Ceoptra

Karri Chouk's page

781 posts. Alias of FireberdGNOME.


Full Name

Karri Chouk

Race

Human

Classes/Levels

Sorceror (Tattooed) 6 / Black Fire Adept 1 | HP 44 | AC 14 FF 12 T14 | Saves +6/+6/+8 | Init +6 (+10) | Percep +2

Gender

Female

Size

M

Age

18

Strength 8
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 10
Charisma 21

About Karri Chouk

This Character is reserved for Curse of the Crimson Throne

Background:
Karri was the only daughter of a well-to-do merchant in Westcrown. Her parents encouraged her when she expressed an interest in learning magic. She went to a brand new academy in Egorian where she was tested and found that she had a natural talent for the Arcane. It was soon after that when she was asked to go to very elite training facility in the hills outside of town.

She does not remember much of what happened after she arrived at the new training. It is all a blur of pain, pleasure, all induced by the school's master with the intention of making a new vessel of power for his use. Karri's blood was tainted with demon's blood. Her soul marked as property and simply waiting for its eventual Abyssbound descent...

The Master taught her to channel her newfound power, but all the while, the spark that was her old self railed against what had happened to her. She barely slept and was prone to mistakes in her training. These errors were always punished severely; her back bears many scars as a mute testimony to her trials.

It was a fortunate day when a group of adventurers met her Master in a set of ruins he was exploring. The Master and the adventurers met, discussed their goals, which the Master lied and said he was a Pathfinder. The Master set Karri to stay with the adventurers. The railing in her soul latched onto them; they would become her salvation. Almost as soon as they were away from her Master she told them what had happened, or she tried to before the bonds the Master forged in her asserted themselves. She watched helplessly paralyzed while the would be heroes discussed their plan of action. It was a young swashbuckler that became her advocate. He insisted that the whole set up was suspicious. Why would a Pathfinder use a slave like this? Especially a Pathfinder that claimed to be from Varisia? The champions agreed to confront the Master, but Karri knew it would end badly for them and especially for her. Karri was surprised by how skilled the adventurers were; her Master died, quick and bloody. Freed from his bonds, if not the Demons that infested her, she gladly accompanied her saviors.

The young duelist that had been her voice when she was helpless was named Velaro Otinzo, and his home was in Korvosa. After arriving he used some of his wealth to buy a small home for them to settle into. Karri was both terrified and ecstatic. Never in all her fevered nightmares did she think she could find someone that would accept her as she is. Damaged. Tragedy struck in the first month though. Velaro was known as a man of means, and he had a wicked wit. It was late at night and Karri was awake, trying to push back against her demons, to gain some measure of control when there were heavy footsteps outside and a knock on the door. She answered it and saw a guard sergeant. He was brief. "Come with me. You need to identify a body."

Karri was shaken to her core. Her hope for normalcy disappeared when she saw Velaro's beautiful face frozen in death. He was still smiling, the assassin's blade was that fast and sure. Without a tear, the scarred girl nodded and walked away. Days later she ws forced from her home with no means to pay the rent. She found hard work in a laundry, until one of the other women saw a scar shift on her arm. Karri tried to hide it, but it was no use. She was back out on the street.

A purpose. Karri needed a purpose. Finding Velaro's killer became her purpose. She began rooting in the seediest corners of Korvosa for her answers...

Karri found the answer to her lover's murder. Her Legion celebrated that the answer was more slaughter. Part of her reveled in it, too. Most of her spirit reviled the bloodshed. In a bit of soul searching she asked for guidance from a different kind of spirit: Madame Zellara, the ghost of the Varisian Harrower that guided Karri and her friends to Lamm's lair. Once Lamm was dead, Karri's purpose was spent until Madame Zellara offered the advice that maybe Korvosa was worth saving for its own sake. Not really convinced, Karri is trying to pull herself into that belief, and the Legion seems content. Almost as if the Legion can sense the impending violence...

Appearance:
Karri is an attractive young woman. Her flesh is scarred, and the scars stir under her skin, ever changing. Had it not been for her experiences under her master, she would surely be lovely. AS it is, she keeps her eyes averted and her skin covered. Her green eyes are very intense, as she often behaves as if she can see through things, to the truth. What she is really seeing is things as her demons would like them to be; despoiled, broken. Her black hair has a distinct purple tinge that comes out in bright light.

Crunch:

Karri Chouk

Female human (Chelaxian) blackfire adept 1/sorcerer (tattooed sorcerer) 6 (Pathfinder Campaign Setting: Inner Sea Magic)
CN Medium humanoid (human)

Init +10; Senses Perception +2
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Defense
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)

hp 44 (7d6+14)

Fort +6, Ref +6, Will +8

Resist electricity 5
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Offense
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Speed 30 ft.

Melee dagger +2 (1d4-1/19-20) or
. . dagger +2 (1d4-1/19-20) or
. . dagger +2 (1d4-1/19-20) or
. . dagger +2 (1d4-1/19-20) or
. . morningstar +2 (1d8-1)

Spell-Like Abilities (CL 7th; concentration +14)
. . 3/day—acid splash

Sorcerer (Tattooed Sorcerer) Spells Known (CL 6th; concentration +13)
. . 3rd (4/day)—summon monster III
. . 2nd (6/day)—bull's strength, scorching ray, summon monster II
. . 1st (8/day)—cause fear (DC 16), color spray (DC 16), magic missile, mudball[ARG] (DC 17), summon monster I
. . 0 (at will)—acid splash, detect magic, jolt[UM], light, mage hand, ray of frost, read magic
. . Bloodline Abyssal
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Statistics
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Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 21

Base Atk +3; CMB +2; CMD 14

Feats Alertness, Augment Summoning, Combat Casting, Improved Initiative, Sacred Summons[UM], Spell Focus (conjuration), Superior Summoning[UM], Varisian Tattoo[ISWG]

Traits desperate focus, love lost (widowed)

Skills Bluff +9, Intimidate +19, Knowledge (arcana) +10, Knowledge (planes) +11, Perception +2, Sense Motive +6, Spellcraft +11, Use Magic Device +15

Languages Abyssal, Common

SQ bloodline arcana (summoned creatures gain DR 3/good), bloodline tattoos, familiar tattoo

Combat Gear gloves of arrow snaring; Other Gear dagger, dagger, dagger, dagger, morningstar, bracers of armor +2, cloak of resistance +2, headband of alluring charisma +2, belt pouch, chalk, inkpen (2), journal[UE], sack, 4 pp, 138 gp, 6 sp, 9 cp
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Special Abilities
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Augment Summoning Summoned creatures have +4 to Strength and Constitution.

Bloodline Arcana: Abyssal (Ex) Summoned creatures gain DR 3/good (doesn't stack with other DR).

Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.

Combat Casting +4 to Concentration checks to cast while on the defensive.

Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.

Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.

Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.

Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.

Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to

Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action

Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

Speak with Familiar (Ex) You can communicate verbally with your familiar.

Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.

Superior Summoning When summoning more than one creature, summon an extra one

Varisian Tattoo (Conjuration) Spells from chosen school gain +1 caster level.
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