TEXT: Katara
  Medium Natural Humanoid
  Level 3
  Human Waterbender
  Initiative +3 
  Senses Perception 15
  HP 34; Bloodied 16; Healing surges 8, 8hp
  AC 17; Fortitude 14; Reflex 15; Will 19
  Speed 6
  Human Features
  Human Defense Bonuses
  Class Features — Waterbender (modified Cleric)
  Watershape (Channel Divinity), Healer’s Lore, Healing Water 
  (Healing Word); (Waterbenders use water sources as implements)
  Attacks
  +6 Dexterity (whip from Pure Water Pouch) 1d4 + 2
  +5 Wisdom (Pure Water Pouch)
  At-Will Powers
  Sacred Water (Sacred Flame), Ray of Frost (Wis instead of Int), 
  Aqua Blast (Lance of Faith)
  Encounter Powers
  Chill Strike (Wis instead of Int; 1), Whip Snare (feat requirement 
  discarded; 3) [DR368]
  Daily Powers
  Rejuvinating Rain (Beacon of Hope; 1)
  Utility Powers
  Cleansing Water (Divine Aid; 2)
  Feats
  Whip Training [+3 prof; 1d4; off-hand, reach] (martial requirement 
  discarded), Human Perseverance, Turn the Tide (Sehanine’s 
  Reversal)
  Alignment Good 
  Languages Common
  Skills Diplomacy +8, Heal +10, History +7, Insight +10, Religion +10
  Str 8 (+0)  
  Dex 14 (+3) 
  Wis 18 (+5)
  Con 12 (+2) 
  Int 12 (+2) 
  Cha 14 (+3)
  Equipment 680gp, Amulet of Protection +1 (mother’s pendant), Hide 
  Armor of Cold Resistance +1 [AV] (Southern water tribe garb), 
  Pure Water Pouch +1
  Katara
  Katara is the last waterbender from the southern water 
  tribe because of historical raids on her village by the 
  Fire Nation. When she and her brother Sokka uncover 
  Aang, the avatar, they embark on a quest to help Aang 
  master the elements to save the world.
  In your campaign, the players have most likely run 
  afoul of Katara because of some misunderstanding or 
  manipulation by mutual foes. After a brief conflict, they 
  should realize their folly and join forces.
  Katara’s Tactics
  Katara stands back from direct melee, using her water 
  whip with reach, or using sacred water on allies under 
  heavy pressure. She may use whip snare when an enemy 
  is trying to escape or if she can take advantage of the 
  positioning ability of the power to aid her teammates’ 
  tactics. Chill strike she reserves for when either she or a 
  friend is in dire straits; she then attacks the enemy that 
  is most threatening to that friend.
  Katara
  Medium Natural Humanoid
  Level 3 Controller (Leader)
  150 XP
  Initiative +3 
  Senses Perception +5
  HP 44; Bloodied 22
  AC 17; Fortitude 14; Reflex 15; Will 17
  Speed 6
  @ Water Whip (standard; at-will)
  Reach 2; +7 vs. Reflex; 1d4 + 3 damage and the target takes a -2 
  penalty to attack rolls against a target of Katara’s choice until the 
  end of her next turn.
   # Sacred Water (standard; at-will) < Cold
  Ranged 5; +7 vs. Reflex; 1d6 + 4 cold damage, and one ally Katara 
  can see chooses to either gain 3 temporary hit points or make a 
  saving throw.
   !  Whip Snare (standard; encounter) 
  Reach 2; +7 vs. Reflex; 2d4 + 3 damage, and Katara can knock the 
  target prone or pull the target 1 square.
   # Chill Strike (standard; encounter) < Cold
  Ranged 10; +7 vs. Fortitude; 2d8 + 4 cold damage, and the target 
  is dazed until the end of Katara’s next turn.
  Alignment Good 
  Languages Common
  Skills Heal +10
  Str 8 (+0)  
  Dex 14 (+3) 
  Wis 18 (+5)
  Con 12 (+2) 
  Int 12 (+2) 
  Cha 14 (+3)
  2
  SILENT7SEVEN GAMES  < Pop Creatures 2 — Katara by Andrew Wilson
  Pure Water Pouch
   Level 4+
  Katara carries a small pouch of pure water, so that she will never 
  be without her crucial bending element.
  Lvl 4
  Lvl 9
  Lvl 14
  +1
  +2
  +3
  200 gp
  1,000 gp
  5,000 gp
  Lvl 19
  Lvl 24
  Lvl 29
  +4
  +5
  +6
  25,000 gp
  125,000 gp
  625,000 gp
  Implement (Water Source)
  Enhancement: Attack rolls and damage rolls
  Critical: +1d6 damage per plus
  Property: As part of an action to use a power with the 
  weapon keyword, Katara may shape a water whip to wield 
  with that attack. The whip has the same enhancement 
  bonus and critical property as this item, and it disappears 
  after the attack.
  Property: At the start of a short rest, Katara may choose one  
  ally to aid. If she spends the short rest treating that ally’s 
  wounds with this item, that ally may add Kitara’s Wisdom 
  modifier to each healing surge he or she spends at the end 
  of the rest.
  Dungeons & Dragons is ™ Wizards of the Coast
  Katara, Aang and Avatar: the Last Airbender are ™ Nickelodeon
  image of Katara is © Nickelodeon
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Silent7Games/Pop Creatures 002 - Katara.pdf