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About Catarya UtanbeUndine Warpriest 6 / Gestalt Unchained Rogue 3 Appearance:
Catarya looks like a stern human woman of mainly Mwangi descent, though her straight hair indicates that she is not pure-blooded Mwangi. She has a white spiral tattoo around her left eye that represents Pharasma, the Goddess of the Dead. While she wears a well-polished chain shirt she doesn't look especially dangerous; aside from a pair of daggers at her hip she bears no obvious weapons. She wears baggy and not especially flattering clothing in muted shades of brown and blue. Her armor, clothing, and weapons are decorated with small animal bones hanging by threads.
A few things stand out about Catarya, however. Her eyes are blue, very rare among Mwangi, and they change color with the weather; deep sapphire blue on clear days but more of a slate-grey during rough weather. Her hair always seems slightly damp, as if recently she has been bathing, and when she walks her footprints are likewise damp as if she recently stepped in a puddle. Personality:
Catarya has spent enough time in the Shackles that she is thoroughly sick of pirates and trusts no one. She doesn't talk much because there are few people around she feels she can confide in. She behaves aggressively towards those she doesn't know out of the belief that she has to scare people off to protect herself. But she has a firm belief in good and evil and feels that she must strive for good. This particularly manifests as a hatred for undead which she believes are a violation of every natural law. Background:
Deep in the jungles of southern Garund, the priests of Pharasma ply the rivers in their funeral boats, traveling to and fro, carrying the dead to sacred burial sites. Though these priests were required to remain neutral in disputes between tribes, they sometimes came under attack by tribes corrupted by Urgathoans from Geb.
Catarya was raised on such a family boat, and her family had a secret: their bloodline was infused with those of the plane of water, and all her family were excellent swimmers. Some, like herself, could even breathe underwater, though they never revealed this to outsiders. When Catarya was seventeen her family's boat was stormed by tribesmen loyal to the Gebbite necromancer Karatusha. The boat was plundered and destroyed, and Catarya and some of her siblings escaped with nothing but their lives. They made their way to Sargava, in the hopes of finding employment in order to raise enough money to finance a new funeral boat. Catarya obtained a berth on the merchant ship Silver Swan and began working as a sailor. Life as a sailor was tough for a woman but Catarya's reputation as an adept knife fighter kept her out of most trouble. But after a few runs her ship was attacked by a group of pirate vessels under the command of Captain Vaqaruchek. The ship and her crew were captured, and Catarya faced a horrible fate. Desperate, she managed to escape and set fire to the pirate vessel before jumping overboard into the sea. She was wounded in the attempt and did not expect to survive. But she awoke to find herself in the hut of a strange old woman on a small island in the shackles. The woman, named Hannagra, had nursed her back to health and treated her wounds. "Was it fate that brought you to me? Or miraculous luck? You washed up on the beach not a stone's throw away. You would have died almost anywhere else. But I recognized your tattoo; I have one like it." Hannagara revealed that she had a tattoo of Pharasma much like Catarya's, and was a cleric of Pharasma. After she was restored to health, Catarya thanked Hannagra and made her way to Port Peril. Though she wanted little to do with pirates, she realized that it was the only significant port in the region, and if she wanted to find a ship to take her back to Sargava that was where she would have to go. Once there she had a hard time finding any ship captains she could trust. She worked in the town for a while providing spellcasting services for money (mainly healing), until she met Captain Philippe Guiscard. Guiscard hailed from Andoran and insisted on only attacking Chelaxian ships, particularly slave trading ships, intent on freeing slaves. He claimed to have a letter of Marque from the government of Andoran, and acted as a privateer, not as a pirate, which he insisted was different since a privateer acts out of patriotic duty rather than greed. Captain Guiscard cut a dashing figure, and Catarya joined his crew on board his ship, the Chainbreaker. She soon fell in love with him and became his mistress, though with her many talents she was able to silence any complaints that she only had a berth because she was the captain's girl. However, she gradually learned that Captain Guiscard was not the virtuous crusader he claimed to be. He would allow his crew to commit the same atrocities that other pirates would do, justifying it by saying that he "had to keep the crew happy." She realized that his claim to be a privateer was just an affectation and his letter of Marque was a forgery; Philippe Guiscard was in it for the money after all. She tried to get some of the crew to mutiny, thinking they had signed on under the same assumptions that she had. But most of the crew were already pirates or had been with Guiscard long enough to know the score. Threatened with execution when her mutinous words were discovered, once again she fled the ship by simply diving into the water. She returned to the Shackles, but by now she didn't trust pirates at all, and there were few pirate captains who would be willing to take her on in any case, since word had got around about her attempted mutiny. She needed to find some other way to return home. But this was when she heard of the complex of Rappan Athuk. Hearing that a nearby place was infested with demons and undead, she thought, Is this what the lady of fate had planned for me all along? That there is a place where my talents are needed, and must be put to a larger purpose than simply reuniting with my family? She packed up her things and set out to investigate the complex. =================================================================== Undine Abilities:
+2 Dexterity, +2 Wisdom, –2 Strength: Undines are both perceptive and agile, but tend to adapt rather than match force with force. Mostly Human: A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages. Medium: Undines are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill. Darkvision: Undines can see in the dark up to 60 feet. Amphibious: Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait. Terrain Chameleon: Some undines can change their coloration to blend in with underwater terrain, mixing browns, grays, and greens to resemble kelp or other natural water plants. As a standard action, an undine with this racial trait can change her coloration, gaining a +4 bonus on Stealth checks in underwater environments. She can return to normal as a free action. This racial trait replaces energy resistance. Hydrated Vitality: An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity. Languages: Undines begin play speaking Common Primary Class: Warpriest
Secondary Class: Unchained Rogue
Class Abilities:
==================================================================== HP: 45 (6d8 + 12 CON)
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Melee: (+4 BAB, +5 DEX)
Ranged: (+4 BAB, +5 DEX)
Combat Gear: (5000 gp, Light Load Carrying Capacity 30 lbs.)
Total: 5640 gp, 23 lbs. ==================================================================== Traits:
Feats & Rogue Talents:
Feat/Talent Plan:
5 Feat: Crane Style
6 Bonus Combat Feat x2: Weapon Specialization, Piranha Strike 7 Feat: Two-weapon defense 8 Talent: Combat Trick: Improved TWF 9 Feat + Bonus Combat Feat: Double Slice, Greater Weapon Focus 11 Feat: __ 12 Bonus Combat Feat x 2: Greater Weapon Specialization, ___ 12 Talent: ___ 13 Feat: ___ 15th Bonus: Two Weapon Rend, Greater TWF ==================================================================== Skills The warpriest's class skills are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str). The rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). Adventuring Skills:
Acrobatics: +14 (6 ranks, +5 DEX, +3 Class)
Background Skills:
Profession (midwife): +8 (1 ranks, +4 WIS, +3 Class)
==================================================================== Magic Blessings 6/day DC 16:
Fervor: 7/day
Smite Evil: (SWIFT) 1/day +6 damage (+12 first round if target is undead, dragon, or evil outsider), ignore DR Spells: Spells per day: 0th level: 4, 1st level: 5, 2nd level: 4 Prepared Spells:
Other spells I like:
==================================================================== Miscellaneous Gear (remaining: 1658 gp, 9 lbs. capacity) Pearl of Power I 1000 gp
1425 gp 235 gp remaining __free Pickpocket's Outfit
227 gp __5 sp Bandolier -
30 sp __2 cp Whetstone 1 lb. (Bag)
70 cp Total 229.6 + 1425 + 5640 = 7294.6 2.3 gp remaining 29 lbs. on person, 36.5 lbs in waterproof bag (carried by someone else) |