Rusalka

Trieste Carre's page

450 posts. Alias of RobL8675309.


Full Name

Trieste Carre

Race

Changeling

Classes/Levels

Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

Gender

F

Size

M

Alignment

N

Deity

Besmara

Languages

Common, Kelish, Aquan, Druidic

Strength 14
Dexterity 10
Constitution 12
Intelligence 12
Wisdom 18
Charisma 12

About Trieste Carre

Female Changeling Druid(Kraken Caller)-4
N Med Humanoid (Changeling)
Init+0; Senses: Darkvision, Perception +11/+13 (w/familiar)
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Defense
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AC 19 touch 10 flat 19 (+6 armor,+2 shield,+1 natural)
HP 30 (4d8+4) +2FCB
Fort +7, Ref +2, Will +10 (+4vs.spell-like and supernatural of aquatic)
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Offense
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Speed 30' (20'w/armor)
Melee: +5 to attack, +3 to damage
ClawsX2 +5 (1d4+3), x2, B/S
Scimitar +5 (1d6+3), 18-20/x2, S
Dagger +5 (1d4+3), 19-20/x2, P/S
Longspear +5 (1d8+3), x3, brace, reach, P
TentaclesX2 +0 (1d4+2), x2, B, secondary attacks

Ranged: +3
Sling +3 (1d4+2), 50', B
Dagger +3 (1d4+2), 19-20/x2, 10', P

---------------------Abilities-------------------------
--------------Racial--------------
Natural Armor-+1 natural AC
Claws-2 claw attacks, 1d4/1d4 B/S
Darkvision-60'
Hulking Changeling-+1 racial bonus to melee damage
Base Languages-Common & Kelish
-----------------Class----------------
--Druid(Kraken Caller)--
Restricted Weapons and Armor
Spells and Orisons
Spontaneous Nature's Ally
Bonus Language-Druidic
Nature Bond: Crocodile Domain-1) Death Roll [extra grapple damage option,+1/2 lvl (+2)CMB, 1d8, 3+WIS/day(7)], Mauler Familiar:Dwarf Caiman, Domain Spells
Nature Sense-+2 KnNature, +2 Survival
Wild Empathy-d20+lvl(4)+CHA(1) for animal "diplomacy"
Dauntless Swim-can always take 10 swimming
Hold Breath-can hold breath CON(12) minutes
Resist the Waves' Lure-+4 to saves vs. spell-like and supernatural abilities of aquatic creatures
*Wild Shape-1/day-small or medium aquatic or water subtypes creature or amphibious creatures 1 hr/lvl(4), as beast shape I; or grow 2 tentacles for 10Xlvl(40) mins (See below)[]

----------------------Spells--------------------

Spells Prepared: 0)4 1)3+D 2)2+D
at will (0): Create Water, Detect Magic, Purify Food/Water, Stabilize
4+D/day (1): Cure Light Wounds(DC16)x2[][], Fairie Fire[], Magic Fang[] +D:Touch of the Sea[]
3+D/day (2): Aspect of the Bear[], Flurry of Snowballs[], Vine Strike(DC17)[] +D:Savage Maw[]
------------------------------
Statistics
------------------------------
Str 14, Dex 10, Con 12, Int 12, Wis 18, Cha 12
BAB +3; CMB +5/+7grapple*; CMD 15

Feats
------------------------------
Spell Focus(Conjuration)-+1DC (where relevant)
Augment Summoning-+4Str and Con for summoned creatures

Traits
------------------------------
Healthy-(Campaign)+1 Fort &swimming fatigue checks, hold breath (36rnds)
Sea-souled-(Regional)+1 swim, can always take 10

Skills
-------------------------------
Adventuring: #Climbx1-+6*, #Kn:NatureX3-+9, #HealX3-+10, #PerceptionX4-+11/13, #SpellcraftX1-+5, #SurvivalX3-+12, StealthX3+6, Sense MotiveX3+9, #SwimX1-+7*
Background Skills:#Craft:Alchemyx1-+5, #Handle Animalx4-+8, #Kn:GeogX1-+5, #Prof:SailorX1-+8, #Prof:Herbalistx1-+8
#=class skill
Languages: Common, Kelish, Aquan, Druidic

---------------------------------------
Mauler Familiar:Dwarf Caiman Level 4
Jobert
Size: Small(Med), HP 15/15, AC16(15) (T11 FF16), Spd:10' 30'Swim
STATS: ST11(13) DX11 CN15 Int6 Wis11 Cha2
F+6 R+2* W+4, BAB+3, CMB+2(+4), CMD13(15)+4v.trip
Bite +4 (1d4[1d6+1])
Feats: Skill focus:Stealth;
Skills: Stealth+13(+9)(+8inwater), Swim+12(+13); Perception+7
Special: Low-light vision, hold breath (60rnds), Sprint (1/min, spd 30' for 1 rnd),
Familiar Abilities: Alertness, *Improved Evasion, Share Spells, Empathic Link, Gives +3 on Stealth, Battle form 3/day (standard action, size to med, +2ST [x][][])
--------------------------------------------

Equipment
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Combat Gear: MW Dragonhide breastplate(ACP-3), +1 Darkwood Buckler(-0ACP), scimitar, sling, dagger, alchemists fire, thunderstone, cloak of resistance+1
Other Gear: spell pouch, belt pouch, backpack{blanket, flint/steel, bell, signal whistle, candlesX10, holly, mistletoe, fishing kit, mess kit, trail rationsX2, waterskin, waterproof bag}, potion of CLW, wand of goodberry(47)
Carrying Capacity: Light 0-58, Med 59-116, Hvy 117-175
Current Load: 57 LT (43 w/o pack)
Current $: 1924.9 GP

In Storage: wooden armor
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Favored Class:Druid
Favored Class Bonus:1)+1HP; 2)+1 skill; 3)+1HP; 4)+1skill
Stats:4)+1CON

WildShape:

KRAKEN CALLER-A kraken caller’s options for wild shape are limited to animals with the aquatic or water subtype or that have the amphibious special quality.
The kraken caller can alternatively expend a daily use of wild shape to grow tentacles out of her body while otherwise retaining her own form. This effect lasts for 10 minutes per level, or until the kraken caller changes back.
At 4th level, the kraken caller grows two tentacles while in this form. The tentacles have a reach of 5 feet regardless of the kraken caller’s size, and the kraken caller can use them as secondary natural attacks that deal 1d4 points of damage. She also gains a racial bonus on Climb, Swim, and dirty trick combat maneuver checks equal to the number of tentacles grown.
At each of 6th, 8th, 10th, and 12th levels, a kraken caller can grow an additional tentacle. As a move action, she can retract or regrow any number of the additional tentacles, redistributing the mass of any retracted tentacles. For every 2 retracted tentacles, she can increase the reach of the remaining tentacles by 5 feet (to a maximum of 15 feet), or increase the damage dealt by her tentacles as if she were one size category larger.
While in this form, a kraken caller can expel a 10-foot-radius cloud of ink once per minute as a standard action. This cloud provides total concealment in water and persists for 1 round per level. The ink has no effect out of water.
STANDARD-At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.
At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid’s wild shape now functions as beast shape II. When taking the form of an elemental, the druid’s wild shape functions as elemental body I.
At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid’s wild shape now functions as beast shape III. When taking the form of an elemental, the druid’s wild shape now functions as elemental body II. When taking the form of a plant creature, the druid’s wild shape functions as plant shape I.
At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body III. When taking the form of a plant, the druid’s wild shape now functions as plant shape II.
At 12th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body IV. When taking the form of a plant, the druid’s wild shape now functions as plant shape III.

Appearance
Trieste is a tall (5'10") and muscular woman with shoulder-length black hair. Though her skin is pale, it has the texture of someone who has spent a lot of time in the sun. Her eyes are heterochromatic, one black and one blue. And you're pretty sure that's a small crocodile on her shoulder.

Background
Trieste has spent much of her life at sea. Her adoptive father, Kendal Carre, was captain of his own ship, first in the Andoran Navy, and then as a merchant. As soon as he could take her to sea with him, he did, and she was put to good use. She worked as cabin "boy," spent hours up in the crow's nest, and did all the tasks that small hands were capable of doing. The crew loved having her aboard, seeing her as a good luck charm, and accepted her as one of their own. Her dad, though not a religious man, always tossed a few coins in the sea after a safe journey to give thanks, and she took to doing the same.

As a grown woman, she continued to work on ships, but no longer just her father's. It was on one such different berth that tragedy struck. A sudden storm came up with hurrican force winds that sunk the large ship. She was the only one to survive. She floated at sea for days until picked up by a Taldoran fishing boat. She spent a few weeks in Taldor recovering and it was then that she had her epiphany and became dedicated to Besmara. A small caiman crawled up to her as she prayed and bonded with her.

She headed back to her dad in Augustana, only to find that he had caught a fever and died while she was away. With nothing to really tie her down, she decided that this trip to Azlant sounded like the perfect adventure, the kind of thing someone like her needed. She tossed a coin into the bay for Besmara's blessing and headed off to sign up with the Bountiful Venture Company.

Besmara gets a bad rap as far as Trieste is concerned. "Yeah, she's the goddess of pirates. I guess somebody has to be. But she's more than that. As a goddess of weather and water (and tactics and sea monsters), she's a goddess that supports ships and sailors. Who do you ask for help when a squall comes up outta nowhere? Or when you're being attacked at sea, whether by a giant squid or an opposing ship? A god of puppies and kittens? No, you ask for help from Besmara. And maybe it comes, maybe it doesn't, cause life is like that. At least she gives her more devout followers some of the tools they need to deal with those kind of situations. So she's not the kind of god that gives you a hug at the end of a bad day. I'll take one that gives you a fighting chance at survival any day."