Girl

Katara Akshay's page

66 posts. Alias of Lapyd.


Full Name

Katara Akshay

Race

Human (Garundi)

Classes/Levels

Aquakineticist 1/Rogue* | HP 12/12 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +1 | CMD 14 | Init +3 | Perc +6 | Burn 6/6

Gender

Female

Age

17

Alignment

Chaotic Good

Deity

Besmara

Location

Shackles

Languages

Aklo, Aquan, Common, Osiriani

Occupation

Carpenter / Ship Repairer

Strength 13
Dexterity 16
Constitution 17
Intelligence 14
Wisdom 12
Charisma 7

About Katara Akshay

Background:

The young daughter of two garundi spice merchants, Katara had a relatively fun childhood navigating the seas. There was always where her heart was, despite the pirates, kuru and other threats around. She was, in fact, very much in love with swashbuckling, but wasn't minimally skilled to do so.

The family happiness was interrupted when their ship was attacked by pirates. While usually protected by some brigades of corsairs, this time they were caught by surprise and pushed towards the Eye, being forced to surrender before navigating further. The pirates took the loot, but some merchants decided to fight back and, in the confusion, Katara ended up kidnapped with other sailors.

She wasn't even 10 years old by then, but was taken far away, and her small hands quickly proved useful to help with the rigs and small repairs throughout the ships. Katara wasn't really treated as a sailor as much as of a slave of sorts, and would cry at nights, missing her parents. Her love for the sea and the hope to see them again someday is what pushed her to persevere.

Maybe Besmara herself marked her for a grand destiny, and the blessing of the Lady of the Seas fell over the girl. She grew up shy, paranoid, but her intelligence would help her away of most tricky situations. Her biggest surprise, though, happened when she first became a woman a couple years later - she felt as if the waters themselves were talking to her, and learn a very rudimentary form of aquakinesis that she kept to herself.

When she finally got the chance, when the ship was anchored by Port Peril, she used such powers to escape her destiny and hide through the alleys of the city. Her escape wasn't given much importance, and for the first time in many years she was free again. She lived through the port doing small carpentry or sail jobs, and as more years passed became a much more confident young woman. Always searching for her parents, she would spend the early nights on the local taverns trying to gather information that would maybe help her learn about their destiny...

... Until the night in the Formidable Maid when she maybe had one too many drinks, and her own destiny seem to have found herself!

Appearance and Behavior:

Katara is a 17-year-old garundi young woman with long brown hair, smart eyes, and a somewhat common face. A seasalt by heart, she doesn't really dress well or take care of herself, not being particularly attractive or intimidating. She's agile and healthy, stronger than the average, but not really martially inclined.

She's shy and somewhat paranoid, having difficulties to trust other people. Her years as a slave made her a bit socially awkward, but she somewhat compensates by it using her own cleverness. She's wiser than the average for her age, but its her intellect that usually saves her skin most of the time. When she finally trusts or befriends someone, it's easy to see that in her core she's a good person, free hearted and mostly interested in having fun as she seeks what happened to her parents.

Character Sheet:

Katara Akshay
Female human (Garundi) hydrokineticist 1/rogue* (Pathfinder Campaign Setting: Aquatic Adventures 50, Pathfinder RPG Occult Adventures 10)
CG Medium humanoid (human)
Init +3; Senses Perception +6
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 12 (1d8+4)
Fort +5, Ref +5, Will +1
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Offense
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Speed 30 ft.
Melee dagger +1 (1d4+1/19-20) or
. . heavy mace +1 (1d8+1) or
. . mwk handaxe -2 (1d6+1/×3) or
. . spear +1 (1d8+1/×3) or
. . unarmed strike +1 (1d3+1 nonlethal)
Special Attacks kinetic blast
Kineticist Wild Talents Known
. . Defense—shroud of water
. . Infusions—extended range
. . Blasts—water blast (1d6+4)
. . Utility—basic aquakinesis
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Statistics
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Str 13, Dex 16, Con 17, Int 14, Wis 12, Cha 7
Base Atk +0; CMB +1; CMD 14
Feats Combat Expertise, Point-Blank Shot, Precise Shot
Traits besmara's blessing, clever wordplay, vagabond child (urban)
Skills Acrobatics +6, Craft (ships) +4, Diplomacy +6, Disable Device +9, Knowledge (nature) +6, Perception +6, Profession (sailor) +8, Stealth +6, Swim +7; Racial Modifiers +2 Profession (sailor), +2 Swim
Languages Aklo, Aquan, Common, Osiriani
SQ burn (1 point/round, max 6), gather power, heart of the sea[ARG]
Other Gear leather armor, wooden armor[APG], dagger, heavy mace (2), mwk handaxe, spear, masterwork thieves' tools, silver decorated prosthetic leg (worth 45 gp), 16 gp, 12 sp
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Tracked Resources
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Besmara's Blessing (1/week) - 0/1
Burn 1/round (1 nonlethal/burn, 6/day) - 0/6
Dagger - 0/1
Spear - 0/1
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Special Abilities
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Burn 1/round (1 nonlethal/burn, 6/day) Burn HP to gain greater effects on your wild talents.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Heart of the Sea +4 concentration to cast spells underwater, and you can hold your breath twice as long.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Water Blast (Sp) Level 0; Burn 0
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Once/if prereqs are met, these feats are free:

1. Combat Expertise
2. Power Attack
3. Deadly Aim
4. Scribe Scroll (if class gets scribe scroll can take either Skill Focus or Spell Focus free instead)
5. Combat Stamina

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Original items:

Wooden armor
Hanbo
Spear
Backpack
Blanket
Trail Rations
Waterskin

Onboard the Ship:

"Acquired" Loot

- A silver decorated prosthetic leg worth around 40-50 gold.
- A small knife (dagger) - she gave to Joran
- 29 gold pieces - 13 gold pieces (used to purchase daggers) + 12 silver pieces = 16 gold pieces + 12 silver pieces
- masterwork thieves' tools
- 6 daggers (purchased) - she gave one to Terry, one to Jack, one to Destinie, one to Cassandra
- Masterwork Handaxe
- 3 Heavy Maces
- 1 suit of leather armor
- 1 spear

Useful Information

- Kroop keeps an iron grappling hook attached to 50 feet of silk rope, exquisitely crafted, on the wall of the galley