Kather
  1. Characters

Kather

Captain, Starshine

Kather is a small shop owner. She appears to be someone of fey-like origins however some of her distinctive features appear to be otherworldly. She runs her own shop with the help of Domino Wittenmyer and a few of her other friends. No one really knows where her wares comes from but some how she always ends up with the strangest things in her shop.


Outfit Board

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Personality

Mannerism
Eccentric and high energy. Very bubbly and can do kind of attitude. Explosions!!!!!!

Appearance

Kather has pink skin with astral teal tattoos all over her body and face. Her left eye is green while her right is a magenta. She appears to be elven by some nature due to her elongated ears. Her two toned black and white hair is two different lengths. Parts of it are short and just go past her chin while the rest of is pulled back into a low pony tail that goes midway down her back. She wears a white v-neck crop top with purple leather pants and white leather boots. On her left wrist is a silver arm band while her right wrist has neon green bracelets. She wears a brown leather belt with a bright green buckle made out of glass. Her overcoat is a sparkly blue but underneath it appears to be magical. The underside resembles northern lights with a variety of shades of greens and pinks moving with her every movement. On her right hand is a silver ring and her right ear is pierced with a rainbow feather of some type of creature. 

History

Her looks should be a sign that Kather is not necessarily of this world. Everything about her does not hail from even this realm that she currently resides in. As an Astrian even her magic hails from a different source known as star dust. 

Kather is a captain of crew called Shooting Star Pirates. As a group of space pirates, they sail in space from planet to planet taking what they want and leaving what they don't. Although recognized as pirates, Kather helps those who are in need and is willing to take on odd ball jobs here and there because of it. 

While sailing in space her ship and crew fell victim to a magical surge of stardust that created a black hole. It seemed like the hole was created due to a realm jumping magic that went out of control. She and the others were sucked through it and landed within Drakonias. Unable to reach the star dust that powers her and her ship, Kather was unable create a portal that would be able to send them home. She and the others needed to adapt to the new world they had found themselves in. 

Thus she had created a little shop where she unfortunately would start selling her treasures. Because of her shop she met Domino Wittenmyer, Luna Eventide, and Malady Visus. They were able to show her magic from their world and eventually she was able to create portals. The portals were small and only allowed a couple of people to pass through them for the time being. However, this enabled her to jump through different realms and obtain unique wares for her shop. In the meantime, Kather would mentor Domino. 

Despite everything, Kather and the others were growing accustomed to their new lives within Frecia and have even started to settle down here. 

The Story

Kather came across a group of individuals rummaging through her shop who were sent to her by Copper. After learning this, she inquired about what sorts of questions that they may or may not have. She informed them that she was allied with a a rather special guild. This being the Guild of the Lost with their leader the Shadowy Figure. This shadowy figure, she revealed to be none other than Dria Voxville. She questioned what side they were on. Whether or not they agreed with the king and his current actions. All of them answered in their own unique ways which prompted Kather to welcome them into her little home. 

She introduced them to the rest of her crew and reintroduced herself as Captain of the Shooting Star Pirates. She welcomed them to stay for as long as they wanted but they needed to pitch in a do some odd jobs for her in exchange. She wanted them to work with her medic JJ, find a treasure from a map the crew obtained, or to try and sales pitch her store around the town. 

After Erato and Chef returned from their treasure hunt the following day, Kather had her eyes set on the Cosmic Starknife that they had brought back. With a bit of luck and a deal, she was able to obtain the treasure for herself and immediately got right down to work with it. Before she could get far with her new treasure, she found herself under attack by a group of individuals. She was rescued as Trick and Dria Voxville also arrived at the scene.

As a way to say thank you once more, Kather offered a ship in a bottle for the group to use in their travels. 

Trivia

  • Kather's skin sparkles in the light
  • Copper refers to her as his little Starshine

In The Future

Kather assisted the new sages from Varosha to bring back a lost friend of theirs who had gone missing. She allowed them to view her wears before sending them out through Thana's soul gate.

Title
Captain, Starshine

Type
NPC

Races
Astral Elf

Races
Solar

Races
Astrian

Gender
Female

Pronouns
She/Her

Unorganised

Alchemist - Subclass

An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.

Tool Proficiency

3rd-level Alchemist feature

You gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Alchemist Spells

3rd-level Alchemist feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Alchemist Spells

Experimental Elixir

3rd-level Alchemist feature

Whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir’s effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.

You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir’s effect from the Experimental Elixir table.

Creating an experimental elixir requires you to have alchemist’s supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.

When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir’s effect separately. Each elixir requires its own flask.

Experimental Elixir

ROLL TABLE TO VTT
d6Effect

1

Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.

2

Swiftness. The drinker’s walking speed increases by 10 feet for 1 hour.

3

Resilience. The drinker gains a +1 bonus to AC for 10 minutes.

4

Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.

5

Flight. The drinker gains a flying speed of 10 feet for 10 minutes.

6

Transformation. The drinker’s body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.

Alchemical Savant

5th-level Alchemist feature

You've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

Restorative Reagents

9th-level Alchemist feature

You can incorporate restorative reagents into some of your works:

  • Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
  • You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist’s supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Chemical Mastery

15th-level Alchemist feature

You have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:

  • You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
  • You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist’s supplies as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.

Dungeon Delver - Feat

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.

Mobile - Feat

Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Poisoner - Feat

You can prepare and deliver deadly poisons, granting you the following benefits:

  • When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
  • You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
  • You gain proficiency with the Poisoner's Kit if you don’t already have it. With one hour of work using a poisoner’s kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.