Bedroll 2cp
Glass Cutter 5gp -
Kit, Grooming + Oil
Kit, Mess
Kit, Scrivener's
--Journal 5gp
--Writing Set 1sp
--Paper, Glue
--Paper, Rice
--Parchment
--Stationery
--Sealing Wax
Rations (1week) 4sp
Soap, Scented 2cp
Vials
Wine, Tyrrhenia [Brunello autem Montacino] Red (Wine, Alkenstar)

Crafting:
Use half item price for raw mats. Have formula. Have alchemical set or magic or tool for construction.
Instant Completion: If you meet the GM's DC, you can spend the other half of raw mats to instantly finish the item.
Prolonged Completion: Use the Calculator.
Goz Mask
Crafting is +20, a kit, and magical crafting feat.
Goz Mask 2nd level is DC16 for 30gp market price.
Spend 15gp raw mats.
Vs DC16, 10average roll+20skill=30 Critical Success
15gp has been made. To reduce further, spend additional days crafting.
Critical Success Reduce price 12gp/day = 2 days. 2days + 4 days = 6 days.

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SPELL DESCRIPTIONS
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Background:

Aikaterine, daughter of Semele, granddaughter of Cadmus and Harmonia of Athens, sister to Dionysus (although she doesn't know it), and is of fatherless origins known to her. Her mother vanished when she was a little child and her unborn brother (according to her knowledge) likely passed along with her. Despite having a long history of family in Athens, her immediate family had moved their shipping business to Thebes and did trade there, all the way up to Greece. Upon her mother's mysterious death, the family packed up shop and returned home once more.

For whatever reason, since then, the gods have seen it fit to bless Aikaterine's life with insight into the world around her. She comes from a long line of fishermen and women, but since her mother's death, her family was strangely blessed with good winds and good trade. Fish, as if blessed by the god of the sea himself, seemed to find their way perfectly into their nets. She was raised on those seas and knows them intimately, but her heart always was elsewhere. She always drew passion from the great learners of their age. Mortal men and women who interacted with the gods and saw how they affected the world. These she aspired to be like.

The money they made through fishing continued to roll in, and it eventually allowed her to study under Speusippus of Athens and the many magicians and unique individuals who enjoyed his humorous views on the arcane. They also primarily studied metaphysics, and it was those in her many other classes she formed a bond with. These were her companions. Although many of them were a bit on the roguish side, there was never a time in her life that she had more fun. It was then that she decided to make a life of this.

With many of them, Aikaterine went out into the world to learn more. She traveled into Asia (Turkey), down into Hierosolyma (Jerusalem), and southward to Aegypt (Egypt). There, she sailed back to Italy and traversed overland to Macedonia before returning back home. As she faced many challenges, some had fallen along the way, and at her return to Greece, she found herself alone or abandoned. It is then that she set out to establish her name and apply the lessons she had learned on her own. She was not going to let those who let fear rule them keep her from the glory which she feels is her right as a mortal. Beasts, enemies, trials all would fall at her feet.

She now traverses into the world on her own, a mighty force to be reckoned with and with a great deal of experience. Traveling west, she has slain the Minotaur of Spekkos in Ibera (Spain), who terrorized the city for a decade. Traveling east to Asia, her cunning mind solved the Argos puzzle that was said to be unsolvable. Traveling northward, she showed unique forging magic to the Dwarves. They say that the Muses follow her with a keen fascination now for some reason.