Undine

Gillii's page

230 posts. Organized Play character for JAF0.


Full Name

Gillii Tursiops

Race

undine watersinger bard / 2 | -15 *

Classes/Levels

skills:
acro 6, bluff 7, diplo 7, escape 2, intim 8, know engrg 6, know hist 6, know local 6, know nobil 6, know religion 6, perc 7, perf oratory 8, perform sing 9, perform wind 8, sm 2, swim 4, bard knowledge +3

Gender

hp: 16/16; AC 16, 14, 12 (14 ff 12 t 12); fort 2, ref 6, will 6; bab 1, melee +1, ranged +3; CMB 1, CMD 13; init +2; wclw 31; bp 14/15 |

Alignment

N

Location

pfs # 52335-15

Languages

common, aquan, auran, terran

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

About Gillii

Gillii Tursiops
Male undine bard (watersinger) 2 ( Pathfinder RPG Advanced Race Guide 176, Pathfinder RPG Bestiary 2
275)
N Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +1
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Defense
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 15 (2d8+2)
Fort +1, Ref +6, Will +5; +4 vs. bardic performance, language-dependent, and sonic
Resist cold 5
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Offense
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Speed 30 ft. (20 ft. in armor), swim 30 ft.
Melee dagger +1 (1d4/19-20) or
sap +1 (1d6 nonlethal)
Ranged underwater light crossbow +3 (1d8/19-20)
Special Attacks bardic performance 15 rounds/day (countersong, distraction, inspire courage +1)
Bard (Watersinger) Spells Known (CL 2nd; concentration +5)
1st (3/day)— chord of shards UM (DC 14), ear-piercing scream UM (DC 14), grease, hydraulic push APG,
slipstreamAPG (DC 14)
0 (at will)— create water , daze (DC 13), detect magic , ghost sound (DC 13), message, summon
instrument
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Statistics
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Str 10, Dex 14, Con 10, Int 14, Wis 13, Cha 16
Base Atk +1; CMB +1; CMD 13
Feats Extra Performance
Traits charming, - custom trait -, slippery step
Skills Acrobatics +3 (+5 on checks on wet surfaces or in wet terrain, including bogs, standing or running
water, or a storm-tossed ship., -1 to jump), Bluff +8 (+9 vs. characters who could be attracted to you),
Climb -3 (-1 on checks on wet surfaces or in wet terrain, including bogs, standing or running water, or a
storm-tossed ship.), Diplomacy +7 (+8 vs. characters who could be attracted to you), Intimidate +7,
Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (engineering) +7, Knowledge
(geography) +3, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +3, Knowledge
(nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perform (act) +8, Perform (sing) +8, Swim
+9, Use Magic Device +7
Languages Aquan, Auran, Common, Terran
SQ bardic knowledge +1, hydrated vitality ARG, nereid fascination ARG, versatile performance (sing),
watersong
Combat Gear cold iron crossbow bolts (50), crossbow bolts (50), silver crossbow bolts (50), wand of cure
light wounds (31 charges) , acid (2), alchemist's fire (5); Other Gear leather armor, dagger, sap,
underwater light crossbow ARG, cloak of resistance +1 , flint and steel, masterwork backpack APG, silk rope
(50 ft.), trail rations (5), waterskin, 978 gp
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Special Abilities
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Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 15 rounds/day) Your performances can create magical effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Hydrated Vitality (4 HP/day) Gain fast healing 2 when submerged completely in natural, flowing, water.
Nereid Fascination (1 round, 1/day, DC 14) Fascinate humanoids in a 20-ft radius (Will neg).
Swim (30 feet) You have a Swim speed.
Versatile Performance (Singing) +8 (Ex) You may substitute the final value of your Perform: Sing skill
for Bluff or Sense Motive checks
Watersong (One 5-ft cube) (Su) Use bardic performance to manipulate and control water.
p2

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racial traits:

Ability Score Racial Traits: Undines are both perceptive and agile, but tend to adapt rather than match force with force. They gain +2 Dexterity, +2 Wisdom, and –2 Strength.

Type: Undines are outsiders with the native subtype.

Size: Undines are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.

Languages: Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. See the Linguistics skill page for more information about these languages.

Energy Resistance: Undines have cold resistance 5.

Nereid Fascination: Some undines can trace their ancestry to nereids as well as to outsiders. Once per day as a standard action, such an undine can create a 20-foot-radius aura that causes humanoids within the aura's range to become fascinated with her for a number of rounds equal to 1/2 the undine's character level (minimum 1). Targets may resist with a Will save (DC 10 + 1/2 the undine's level + the undine's Charisma modifier). This is a supernatural ability. This racial trait replaces the spell-like ability racial trait.

Hydrated Vitality: An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity.

Darkvision: Undines can see perfectly in the dark up to 60 feet.

traits:

Quick Improvisation Benefit(s) Once per day after you attempt a Perform check and before the results of the roll are revealed by the GM, you can attempt a Bluff check and use the result of that check in place of your Perform check. You must use the result of that Bluff check, even if it is lower.

Charming Blessed with good looks, you've come to depend on the fact that others find you attractive. Benefit: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures. (bonus trait - see Hakime's chronicle #15 from sky key solution)

Slippery Step (Undine) You are used to walking on wet and slippery surfaces. Benefit(s): You are always considered to have firm footing when fighting underwater, and you gain a +2 trait bonus on Acrobatics checks and Climb checks on wet surfaces or in wet terrain, including bogs, standing or running water, or a storm-tossed ship.

feats:

Extra Performance You can use your bardic performance ability more often than normal. Prerequisite: Bardic performance class feature. Benefit: You can use bardic performance for 6 additional rounds per day. Special: You can gain Extra Performance multiple times. Its effects stack.

bard abilities:

Weapon and Armor Proficiency A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score.

The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells).

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Cantrips (Sp) Bard's learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

Bardic Knowledge (Ex) A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

List of Bardic Performances:

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): (replaced (see Watersinger below)

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Versatile Performance (Ex) At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

...Advanced Versatile Performances Beginning at 6th level, instead of selecting an additional skill with versatile performance, a bard or skald can choose an advanced versatile performance for one Perform skill he previously selected with versatile performance. Some advanced versatile performance options can be selected only if the bard or skald meets the option’s prerequisites.

A bard or skald with an archetype that replaces versatile performance cannot select advanced versatile performance options.

Expanded Versatility (Ex): The bard chooses one Perform skill that he has already selected with versatile performance. He adds one of the following skills to the list of skills that are associated with the chosen Perform skill for the purpose of the versatile performance ability: Bluff, Diplomacy, Disguise, Escape Artist, Handle Animal, Intimidate, Sense Motive, or Use Magic Device. This option can be selected multiple times, but no skill can be associated with the same Perform skill more than once.

Martial Performance (Ex): The bard chooses one weapon belonging to a fighter weapon group that is associated with a Perform skill he has selected with versatile performance (see below). He gains proficiency with this weapon. If the bard is already proficient with this weapon or later becomes proficient with it, he gains Weapon Focus with that weapon as a bonus feat instead. In addition, the bard’s effective fighter level is equal to 1/2 his bard level for the purpose of qualifying for feats that specifically select weapons from those Perform skills’ associated fighter weapon groups. The types of Perform skills and their associated fighter weapon groups are: Act (close, double), Comedy (flails, thrown), Dance (monk, spears), Keyboard Instruments (hammers, siege engines), Oratory (heavy blades, light blades), Percussion (close, hammers), Sing (close, natural), String (axes, bows), and Wind (monk, thrown).

Masterpiece: The bard gains a bardic masterpiece, as if he were giving up a feat to learn it. He must meet the masterpiece’s prerequisites, and the masterpiece must list ranks in a Perform skill that the bard has chosen with versatile performance as a prerequisite. This option can be selected multiple times.

Well-Versed (Ex) At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

watersinger abilities:

Bardic Performance A watersinger has some unique bardic performances, which replace some of the standard bardic performances as listed in each entry. These bardic performances follow all the general rules and restrictions of a bard's bardic performances.

Watersong (Su): At 1st level, a watersinger can use bardic performance to manipulate and control the shape of water within 30 feet. A successful Perform check allows the bard to animate and control a 5-foot-cube of water. The watersinger can command the water to take various forms, bend, rise, fall, or sustain a shape, and can make it support weight as if it were solid ice. For example, the watersinger could create a pillar of water (to provide cover), ladder, channel, bridge, stairs, slide, and so on. The manipulated water is as slippery as normal ice. This ability cannot create forms more fragile or complex than what could be carved in normal ice. While under the bard's control, the water has hardness 0 and 3 hit points per inch of thickness. At level 3, the manipulated water gains hardness 1, and this increases by +1 for every 3 bard levels beyond that. At 5th, 10th, 15th, and 20th level, the volume affected increases by an additional 5-foot cube (these cubes must be adjacent to each other). The manipulated water retains its shape for 1 round after the bard stops spending bardic performance rounds to maintain it.

This ability replaces fascinate, suggestion, and mass suggestion.

Waterstrike (Su): At 3rd level, the watersinger can spend 1 round of bardic performance to command any water he is currently manipulating with his watersong performance to lash out and strike an opponent with a slam attack. The watersinger uses his base attack bonus and Charisma bonus to make this attack, and deals 1d6 points of bludgeoning damage plus his Charisma bonus. The attack can originate from any square of water the bard is manipulating, and the water can get a flanking bonus or help a combatant get one, but cannot make attacks of opportunity. The water can make multiple attacks per round if your base attack bonus allows you to do so. At 10th level, the water's slam damage increases to 1d8 points and the water gains a reach of 10 feet. At 15th level, the water's slam damage increases to 2d6 points. At 20th level, the water's slam damage increases to 2d8 points.

This performance replaces inspire competence.

Lifewater (Su): At 5th level, the watersinger can spend 1 round of bardic performance as a standard action to manipulate the water, blood, and other fluids within a creature's body, causing the target to become sickened for 1d4 rounds. Alternatively, he may use this ability to attempt a reposition combat maneuver, using his base attack bonus and his Charisma modifier as his CMB. This ability has a range of 30 feet, only works on creatures whose bodies contain fluid, and does not affect creatures that are immune to critical hits.

This performance replaces the use of lore master gained at 5th level (though a watersinger still gains the use of lore master once per day at 11th level and twice per day at 17th).

Watersinger Spells A watersinger adds certain water-themed spells to his spell list. He adds these abilities to his spell list as soon as his bard level allows him to cast spells of that spell level.

0th—create water; 1st—hydraulic push, slipstream; 2nd—aqueous orb, hydraulic torrent, water walk; 3rd—fluid form, ride the waves; 4th—control water, communal water walk; 5th—vortex; 6th—seamantle.

spells:

0th lvl dc 13: daze, ghost sound, message, det magic, create water, summon instrument

1st lvl 3/3 dc 14: grease, hydraulic push, slipstream, Charm Person

equipment:

clothing
leather armor
pack
rations x5
alchemist fire x5
waterskin
bedroll
50' silk rope
flint/steel/tinderbox
short bow 20 arrows
20 cold iron arrows
20 silver arrows (alch silver)
dagger
sap
acid flask x2
wand of clw
cloak of resistance +1
whip

whip:

A whip deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).

Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn't a light weapon.

Weapon Feature(s): finesse, reach.