Acadamae Student Korvosa

Kamari's page

1,160 posts. Alias of Chris Shannon 719.


Full Name

Kamari Everly (Katherine Weaver)

Race

Half-Elf

Classes/Levels

aka Katherine Weaver

Gender

Female

Size

M

Age

21

Alignment

NG

Languages

Common, Elven, Kelish, Sylvan

Occupation

Painter, duelist, and dreamer

Strength 10
Dexterity 21
Constitution 14
Intelligence 14
Wisdom 14
Charisma 16

About Kamari

Consumables in haversatchel:

Party items
potion of cure moderate wounds x2
potion of cure serious wounds x2
potion of delay poison x1
potion of lesser restoration x1

Potion Spider Climb (x5) 1,500gp - all used at keep
Potion Gaseous Form (x10) 3,000gp - 5 used at keep
Potion Silence (x5) 5,000gp
Scroll of Teleport (x2) 3,000gp (a spare for mistakes)
Scroll of Stone Shape (x2) 600gp (just in case)
Oil of Gentle Repose (x2) 1,000gp
Oil of Carry Companion (x2) (300gp) - 1 used at keep

Personal items
CLW wand #1 (0 remaining)
CLW wand #2 (0 remaining) purchased
CLW wand #3 (50 remaining) purchased
Wand of shield (48/50 remaining) purchased
acid flask x2
alchemist's fire x5
antitoxin x6 - replaced
Antitoxin x4 - Forgot I had these. 10 total seems like a safe play.
liquid ice x2
tanglefoot bag x2
thunderstone x1
Holy Water x 8
Stillgut x3
Holy Weapon Balm x4
Firework, Spirit Firecracker x4
Anitplague x5
Axios purchases
Bottled lightning 40gp x6 = 240
Stormstones 150gp x6 = 900
Jar of Lightning 800gp x2 = 1600
7x2 1st level scrolls = 14 x 25 = 350 gp
- Burning Hands
- Chill Touch
- Color Spray
- Fallback Strategy
- Obscuring Mist
- Shock Shield - 1 used to scribe
- Shocking Grasp - 1 used to scribe

Level 15 purchases
CLW #4
CLW #5
Potion of neutralize poison x 3

2 more anti-toxin from spidery alchemical lab

Kamari’s appearance

At first glance, Kamari could be mistaken for a poor college student or a young clerk. She dresses simply but well and her long red hair is braided tightly into many intricately knotted patterns that would remind a person of her half-elven ancestry even if they didn’t notice her pointed ears. She wears a white blouse underneath a brown leather travelling jacket with just a bit of embroidery. Her emerald green hooded cloak, long brown skirt, and sturdy looking boots reinforce the impression that she’s someone who spends a lot of time outdoors. A plain, but well-maintained rapier with a basket hilt is belted to her right side. A satchel apparently stuffed with artisan tools and who knows what else hangs at her other side. Karmari is of average height and build, but her beauty is well above. There’s a cunning look in her eye and a slight edge to her smile promising trouble. When she speaks, it is clear and crisp, articulate while passionate, a professor speaking to students or a politician to a crowd, but unabashedly embracing of her feminine wiles.

Knowledge Local DC 15:

Kamari has gained some repute as a duelist with her rapier, but her chance for advancement is limited as she doesn’t use the traditional Talodran falcata. As a half-elf using a rapier, she has never been invited to any tournament sponsored by a noble. Kamari is also known for her artistic landscape drawings. Some say they portray Oppara in its former glory. Kamari considers herself a Loyalist and says they portray the glory Taldor could achieve if it only embraced its diversity and addressed the great poverty and gender inequalities that hold it back. She can usually be found at a local café or public plaza advocating to anyone who will listen that rebuilding the infrastructure of Taldor would achieve these goals while she draws out her vision in her latest landscape. She has a particular love for canals and they feature prominently in many of her drawings. She is knowledgeable of their history and engineering and hopes someday to be an engineer in the great infrastructure renaissance she envisions.

Character details:

Kamari
Female half-elf magus (bladebound) 3/swashbuckler (inspired blade, noble fencer) 11/vigilante 1 (Pathfinder RPG Advanced Class Guide 56, 125, Pathfinder RPG Ultimate Intrigue 9, 52, Pathfinder RPG Ultimate Magic 9, 47)
CG Medium humanoid (elf, human)
Hero Points 3
Init +9; Senses low-light vision; Perception +17
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Defense
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AC 30, touch 22, flat-footed 21 (+6 armor, +3 deflection, +5 Dex, +4 dodge, +2 natural)
hp 131 (15 HD; 4d8+11d10+42)
Fort +12, Ref +19, Will +14 (+3 vs. mind-affecting effects); +2 vs. enchantments
Defensive Abilities aristocratic discipline +3, evasion, improved uncanny dodge, nimble +3; Immune sleep
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Offense
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Speed 30 ft.

koriana's blade +26/+21/+16 (1d6+13/15-20+11 Precision) or
dagger +13/+8/+3 (1d4/19-20+11 Precision) or
mwk rapier +22/+17/+12 (1d6+3/15-20+11 Precision) or
sap +13/+8/+3 (1d6 nonlethal)

Special Attacks arcane pool (+1, 3 points), deeds (derring-do, evasive, incredible aspirations, kip-up, menacing swordplay, opportune parry and riposte, precise strike, social panache, swashbuckler initiative, swashbuckler's grace, targeted strike, unshakable presence), hidden strike +1d8/+1d4, panache (5), spell combat, spellstrike
Magus (Bladebound) Spells Prepared (CL 3rd; concentration +5)
1st—blurred movement[ACG], blurred movement[ACG], shield, vanish[APG] (DC 13)
0 (at will)—dancing lights, daze (DC 12), mage hand, prestidigitation
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Statistics
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Str 10, Dex 21, Con 14, Int 14, Wis 14, Cha 16
Base Atk +13; CMB +13; CMD 35
Feats Alertness, Bleeding Critical, Blind-fight, Canny Tumble[ACG], Critical Focus, Dodge, Fencing Grace[UI], Mobility, Nimble Moves, Skill Focus (Diplomacy), Structural Strike[UI], Weapon Focus (rapier)
Traits anatomist, athletic champion, elven reflexes
Skills Acrobatics +27, Appraise +6, Bluff +9, Climb +4, Craft (Artistry - Drawing) +6, Craft (Lore - Canals) +6, Diplomacy +29, Disable Device +11, Disguise +7 (+27 to appear as part of polite society while in your social identity), Escape Artist +9, Fly +13, Intimidate +11, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +10, Knowledge (local) +6, Knowledge (nobility) +6, Knowledge (planes) +6, Perception +17, Perform (oratory) +10, Ride +9, Sense Motive +21, Sleight of Hand +12, Spellcraft +6, Stealth +9, Survival +6, Use Magic Device +7; Racial Modifiers +2 Perception
Languages Common, Elven, Kelish, Sylvan
SQ black blade, black blade: arcane pool, black blade: strike, black blade: telepathy, black blade: unbreakable, dual identity, elf blood, hero points, inspired panache, social grace, social talent (social grace[UI]), vigilante specialization (stalker[UI])
Combat Gear pearl of power (1st level) (2), acid (2), alchemist's fire (5), antiplague[APG], antitoxin (2), liquid ice[APG] (2), stillgut[ARG], tanglefoot bag (2), thunderstone; Other Gear +2 determination mithral chain shirt, koriana's blade, dagger, mwk rapier, sap, amulet of natural armor +2, belt of physical might +4 (Dex, Con), cloak of resistance +4, corset of the vishkanya[ARG], handy haversack, ring of protection +3, winged boots, belt pouch, grappling hook, magus starting spellbook, masterwork thieves' tools, painting tools, paper (5), reinforced scarf[UE], scroll case, smoked goggles[APG], spider's silk rope (50 ft.)[APG], subversive vest[UI], 396 gp
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Special Abilities
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Arcane Pool +1 (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Aristocratic Discipline +3 (Ex) Gain bonus on Will vs. mind-affecting effects.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (1/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Strike +1 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Blind-Fight Re-roll misses because of concealment, other benefits.
Canny Tumble +2 circ bon on melee atk vs. opp whose space you moved through without provoking AoO.
Critical Focus +4 to confirm critical hits.
Deeds
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (when Panache left) (Ex) If succeed on Reflex save for half dam, take none instead.
Fencing Grace Use Dexterity on rapier damage rolls
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Hidden Strike +1d8/+1d4 Extra damage vs. unaware/startled foes, less vs. flat-footed/flanked foes.
Improved Uncanny Dodge (Lv >= 15) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 15+.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Nimble +3 (Ex) +3 dodge bonus to AC.
Nimble Moves (5 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Social Grace (Diplomacy) +4 circumstance bonus to selected skill while in your social identity.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Structural Strike Use precise strike against creatures normally immune
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MW rapier left with father

Potential Feats
Acrobatic
Acrobatic steps
Sliding Dash - 10 ranks acrobatics
Penetrating strike - +12 BAB required

Items Slots
Head
Headband
Eyes– non-magical smoked goggles
Shoulders – Cloak of Resistance +4
Neck – Amulet of Natural Armor +2
Chest - non-magical subversive vest
Body – Corset of the vishkanya
Armor - Mithral Armor +2, Determination
Belt - Belt of physical might +4 (Dex, Con)
Wrists
Hands –
Ring 1 – Ring of Protection +3
Ring 2 – Ring of Unquenchable Passions
Feet – Winged Boots

Ring of Unquenchable Passions - not in Hero Lab
Bonuses added manually. It functions as a ring of protection +1 (not stacked with other ring). In addition, it grants a +5 competence bonus on Acrobatics checks and a +2 resistance bonus on saving throws against disease. - Not in Hero Lab


spellbook:

Cantrips
Acid Splash
Arcane Mark
Dancing Lights
Daze
Detect Magic
Disrupt Undead
Flare
Ghost Sound
Light
Mage Hand
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Shocking Grasp
Shock Shield

1st Level
Blurred Movement
Darting Duplicate
Long Arm
Shield
Shock Shield
Shocking Grasp
True Strike
Vanish
Windy Escape
Burning Hands
Color Spray
Fallback Strategy
Obscuring Mist


Koriana's Blade:

Koriana’s Blade is a +4 defending rapier.
Also a Magus Black Blade now so +5 total
Repaired protective gemstones
White - Magic missiles
Pink - Mind-affecting spells
Black - Negative energy
Green - Poison - last used post
Red - Fire

Koriana’s Blade is a +2 defending longsword. It’s strangely curved, betraying its origins, and has five gemstones in its pommel. Four are broken, but the white gem in the center is intact. Once per day, the wielder can trigger this gemstone as an immediate action to absorb and negate all darts targeting her from a magic missile spell.

When the wielder transfers at least 1 point of the weapon’s enhancement bonus to her AC using the defending special ability, she also chooses one creature other than herself within 10 feet to gain a +1 bonus to AC until the wielder’s next turn. This bonus is always +1, regardless of how much of the weapon’s bonus the wielder transfers to her AC.

First Triumph: One of the gemstones on the sword’s pommel (determined randomly) repairs itself. Once repaired, a gem can be activated as an immediate action once per day to make the sword’s wielder immune to a single effect of a particular type, as described below, just before she would be affected by it. She must choose to activate the gem before attempting any save or other defense against the effect. The black gem protects against negative energy, the red gem protects against fire effects,the pink gem protects against mind-affecting effects, and the green gem protects against poison effects.

Second Triumph: Koriana’s Blade is a +3 defending longsword. Another randomly chosen gem repairs itself.

Third Triumph: Another randomly chosen gem repairs itself. The wielder of the sword gains a +1 insight bonus on all saving throws against effects of any type corresponding to one of the sword’s functioning gems.

Fourth Triumph: Koriana’s Blade is a +4 defending longsword. The final gem repairs itself.

Ring of Unquenchable Passions:

Not in Hero Lab so +5 added to Acrobatics ranks for this. Just need to remember +2 for saves vs. disease.

This gold ring bears three dagger-shaped marks. It functions as a ring of protection +1. In addition, it grants a +5 competence bonus on Acrobatics checks and a +2 resistance bonus on saving throws against disease.

Notes for the future:

Home in the Canal Row district near Kitharodian Academy. Takes some oratory classes at the Kith. Learns engineering from her father. Saw one fight at the Oppara Arena. It wasn't for her.