Kogra

Catarya Utanbe's page

282 posts. Alias of Peet.


Full Name

Catarya Utanbe

Race

Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone

Classes/Levels

Conditions: none. Current buffs: defending bone (30), divine favor.

Gender

Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'

Size

Medium

Age

30

Alignment

NG

Deity

Pharasma

Languages

Common, Mwangi, Aquan

Strength 9
Dexterity 20
Constitution 15
Intelligence 15
Wisdom 18
Charisma 8

About Catarya Utanbe

Undine 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.
Native Outsider:
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.
Spell-Like Ability:
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.
Energy Resistance:
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.
Water Affinity:
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 and Aquan. Undines with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.

Primary Class: Warpriest
Archetype: Champion of the Faith
Blessings: Good, Knowledge
Favored Class Bonus: 6/6 of bonus feat

Secondary Class: Unchained Rogue
Archetype: Knife Master

Class Abilities:
Good Aura
Blessings: 6/day
Sacred Weapon (1d8 damage, counts as good)
Sneak Attack: +2d8 with daggers, +2d4 with other weapons
Fervor 2d6 7/day
Detect evil at will
Evasion
Smite Evil 1/day (+6 damage) -consumes two uses of fervor
Blade Sense (+1 dodge to AC vs. light blades)
Finesse Training (+DEX to damage with daggers in melee)

====================================================================

HP: 45 (6d8 + 12 CON)
AC: 21 (10 +5 DEX, +5 Armor, +1 Dodge)
Saves:
Fortitude: +7, Reflex: +7, Will: +9
BAB: +4; CMB: +3 (+9 with finesse); CMD: 18
Initiative: +5
Move: 30', Swim 30'

====================================================================
Combat:

Melee: (+4 BAB, +5 DEX)
+1 Dagger: +13, 1d8+9 (+2d8 sneak) (To hit: +1 Enhance, +1 W.Focus, +2 Sacred. Damage: +1 Trait, +2 Specialization, +5 DEX:Finesse Training)
Mwk Dagger: +13, 1d8+8 (+2d8 sneak) (To hit: +1 Mwk, +1 W.Focus, +2 Sacred)
TWF +1/Mwk Daggers: +11/+11, 1d8+9/1d8+5 (+2d8 sneak)
Fighting Defensively (+4 AC) Mwk Dagger: +11, 1d8+8 (+2d8 sneak)
Fighting Defensively (+4 AC) TWF +1/Mwk Daggers: +9/+9, 1d8+9/1d8+5 (+2d8 sneak)
Unarmed Strike: +9, 1d4-1 (+2d4 sneak)

Ranged: (+4 BAB, +5 DEX)
Darkwood Light Underwater Crossbow +10, 1d8 (+2d4 sneak)
Thrown Dagger +13, 1d8+2 (+2d8 sneak)

Combat Gear: (5000 gp, Light Load Carrying Capacity 30 lbs.)
+1 Dagger 2302 gp 1 lb.
+1 Mithral Chain Shirt 2100 gp, 12.5 lbs.
Mithral Dagger 502 gp 0.5 lbs
Mwk Cold Iron Dagger 304 gp 1 lb
Darkwood Light Underwater Crossbow 410 gp 2 lbs.
5 x Cold Iron Dagger 20 gp, 5 lbs.
10 x Cold Iron Crossbow bolts 2 gp, 1 lb.

Total: 5640 gp, 23 lbs.

====================================================================

Traits:
Fate's Favored (faith)
River Rat (region)
Paranoid (drawback)

Feats & Rogue Talents:
1st Level: Dodge
1st Level Warpriest Bonus Feat: Weapon Focus (dagger)
2nd Level Unchained Rogue Bonus Feat: Weapon Finesse
3rd Level Feat: Deific Obedience (Pharasma)
3rd Level Bonus Combat Feat: Two-Weapon Fighting
4th Level Rogue Talent: Ninja Trick (Improved Unarmed Strike)
5th Level Feat: Crane Style
6th Level Bonus Combat Feat: Weapon Specialization,
6th Level Favored Class Bonus Combat Feat: Piranha Strike

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:
(2/Level x 3 + 8/Level x 3 + 12 INT = 42 ranks)

Acrobatics: +14 (6 ranks, +5 DEX, +3 Class)
Climb: +5 (3 ranks, -1 STR, +3 Class)
Disable Device: +14 (4 ranks, +5 DEX, +3 Class, +2 Mwk Tools)
Escape Artist: +13 (5 ranks, +5 DEX, +3 Class)
Knowledge (religion): +8 (3 ranks, +2 INT, +3 Class)
Perception: +13 (6 ranks, +4 WIS, +3 Class)
Sense Motive: +8 (1 rank, +4 WIS, +3 Class)
Spellcraft: +8 (3 ranks, +2 INT, +3 Class)
Stealth: +14 (6 ranks, +5 DEX, +3 Class)
Swim: +12 (1 rank, -1 STR, +3 Class, +1 Trait, +8 Swim Speed)
Use Magic Device: +6 (4 ranks, -1 CHA, +3 Class)

Background Skills:
(2/Level = 12 Ranks)

Profession (midwife): +8 (1 ranks, +4 WIS, +3 Class)
Profession (sailor): +12 (5 ranks, +4 WIS, +3 Class)
Sleight of Hand: +14 (6 ranks, +5 DEX, +3 Class) +15 to conceal light blades

====================================================================

Magic

Blessings 6/day DC 16:
* Good: touched weapon glows and deals +1d6 damage to evil creatures for 1 minute
* Knowledge: With a touch attack, gain info about a creature as if you made a knowledge DC 25 check

Fervor: 7/day
* Touch: Heal 2d6 or harm undead
* Self (SWIFT): Heal 2d6
* Spell (SWIFT): Cast a spell you have prepared but it targets only self

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:
0th Level (DC 14): create water, detect magic, mending, read magic
1st Level (DC 15): divine favor, hide from undead, magic weapon, liberating command, remove fear
2nd Level (DC 16): burst of radiance, burst of radiance, defending bone, lesser restoration

Other spells I like:

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Miscellaneous Gear

(remaining: 1658 gp, 9 lbs. capacity)

Pearl of Power I 1000 gp
Scroll of remove paralysis 150 gp
Scroll of remove fear 25 gp
Scroll of endure elements 25 gp
Scroll with 2 x protection from evil 50 gp
Scroll of obscuring mist 25 gp
Scroll of Hanspur's flotsam vessel 150 gp

1425 gp

235 gp remaining

__free Pickpocket's Outfit
100 gp Masterwork Thieves' Tools 2 lbs.
100 gp Holy Symbol Tattoo -
_10 gp 2 x Spring-Loaded Wrist Sheaths 2 lbs.
_10 gp Acid Flask 1 lb.
__2 gp 2 x Scroll Case 1 lb.
__1 gp Waterskin 4 lbs. (Bag)
__2 gp Scrivener's Kit 1 lb. (Bag)
__1 gp Grappling Hook 4 lbs. (Bag)
__1 gp Rope 50' 10 lbs. (Bag)

227 gp

__5 sp Bandolier -
__5 sp Waterproof Bag 0.5 lb. (Bag)
__1 sp Bedroll 5 lbs. (Bag)
__1 sp Fishhook -
__5 sp Sewing Needle -
__1 sp Piton 0.5 lbs. (Bag)
__2 sp Mess Kit 1 lb. (Bag)
_10 sp 2 x Trail Rations 2 lb. (Bag)

30 sp

__2 cp Whetstone 1 lb. (Bag)
__2 cp 100' Twine 1 lb. (Bag)
__1 cp Soap 0.5 lb. (Bag)
__2 cp 2 x Chalk -
__1 cp Candle - (Bag)
_12 cp 12 days Wandermeal 6 lb. (Bag) USED 3
_50 cp 10 x Rice Paper - (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)