Arcanist

Katenui Ja'Kaleth's page

117 posts. Alias of Tirion Jörðhár.


Full Name

Katenui Ja'Kaleth

Race

Human (with distant Suli blood)

Classes/Levels

Oracle(Spirit Guide)(Solar Mystery)/1 - [HP 17/17); AC19,T12,FF17; F+1,R+1,W+4; Per+2; Init +1]

Gender

Female

Size

5'2" - 100lbs

Age

22

Alignment

Neutral Good

Deity

None - infrequent worship of Saranrae and the elemental powers

Languages

Common(Taldan), Kellish, Read Lips

Occupation

Messenger

Strength 12
Dexterity 12
Constitution 12
Intelligence 10
Wisdom 12
Charisma 17

About Katenui Ja'Kaleth

___________________________________________________________
Offense:
___________________________________________________________
+1 Initiative (+1 Dex, +4 Feat, -4 (Deaf))
+1 BAB (+1 Oracle)

+2 CMB (+1 BAB, +1 Str)
+13 CMD (+1 BAB, +1 Str, +1 Dex, +10)

+2 Unarmed (+1 BAB, +1 Str) [Damage: 1d3+1 (non-lethal)]
+2 Club (+1 BAB, +1 Str) [Damage: 1d6+1]
+2 Mace, Heavy (+1 BAB, +1 Str) [Damage: 1d8+1]

____________________________________________________________
Defense:
____________________________________________________________
Current hp: 17

Max hp: 17 (+8+5; +2 Con, +2 FC)
AC 19 [+1 Dex, +5 Armor, +2 Shield, +1 Dodge, +10]
Flatfoot AC 17 [+5 Armor, +2 Shield, +10]
Touch AC 12 [+1 Dex, +1 Dodge, +10]

+1 Fort (+0 base, +1 Con, +0 Cloak) (+0 Oracle)
+1 Ref (+0 base, +1 Dex, +0 Cloak) (+0 Oracle)
+4 Will (+3 base, +1 Wis, +0 Cloak) (+3 Oracle)

Special Abilities

Oracle Spells:
0th Level - Unlimited
1st Level - 5/5
2nd Level - 0/0

Skills:
[spoiler=Skills] +1 Acrobatics (Dex +1, Ranks 0)
+0 Appraise (Int +0, Ranks 0)
+8 Bluff (Cha +3, Ranks 1, Class(trait) Skill +3, Trait +1)
+1 Climb (Str +1, Ranks 0)
+* Craft, Alchemy (Int +0, Ranks 0, Class Skill +3)
+8 Diplomacy (Cha +3, Ranks 2, Class Skill +3)
+* Disable Device (Dex +1, Ranks 0)
+3 Disguise (Cha +3, Ranks 0)
+1 Escape Artist (Dex +1, Ranks 0)
+* Fly (Dex +1, Ranks 0)
+3 Handle Animal (Cha +3, Ranks 0)
+5 Heal (Wis +1, Ranks 1, Class Skill +3)
+3 Intimidate (Cha +3, Ranks 0)
+* Knowledge, Arcana (Int +0, Ranks 0, Class Skill +3)
+* Knowledge, Dungeoneering (Int +0, Ranks 0, Class Skill +3)
+* Knowledge, Engineering (Int +0, Ranks 0, Class Skill +3)
+* Knowledge, Geography (Int +0, Ranks 0, Class Skill +3)
+* Knowledge, History (Int +0, Ranks 0, Class Skill +3)
+* Knowledge, Local (Int +0, Ranks 0, Class Skill +3)
+4 Knowledge, Nature (Int +0, Ranks 4, Class Skill +3)
+* Knowledge, Nobility (Int +0, Ranks 0, Class Skill +3)
+4 Knowledge, Planes (Int +0, Ranks 1, Class Skill +3)
+* Knowledge, Religion (Int +0, Ranks 0, Class Skill +3)
+1 Linguistics (Int +0, Ranks 1)
+2/-1 Perception (Wis +1, Ranks 1) (-3 on opposed, Deaf)
+3 Perform, Untrained (Cha +3, Ranks 0)
+* Profession, Untrained (Wis +1, Ranks 0, Class Skill +3)
+1 Ride (Dex +1, Ranks 0)
+5 Sense Motive (Wis +1, Ranks 1, Class Skill +3)
+* Sleigh of Hand (Dex +1, Ranks 0)
+4 Spellcraft (Int +0, Ranks 1, Class Skill +3)
+1 Stealth (Dex +1, Ranks 0)
+2 Survival (Wis +1, Ranks 1)
+1 Swim (Str +1, Ranks 0)
+4 Use Magic Device (Cha +3, Ranks 1)

Each level skill points gained: 6 = 4 (Oracle) + 1(FC, Finding Haleen) +1 (Race)

Favored Class & Ability Scores:

Favored Class: Oracle
Lvl 1 - Oracle 1 (HP & Skill)
Lvl 2 - Oracle 2 (HP & Skill)
Lvl 3 -
Lvl 4 -
Lvl 5

------
Abilities:
Str: 12 (Base 12) (2 point buy)
Dex: 12 (Base 12) (2 point buy)
Con: 12 (Base 12) (2 point buy)
Int: 10 (Base 10) (0 point buy)
Wis: 12 (Base 12) (2 point buy)
Cha: 17 (Base 15, Racial +2) (7 point buy)

Traits:

Finding Haleen (campaign) - gain +1 hp and +1 skill point when leveling in favored class (Oracle)

Fast-Talker
You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age.
Benefit: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Feats:

Extra Revelation (Starlight Agility) (Human bonus)
Silent Spell (Deaf Curse bonus, effectively)
Dodge (Starlight Agility bonus)
Improved Initiative (Level 1)
------
Simple Weapon Proficiency

Light Armor Proficiency
Medium Armor Proficiency
Shield Proficiency (except tower shields)

Racial - Human:

** Darkvision (from the Bitten/Dying feat) - 60'

Ability Modifiers: +2 Cha

Type: Humanoid(human)
Medium
Humans have a base speed of 30 feet.
Bonus Feat at first level
Bonus Skill Point at each level
+2 to One Ability (Charisma)

Oracle(Spirit Guide) - Solar Mystery:

Channel Positive Energy

Spirit Guide - Archetype
Through her exploration of the universe's mysteries, a spirit guide opens connections to the spirit world and forms bonds with the entities that inhabit it.

Class Skills: A spirit guide gains all Knowledge skills as class skills. This replaces the bonus class skills gained from the oracle's mystery.

Bonded Spirit (Su):
At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman's wandering spirit class feature. She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM's discretion).

A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level and her Charisma score instead of Wisdom for the purpose of determining its effects.

At 4th level, she adds the bonded spirit's spirit magic spells to her oracle spells known for that day, but only of spell levels she can cast. At 7th level, she gains the spirit ability of her current bonded spirit. At 15th level, she gains the greater spirit ability of her current bonded spirit.
This ability replaces the revelations gained at 3rd, 7th, and 15th levels.

Mystery --> Solar

Aimless wanderers and restless nomads, oracles of the solar mystery uncover meaning in the ever-changing positions of the sun and the stars in the sky.

Class Skills: An oracle with this mystery adds Fly, Knowledge (geography), Linguistics, and Survival to her list of class skills.

Bonus Spells: Faerie fire (2nd), flaming sphere (4th), daylight (6th), dimension door (8th), planar adaptation (10th), sirocco (12th), sunbeam (14th), sunburst (16th), prismatic sphere (18th).

Revelations:

Astral Caravan (Su) -- Level 1 Revelation
As a full-round action, you can step into the planar border where the Astral Plane abuts the Material Plane, pulling up to one additional person per class level with you. You can't travel fully into the Astral Plane or any of the other planes it borders, but while using this ability you can cover incredible distances, traversing 50 miles per hour, as per the shadow walk spell. You can travel for up to 1 hour per day per oracle level. This duration need not be continuous, but it must be spent in 1-hour increments.

Starlight Agility -- Extra Revelation Feat (Human Bonus Feat)
You gain Dodge as a bonus feat. At 8th level, you gain Wind Stance as a bonus feat. At 15th level, you gain Lightning Stance as a bonus feat. You do not need to meet the prerequisites to receive these feats.

Oracle Curse:

Oracle’s Curse (Ex) --> Deaf
-- You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time.
-- At 5th level, you receive a +3 competence bonus on Perception checks that do not rely upon hearing, and the initiative penalty for being deaf is reduced to –2.
-- At 10th level, you gain scent and you do not suffer any penalty on initiative checks due to being deaf.
-- At 15th level, you gain tremorsense out to a range of 30 feet.

Deafened
A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.

Oracle Spells:

0th Level
Read Magic
Detect Magic
Detect Poison
Create Water
Purify Food and Drink

1st Level
Cure Light Wounds
Obscuring Mist
Bless
*Faerie Fire

2nd Level

* - Mystery Spell
&& - Bonded Spirit Spells

Hexes - from Spirit Guide:

Equipment:

Arms, Armor, and Clothing
Hot Weather Gear
Scale Mail, 30lbs
Heavy Steel Shield, 15lbs
Club, 3lbs
Mace, Heavy, 8lbs
Dagger, 1lbs

66lbs lbs

Scrolls

Potions

In Backpack

Backpack, Masterwork - 50gp

Rope, silk - 10gp
Case, Scroll - 1gp
Spell Component Pouch - 5gp
Bag, Waterproof - 5sp
Oil, lamp - 5 flasks - 5sp
Tinderwig x3 - 3gp
Tea & equipment to make - 1gp
Healing Kit
Chalk, 100 pieces
Chalkboard, 2lbs

Kit, Pathfinders (This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone.) - 10gp (not including backpack)

0 lbs

Belt Pouch

Chalk, 0 pieces
0 p.p.
0 g.p.
0 s.p.
0 c.p.

Carrying Capacity

Current Weight: 66 lbs

Light Load: x < 43 lbs.
Medium Load: 44 < x < 86 lbs.
Heavy Load: 87 < x < 130 lbs

Appearance:

Background:

Kat looked into the dim confines of the tavern where the group was to gather. While she was always good with most social situations, this was something new. This was a change from the life of a messenger she had lived to this point. For the past several years, she had served a number of different employers, ferrying packages quickly across town, and even to villages and merchant outposts within a day or two travel.

Kat recalled the day she had first discovered her power. Up until that time, she had used her feet to run and scurry in and out of the numerous alleys and streets that comprise Katapesh. One day, she had been sent to deliver a package to a merchant who had set up his tents a good three or four miles outside of the city walls. Kat usually was prepared and carried extra water as the long run across the scorching sand was brutal on the coolest of days. Well, this time she had forgotten her water. She was about half way to the merchant’s camp when the heat overtook her. She collapsed to the ground and prayed to Sarenrae and every other power of nature she could think of to save her. Somehow she gained the strength to stand again and walk forward. However, she knew that there was no way she was going to cover the two remaining miles to the camp. Somehow though, she suddenly felt the sand begin to flash beneath her feat and in less than a minute, she was standing inside of the merchant’s tent camp with several stunned, and rather upset, guards watching her. As she proffered the package to them, she passed out.

When Kat awoke, she was lying on a cot with a wet cloth draped across her head. After some questioning, she was told that she had suddenly appeared in the camp and had collapsed. The merchant had taken her package and ordered that she be given life giving water. Not knowing what to make of it, Kat waited until the sun set and the desert began to cool before making her way back to the city along with several guards who were going to the city of delights for an evening of entertainment.

It took Kat quite some time before she was able, with the help of her mentor and protector Haleen, to discover that she had some strange ability to travel across the hot desert at a speed that even the fastest of horses could not match. Well, this quickly gave her a leg up on most other messengers. Unfortunately, she could only perform this trick once per day, but for critical messages, once per day was usually worth a few extra gold.

Before she had become a messenger, Kat thought back, she had been a troubled orphan. She recalled little of her parents. Her mother she never knew. Her father she remembered little of. What she recalled was a tall human with the usual dark Kellish skin common among those hailing from Qadira and similar lands to the north, and quite common in Katapesh. It was what her father told her of her mother that always made Kat wonder whether her father was sane, or just a flagrant lier. She remembered her father telling her that her mother had been a tall powerful woman, but that she was not human, but rather what was called a Suli, a child of a Janni and a human. Kat didn’t believe this as she had never shown any sign of any ties to such an extra-planar creature (mother?).

Well, her father was always in trouble and coming to the small room they called home covered in bruises from some fight he had gotten himself into. And then, one night, when Kat was about seven, he simply did not come home. Kat never knew what happened to him, but soon found herself living on the streets and amongst the stalls that comprise the Night Market.

Without a doubt, Kat would have soon found herself missing, and likely dead, just as her father, but some fate had apparently taken a liking to her, because one day, after pilfering some bread from a street vendor, she ran into a tall woman with a sword. She was sure that she was going to be turned in for a reward or something, but instead, the woman took the young girl by her collar and dragged her to the woman’s small apartment. While the apartment was small, it seemed like a palace compared to where Kat and her father had lived, and was a paradise versus the streets she had been living on for nearly a year.

After giving Kat some water to wash with and some food, including fruits and nuts, things which a street urchin like Kat considered a delicacy, the woman introduced herself as Haleen. Over the next ten years, Haleen slowly taught Kat right from wrong. Taught Kat some of the basics of how to defend herself. And, finally, introduced Kat to a man who ran a small messenger business, the perfect business for a small young girl skilled at quickly making her way through the twisting and crowded streets of Katapesh.

Recalling Haleen brought Kat back to the present. What had happened to her mentor? Where had Haleen gone? Sure, in the past she would take trips, or disappear for a few days, but never for longer than a week or two, at least not without telling Kat where she was going and when she would return. It had now been over six months and she had not had a word of Haleen. Well, not until she had delivered a message to a small outpost well to the west of Katapesh. There, she had asked about Haleen and had been told by one of the guards that he remembered a woman resembling Haleen’s description. Further questioning of other guards made Kat sure that Haleen had gone somewhere north. But, from Kat’s research, the only place to the north of the outpost was an unused trade route and a long deserted trade town called Kelmarane.

After returning to Katapesh, Kat had seen the flyer requesting brave adventurers to open an old trade route. An old trade through the town of Kelmarane. Well, Kat, who was having more and more trouble as a messenger due to a strange decrease in her hearing over the past year, a decrease which almost coincided with her ability to move quickly across the desert, as well as an ability to use some simple magic powers such as healing herself and others, decided that this was what she needed to do. Thus, she returned to the home she shared with Haleen, or had shared until the past few months, gathered her minimal belongings, went to the market to gather other items she thought she might need, and then had headed to the tavern.

Finally, knowing that she needed to introduce herself, and make sure that she could see those she was talking to since she would be unable to hear, or understand them otherwise, Kat stepped into the tavern.

Experience: