Harrow Reading

Catia's page

7 posts. Alias of Zorblag.


Full Name

Catia Petri

About Catia

Name: Catia Petri
Race: Human (Varisian)
Class: Brawler (Mutagenic Mauler, Turfer) 1
Sex: Female
Alignment: Chaotic Neutral
Initiative +6
Perception +4

Background:

Catia was raised in an orphanage in the city of Kavapesta. She never knew her parents, but it was common knowledge that they were Sczarni in the institution, so although she was tolerated she was never welcomed. When she turned 14 she ran away from the orphanage, seeking a better life in the streets of the city; anything that would let her talents earn her respect rather than continuing to have her heritage determine it for her.

She was taken in by a gang of urchins, pick pockets and miscreants run by an older, accomplished thief who went by the handle of the Grey Hand. Life wasn’t easy, but at least none of her new companions cared where she came from as long as she could help put food on the table and coin in the purse. Catia honed her instincts on the streets, learning what to watch for, who the marks were and what the biggest threat in any given situation might be. She was quick enough with her plans, quicker still with her moves, and a capable street fighter. Sadly, she stood out enough among her peers to be seen as threat for the Grey Hand long term.

Catia’s downfall came during what was supposed to be a routine burglary. Her job was to knock out the magistrate’s hired guards and then act as lookout for a team of three safe crackers who would go in, grab the loot and make their way out. The estate was supposed to be empty. Catia’s part of the job was easy; she incapacitated the two guards before they knew what was happening and then she took up her sentry position while the others headed into the mansion. It wasn’t until they were taking far longer than they were supposed to that Catia decided to check in and see if they were alright.

When she entered the main hall of the building she was shocked. Nothing she’d seen before could possibly prepare her for the amount of blood spattered on every available surface. The team she was watching for were all dead, their bodies scattered around the room. The magistrate’s body was there as well, mangled almost beyond recognition were it not for his torn robes of state. As Catia stood in the doorway, aghast, shocked beyond belief, she heard shouts from behind her.

The city watch came at a run, somehow on to the situation already despite all that Catia had done to make sure the guards were subdued silently. She didn’t have time to think, but turned and made a mad dash for the shadows. It was too late though; the watch had already had a good enough look at the “Butcher of Kavapesta” to make the city entirely untenable as a home base. The Grey Hand made sure that all her contact had turned their backs on her, and when Catia, with no resources left at her disposal, fled the city, it was with bounty hunters close on her trail. They almost caught up with her, but when she reached the Senir River and threw herself in they were unable or unwilling to keep up with her.

Catia was swept along in the currents for quite some time before being washed up on the banks, severely battered and barely conscious. Her last memory of her flight was the bearded face of the man who dragged her all the way out of the water before she passed out.

Now, Catia finds herself suddenly awake in a cell with no knowledge of how she got there. She knows that some things are different. She has no idea what happened after the river, but instinctively she knows much time has passed. She now has the ability, no, the need, to consume a mutagen to enhance her abilities which she never had before. She feels desperately that she’s done something that she would never choose to do on her own. Somehow she knows that those waking up around her share a similar fate. What happens next is anyone’s guess.


Daily Resources:

Mutagen (+4 Str, -2 Int, +2 natural armor) for 10 minutes: 1/1

Defense:

AC 10 + 4 Dex = 14
TAC 14
FF 10
With Gear
Spoiler:

AC 10 +4 Dex +3 Armor +1 Shield = 18
TAC 14
FF 14

HP 13 = 13
Fort +5 Ref +7 Will +0
Special Defenses: None

Offense:

Melee
Unarmed Strike (B) +5 (1d6 +2/x2)
Waveblade (P or S) +6 (1d6 +2/18-20 x2)
Melee

Statistics:

--------------------
STR 14 (+2)
DEX 16 +2 R = 18 (+4)
CON 14 = (+2)
INT 12 (+1)
WIS 10 (+0)
CHA 8 (-1)
BAB +1 CMB +3 CMD 17
Move 30 feet

Powers and Abilities:

Outslug Style: swift action to activate. +1 dodge AC, +1 weapon damage with waveblades until next round if 5 foot step taken.

Feats:

Improved Unarmed Strike Brawler Bonus Feat (1)
Weapon Focus (Waveblade) Level One (1)
Outslug Style (Waveblade) Human Bonus Feat (1)

Traits:

Infamous (Drawback): You were publicly linked, truthfully or not, to a crime of significant infamy. You draw attention wherever you go and risk imprisonment or worse in the jurisdiction where the crime was committed.

Effect(s): You and your apparent allies take a –4 penalty on Diplomacy checks to interact with law-abiding citizens (except enemies of the authority that accused you).

Twitchy (Campaign): Your first thought upon awaking in the asylum isn’t confusion over why you can’t remember anything clearly—it’s a sudden urge to find safety. You feel like everything around you, aside from your companions, might threaten you and you’re always ready to react. You have a hard time staying still, and you’re constantly surveying your surroundings. Maybe you are paranoid, or maybe it’s just an overactive imagination, but whatever it is, you know that keeping these feelings honed will help you stay alive.

Benefit: You gain a +2 trait bonus on initiative checks and a +1 trait bonus on Reflex saves.

Criminal (Sleight of Hand) (Social): You spent your early life robbing and stealing to get by.

Benefit: Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you

Orphan (Regional): You grew up in an orphanage. Whether or not you took to their teachings, your strict indoctrination has toughened your body against punishment.

Benefit: You gain a +1 trait bonus on Fortitude saves.


Skills:
6 ranks + 2 Background = 8
*Acrobatics +8 (1)
Appraise +2 (1)
Bluff -1
*Climb +2
*Craft +1
Diplomacy -1
Disable Device NA
Disguise -1
*Escape Artist +4
Fly NA
*Handle Animal NA
Heal +0
*Intimidate -1
Knowledge (Arcana) NA
*Knowledge (Dungeoneering) +5 (1)
Knowledge (Engineering) NA
Knowledge (Geography) NA
Knowledge (History) NA
*Knowledge (Local) +5 (1)
Knowledge (Nature) NA
Knowledge (Nobility) NA
Knowledge (Planes) NA
Knowledge (Religion) NA
Linguistics NA
*Perception +4 (1)
*Perform -1
*Profession NA
*Ride +4
*Sense Motive +4 (1)
*Sleight of Hand +9 (1)
Spellcraft NA
Stealth +5 (1)
Survival +0
*Swim
Use Magic Device -1

Languages:

Common, Gnome

Racial Traits:

Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Brawler (Mutagen Mauler, Turfer) Class Features:

Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).

Brawler’s Cunning (Ex): If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.

Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

A brawler also deals more damage with her unarmed strikes than others, as shown on Table: Brawler. The unarmed damage values listed on that table are for Medium brawlers. A Small brawler deals less damage than the amount given there with her unarmed attacks, while a Large brawler deals more damage.

Mutagen (Su): At 1st level, a mutagenic mauler discovers how to create a mutagen that she can imbibe in order to heighten her physical prowess, though at the cost of her personality. This functions as an alchemist’s mutagen and uses the brawler’s class level as her alchemist level for this ability (alchemist levels stack with brawler levels for determining the effect of this ability). A mutagenic mauler counts as an alchemist for the purpose of imbibing a mutagen prepared by someone else.

At 6th level, a mutagenic mauler gains a +2 bonus on damage rolls when she attacks in melee while in her mutagenic form. This bonus increases to +3 at 11th level, and to +4 at 16th level. At 10th level, a mutagenic mauler learns one of the following alchemist discoveries: feral mutagen or infuse mutagen, preserve organs, spontaneous healing. At 12th level, the mutagenic mauler learns the greater mutagen discovery.

This ability replaces martial flexibility.

Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Favored Class Bonus: HP x1


Equipment:

ENC: 52 lbs ; Light: 0-58, Medium: 116-116, Heavy: 117-175
Armor: Studded Leather (+3 AC, +5 Dex, -1 ACP, 25 gp, 20lbs), Light Steel Sheild (+1 AC, -1 ACP, 9 gp, 6 lbs)
Weapons: Waveblade (5 gp, 2 lbs)
Gear: Alchemist’s Kit (an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin) (40 gp, 24 lbs)
Treasure: 71 gp