Ketra Driscoll's page

717 posts. Alias of Cellion.

Full Name

Ketra Driscoll


Duskwalker Dancer 6 | AC: 21 T: 15 FF: 17 | CMD: 21 |


HP: 56/56 | F+5 R+9 W+7 (+2 vs. stagger)(+2 vs. NEng,Death,Undead)(Evasion)| Init +3 | Perc +12 | Routine 1st: 5/6 2nd: 5/5 | Active Status:: --


Art | Female









Strength 12
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 12
Charisma 14

About Ketra Driscoll

Ketra Driscoll
Female Duskwalker Dancer 6
NG Medium Outsider (native)
Init +3; Senses Perception +12; Darkvision 60ft.
AC 21, touch 15, flat-footed 18 (+6 Arm, +3 Dex, +1 Dodge, +1 insight)
hp 56 (10 Base +6*5, 6*2 CON, 4 FCB)
Fort +5, Ref +9, Will +7 (+2 vs. stagger) (+2 vs. Negative Energy, Death Effects, and spells and SLAs created by undead or sakhils)(Evasion)
Base Atk +6; CMB +9; CMD 21
Speed 40 ft.
Cestus +9 (d4+4 19-20/x2 B or P)
Machete +10 (d6+4 19-20/x2 S)
Mwk Mithril Shortsword +11 (d6+4 19-20/x2 P)
+1 Dagger +11 (d4+5 19-20/x2 P; Thrown 10ft)
Prepared Routines
1st Level (4 Slots) -

  • En Tourant > Dart
  • Flutter > Sting
  • En Avant > Dart
  • Flutter > En Arriere
    2nd Level (3 Slots) -
  • Pique > Dart > Sting
  • Ominous Display > Dart
  • En Arriere > Wing > Wing


    Str 12 Dex 16 Con 12+2 Int 10 Wis 12 Cha 14

    Personal Chronicler You gain a fledgling nosoi familiar as per the arcane bond class feature, using your character level as your wizard level. Treat this as either a raven or a whippoorwill familiar (a whippoorwill uses the statistics for a thrush, but grants a +3 bonus to Intimidate instead of Diplomacy). If you have the ability to gain a familiar through other means and you are at least 5th level, the bird is instead treated as a nosoi as though you had taken the Improved Familiar feat. You can have only one familiar.
    Additional Traits Taking the Armor Expert and Spirit Guide traits.
    Deft Maneuvers You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. This serves as a prereq for all related greater combat maneuver feats.

    Houserule Bonuses:
    Due to houserules, the following feats/effects are baseline: Agile Maneuvers, Weapon Focus applies to weapon groups, Power Attack, Deadly Aim, Weapon Finesse, Combat Expertise, Mobility merged with Dodge, Improved TWF merged with Greater and adjusted, Improved and Greater Vital Strike merged with base Vital Strike.
    Since Dancer grants weapon finesse in-class, this grants a bonus weapon focus feat. Choosing Weapon Focus (light blades).

    Omen You are the harbinger of some future event. Whether this event bodes good or ill, you exude an ominous presence. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action.
    The Snoop You know a little bit about most everything and everyone in Roslar’s Coffer. It may be your profession, as you could be an archivist, crier, or librarian—or you simply make a hobby of gossip. Either way, you have a gift for recall and reading others.
    You gain a +1 trait bonus on Knowledge (history) and Knowledge (local) checks, and these both become class skills for you. Once each day you can reroll a single Bluff or Sense Motive check against a creature you have known for at least 24 hours, using the better result.
    Armor Expert Reduce the ACP of armor you wear by 1.
    Spirit Guide (Pharasma) As someone who has performed or observed funeral rites for a wide variety of people, you have a basic understanding of many different religions. You gain a +2 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you.

    (Gain 6/level @6base; 2 background skills; +2 floating FCB)
    *Acrobatics +15 (6 Rank, 3 Dex, 3 CS, 3 diverse training)
    Appraise --
    *Bluff +14 (6 Rank, 2 Cha, 3 CS, 3 diverse training)
    *Climb +1
    *Craft --
    Diplomacy +4 (2 Cha, 2 racial)
    *Disguise +2
    *Escape Artist +7 (1 Rank, 3 Dex, 3 CS)
    *Fly +3
    Handle Animal +4 (2 Cha, 2 racial)
    *Heal --
    *Intimidate +15 (6 rank, 2 Cha, 3 CS, 1 trait, 3 Familiar)
    KN: Arcana +0
    KN: Dungeoneering +0
    KN: Engineering +0
    KN: Geography +0
    *KN: History +0
    *KN: Local +7 (3 Rank, 3 CS, 1 trait)
    KN: Nature +0
    *KN: Nobility +0
    KN: Planes +0
    *KN: Religion +8 (3 Rank, 3 CS, 2 trait)
    Linguistics +2 (2 BRank)
    *Perception +12 (6 Rank, 1 Wis, 3 CS, 2 Alert)
    *Perform (Dance) +14 (6 Brank, 2 Cha, 3 CS, 3 diverse training)
    Ride +3
    Sense Motive +3 (1 Wis, 2 Alert)
    *Sleight of Hand +10 (4 BRank, 3 Dex, 3 CS)
    Spellcraft --
    Stealth +9 (6 Rank, 3 Dex)
    Survival +1
    *Swim +1
    *Use Magic Device --

    Common, Abyssal, Shoanti, Orc
    Racial Capabilities:
    Darkvision 60ft
    Fosterling:Those duskwalker children fortunate enough to be taken in by warm-hearted families grow up surrounded by parents, siblings, and pets. Duskwalkers with this racial trait gain a +2 racial bonus on Diplomacy and Handle Animal checks.
    Ghost Hunter:In a duskwalker’s hands, any weapon can strike true against spectral beings. A duskwalker’s nonmagical weapons deal half damage to incorporeal creatures, as if they were magic weapons, and her magic weapons can deal critical hits and precision damage, even if they do not have the ghost touch property. Once per day as a standard action, a duskwalker can focus her natural revulsion toward undead. If she does so, she treats all weapons she wields as if they had the ghost touch property for 1 minute.
    Ward Against Corruption: Duskwalkers gain a +2 racial bonus on saving throws against negative energy and death effects, as well as the spell-like and supernatural abilities of undead and sahkils. They are immune to all abilities that would transform their bodies or souls into undead.

    Love is Thicker Than Blood: Whenever you would fail a save, you may choose to reroll with a +2 sacred bonus, though the new result must be taken even if it is worse. This can be used once.

    Special Abilities
    Proficiencies - Light Armor, Simple Weapons, Martial Light Weapons

    Choreography: Prepared List; Spontaneous From List. A Dancer prepares Routines and executes them as a full action.

    Dancer's Finesse: At 1st level, a dancer gains Weapon Finesse as a bonus feat. (Due to House Rules, gaining Weapon Focus (light blades) as bonus). In addition, when the dancer uses Weapon Finesse to make an attack with a light weapon, using her dexterity modifier on attack rolls and her strength modifier on damage rolls, she adds half her dancer level (minimum +1) to those damage rolls.

    Elegant Movement: While no more than lightly armored and unencumbered (see Weapon and Armor Proficiency above), the dancer gains a +1 dodge bonus to her AC and CMD, a +2 bonus to saving throws against effects that would cause her to be staggered, and her base land speed is 10ft faster than normal for her race. This land speed increase does not stack with other increases to base land speed (such as the barbarian’s fast movement).
    The bonuses to AC apply even against touch attacks or when the dancer is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears medium or heavy armor, when she wields a shield, or when she carries a medium or heavy load.

    Diverse Training: While most at home on the battlefield, a dancer’s skill at performance lends itself to other pursuits as well. At 2nd level, the dancer may choose two of Acrobatics, Bluff, Climb, Diplomacy, Escape Artist, Fly, Intimidate, Sleight of Hand and Swim. She gains a bonus to skill checks with the chosen skill equal to half her dancer level. At 8th level, and every six levels thereafter, she chooses an additional skill from the list to gain this bonus, choosing no skill more than once.
    The dancer also adds a bonus equal to half her dancer level to all Perform (dance) skill checks.

    Nimble Steps: At 3rd level, while executing a Routine a dancer moves more lightly. For each [move] Movement, a dancer may move through 5ft of difficult terrain as if it were normal terrain. This allows the dancer to glissade into difficult terrain.

    Fascinating Dance: At 3rd level, the dancer can perform an intricate, impressive, or alluring dance to cause one or more creatures to become fascinated with her. See attached Dancer class document for mechanics. Fascinating Dance is an enchantment (compulsion) mind-affecting ability that relies on visual components.

    Evasion: At 5th level, a dancer can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the dancer is wearing light armor or no armor. A helpless dancer does not gain the benefit of evasion.

    Inspiring Dance: At 6th level, the dancer can perform a grandiose dance that visually portrays a rise from rags to glory, inspiring others to
    do their utmost. Performing an Inspiring Dance takes 1 minute. Each creature within 90 feet that stays and watches the dance for the full minute is inspired, gaining a +2 competence bonus on their next skill check, so long as that skill check is made within the next hour. A creature can only benefit from a dancer’s Inspiring Dance once per day. The bonus from Inspiring Dance increases by +1 at 7th level and every 4 levels thereafter, to a maximum of +6 at 19th level. A dancer does not affect themselves with Inspiring Dance.
    A creature can benefit from Inspiring Dance an additional time per day when the dancer reaches 11th level and every 4 levels thereafter, to being able to benefit a maximum of four times per day when the dancer is 19th level.

    Whippoorwill - "Verun"
    N Diminutive animal
    Init +2; Senses low-light vision; Perception +9
    AC 17, touch 16, flat-footed 15 (+1 nat arm, +2 Dex, +4 size)
    hp 28
    Fort +1, Ref +5, Will +5
    Speed 10 ft., fly 40 ft. (average)
    Melee bite +6 (1d2–5)
    Space 1 ft., Reach 0 ft.
    Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
    Base Atk +0; CMB –2; CMD 3
    Feats Skill Focus (Perception)
    Skills Acrobatics +9, Fly +14, Perception +13, Stealth +22
    Languages Common
    Improved Evasion, Empathic Bond

    Character Fluff and Background:
    Appearance: Ketra is a compact young woman with grey-blue skin, wiry black hair and uncanny golden eyes. She keeps her hair in a braid or a bun, but it has the tendency to burst free at the slightest provocation. She's rather fashion conscious and wears a trim leather jacket, a linen blouse, loose slacks and suspenders, and soft leather slippers. When expecting danger, she keeps a pair of short curved blade sheaths attached to those suspenders, and wears cesti on her hands.

    Personality: Ketra brims with energy and is usually the most loud and boisterous person in the room. She's quick to speak and spin a joke, and even quicker to deceive when it suits her purposes. Her irrepressible positivity serves to mask her uncanny, otherworldly appearance. When sober and serious, she's perfectly capable of channeling the ominous nature of her kind - especially when she's near the whippoorwill that serves as her companion.

    Basic Background: Appeared in Roslar's Coffer as a child, at the temple to Sarenrae. Was captured in the attack on Roslar's Coffer by the Twisted Nail, only to survive through improbable deception. Shoanti saved her from the orcs and she became a revered ward of the Skoan-Quah, who saw her duskwalker nature as portentous and holy. Trained in combat, influenced by Shoanti culture, and imbued with a strong sense of responsibility, she returned three years later to Roslar's Coffer. Adopted into the Driscoll family. She balances her family life and working at The Sagely Goat with quarterly trips with her Shoanti kin to settle one undead threat or another.

    Chunky Background: Ketra emerged fully formed with the appearance of a seven year old child, found wandering alone one morning fourteen years ago in the Bastion of Light. Opinions towards the mysterious child were initially mixed in town, with more suspicion than compassion from the residents. The Sarenite priests recognized her as a duskwalker, but weren't certain what to make of her appearance in the isolated settlement. For a while it looked like she might become a ward of the church, but the Driscoll family - already mixed-race - stepped forward at the last moment to take care of her.

    At first their relationship was strained. The mysterious child exhibited bits of odd knowledge, uncannily mature behavior and childish piques in seemingly random order. But as they got to know each other, Ketra was welcomed warmly and became as much a part of the family as Alisa and Darcy. Those first two years flew by quickly, only to be punctuated by the attack on Roslar's Coffer.

    A frightened, crying nine-year-old Ketra was separated from her adoptive family during the battle, only to be swept up by one of the Twisted Nail orcs as a captive. As the Twisted Nail retreated, the small band of orcs that had grabbed her and a few others went west into the mountains. One by one, other captives were eaten by the Twisted Nails. But Ketra, with pure luck and the strange imagination of a child, managed to spin a tale for the orcs - that her golden eyes and grey skin marked her as chosen by the orc god Sezelrian, that she was a seer, or a prophet. Miraculously, the lie worked, and the orcs resolved to take her home rather than immediately eat her.

    However, the orcish raiders never had the chance to return. Within the Mindspins, they were struck by a surprise attack from a Shoanti tribe - the Skoan-Quah. The Shoanti scattered the orcs with ease, as though they knew exactly the numbers and capabilities of their enemies. When the Shoanti noticed Ketra, they all fell silent, solemn. For the Skoan-Quah, the young duskwalker marked the final fulfilment of the last prediction offered by a shaman who had passed away that year. The shaman had spoken of a girl who 'serves death', who 'knows death', and who 'lives within death'. For the Skoan-Quah, a duskwalker was the crystallization of what they stood for, and this duskwalker even more so. But before them they saw just a small girl, one who would need guidance and support from the Skoan-Quah if she were to fulfil her purpose. The Shoanti warriors said nothing of this prophecy, and invited Ketra to return with them.

    For the next three years, Ketra became part of the Skoan-Quah. Determined to fulfill their last shaman's dying wishes, the warrior Mirhet Draws-With-Blood took it upon herself to prepare Ketra to serve death. Ketra learned the Shoanti tongue, learned how to fight, how to survive in the wilderness, and absorbed the Shoanti culture. Most importantly, she learned about the perversion of undeath and the role the Skoan-Quah have in ending it. All this was new to the young duskwalker, but it rang incredibly true. Among the Shoanti, Ketra also gained her love of music and dance, of the simplest most vibrant expression of life. She would later combine her martial training and the rhythm of the shoanti ritual dances into her own style of fighting.

    Throughout this training, Ketra grew closer to her Skoan-Quah brethren. They never fully explained why they had decided to both help her and raise her, but they did provide a warning - that the undead would soon rise, and that it would be her duty to stop them. With the message drilled into her, a three years older Ketra began to worry about her original family in Roslar's Coffer. The Skoan-Quah scouts assured her that the Driscolls were alive, but Ketra had grown restless and worried about them as she grew older. She decided that she needed to return to her first home. The Skoan-Quah's leaders were reticent to let her go, and it wasn't until she attempted to slip away during the night that they finally agreed.

    And so, after three years of absence, Ketra mysteriously reappeared on the doorstep of the rebuilt Sagely Goat and reunited with her family. Though she remained tight-lipped about where she'd disappeared during that time, the Driscoll's found her quite different in temperament and personality from the small girl who had been lost in the battle. Nevertheless, over time they bonded once more and Ketra settled into life in Roslar's Coffer. She put a lot of energy in the last bits of rebuilding the town, far more than other people her age.

    Her link to the Skoan-Quah continued through this time as well. Every few months she would disappear for a week at a time to meet with Mirhet and the others, who would come into Lastwall both to check on Ketra and to hunt undead in the area. These "outings" would serve to refine Ketra's skills.

    After eight years in Roslar's Coffer, Ketra is a well known member of the community. She works at the Sagely Goat with her sisters, though her lack of culinary skill means she's best known as the head waitress. When she's not working, she lends her inexplicable martial skill to the town guard when they go out on patrol. The more frequent visits by Mirhet recently have convinced Ketra that something is not quite right, and of late she has been living with growing anxiety - waiting for the other shoe to drop.

    Character Questionnaire
    Two Goals:
  • Ketra wants to find some way to repay the Skoan-Quah for saving her and teaching her so much when she was younger.
  • Ketra is enamored with the idea of becoming a teacher, and one day hopes to open a school of some kind.

    Two Secrets:

  • Ketra disappeared during the attack on Roslar's Coffer 12 years ago, then reappeared 3 years later. At the request of the Shoanti, she's kept where she was during that time a secret.
  • Ketra doesn't know that during the raid on Roslar's Coffer, someone (identity undecided) intentionally used her as a decoy for others to get out of town once the walls were lost, under the reasoning that she wasn't really part of the town. The callous move did successfully distract some of the orcs and likely saved some people.
  • ??? GM Mystery Secret ???

    Important People:

  • The leader of the Twisted Nail band that Ketra tricked is still alive and still remembers the humiliation of having been tricked by a small grey child. Name undecided.
  • Mirhet Draws-With-Blood, the Skoan-Quah warrior that cared for Ketra while she was with the Shoanti. Still comes to visit Ketra once per year, ostensibly to 'refresh the girl's training', but really to see how Ketra's doing.
  • Alisa Driscoll, the adoptive sister that Ketra gets along with better.
  • Darcy Driscoll, the adoptive sister that Ketra is reflexively afraid of.

    Botting and Macros:
    Flutter -> Sting
    [dice=Flutter Mwk Mithral Shortsword; w/ PA]d20+11-4[/dice] [dice=Damage (P)]d6+8[/dice]
    [dice=Flutter Off-hand Machete; w/ PA]d20+10-4[/dice] [dice=Damage (S)]d6+6[/dice]
    [dice=Sting Mwk Mithral Shortsword; w/ PA]d20+11-7[/dice] [dice=Damage (P)]d6+8[/dice]

    En Avant -> Flutter
    [dice=Flutter Mwk Mithral Shortsword; w/ PA]d20+11-4+2[/dice] [dice=Damage (S)]d6+8[/dice]
    [dice=Flutter Off-hand Machete; w/ PA]d20+10-4+2[/dice] [dice=Damage (S)]d6+6[/dice]

    [dice=Dart Mwk Mithral Shortsword; w/ PA]d20+11-2[/dice] [dice=Damage (P)]d6+8+d8[/dice]

    Pique -> Dart -> Sting
    [dice=Pique (Bluff to Feint)]d20+14[/dice] [ooc.]No penalty vs. non-humanoids, If successful, next Sting deals 2d8 bonus precision damage to target of Pique.[/ooc]
    [dice=Dart Mwk Mithral Shortsword; w/ PA]d20+11-2[/dice] [dice=Damage (P)]d6+8+2d8[/dice]
    [dice=Sting Mwk Mithral Shortsword; w/ PA]d20+11-7[/dice] [dice=Damage (P)]d6+8+2d8[/dice]