Jask Derindi

Jesal "Salt" Knothin's page

492 posts. Alias of DM Fflash.


Full Name

Jesal "Salt" Knothin a.k.a. The Drowned

Race

[spoiler=Status][list]

  • HP: 30/30
  • AC: 14, T: 11, F: 13
  • F:6, R: 2, W: 8, Init: +1; Perception: +11

  • Classes/Levels

  • Channels Used: 1/7
  • 1st: hydralic push,air bubble, snowball (16), tripvine (15), calm animal
  • 2nd: slipstream, Gozreh's trident, agg thundercloud (16)[/list][/spoiler]

  • Gender

    Male Human (Mwangi) Aquatic Druid 4

    Special Abilities

    AquaticAdaption (+1/2 level to Init, Perception, Stealth, Survival, Swim & Know (geo) in water). Swim Speed 15

    Alignment

    N

    Deity

    Gozreh

    Languages

    Common, Polygot, Druidic

    Occupation

    Hermit / Sailor

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

    About Jesal "Salt" Knothin

    Jesal "Salt" Knothin a.k.a. the Drowned
    Male human (Mwangi) druid (aquatic druid) 4 (Pathfinder RPG Advanced Player's Guide 98)
    N Medium humanoid (human)
    Init +1; Senses Perception +11
    --------------------
    Defense
    --------------------
    AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
    hp 30 (4d8+8)
    Fort +6, Ref +2, Will +8; +4 bonus vs. [water] spells or exceptional or supernatural abilities of aquatic or water creatures
    --------------------
    Offense
    --------------------
    Speed 30 ft., swim 15 ft.
    Melee shortspear +5 (1d6+2) or
    . . spear +5 (1d8+3/×3)
    Druid (Aquatic Druid) Spells Prepared (CL 4th; concentration +10)
    . . 2nd—aggressive thundercloud[ACG] (DC 16), elemental speech[ACG], gozreh's trident, slipstream[D,APG] (DC 17)
    . . 1st—calm animals (DC 15), hydraulic push[D,APG], produce flame, snowball (DC 16), tripvine (DC 15)
    . . 0 (at will)—guidance, mending, resistance, stabilize
    . . D Domain spell; Domain Aquatic domain
    --------------------
    Statistics
    --------------------
    Str 14, Dex 12, Con 14, Int 10, Wis 18, Cha 14
    Base Atk +3; CMB +5; CMD 16
    Feats Augment Summoning, Moonlight Summons[UM], Spell Focus (conjuration)
    Traits focused mind, sacred conduit, touched by the sea
    Skills Climb +5, Handle Animal +6, Heal +8, Knowledge (nature) +9, Perception +11 (+13 in aquatic terrain), Profession (cook) +8, Profession (sailor) +9, Spellcraft +6, Stealth +0 (+2 in aquatic terrain), Survival +13 (+15 in aquatic terrain), Swim +17 (+19 in aquatic terrain)
    Languages Common, Druidic, Polyglot
    SQ aquatic adaptation, nature bond (Aquatic domain[UM]), nature sense, resist ocean's fury, sealord, wild empathy +6
    Other Gear wooden armor[APG], shortspear (5), spear, fishhook (3), fishing net, hammock[UE], masterwork backpack[APG], spear-thrower, spell component pouch, swim fins, wooden holy symbol of Gozreh, 35 gp, 7 sp
    --------------------
    Special Abilities
    --------------------
    Aquatic Adaptation (+2) (Ex) Initiative checks and Knowledge (geography), Perception, Stealth, Survival, and
    Swim checks in aquatic terrain.
    Augment Summoning Summoned creatures have +4 to Strength and Constitution.
    Druid (Aquatic Druid) Domain (Aquatic) Granted Powers: You master the deeps of the sea, raging rivers, flowing falls, and relentless tides.
    Moonlight Summons Summoned creatures are immune to confusion and sleep effects, and their natural weapons are treated as silver
    Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
    Resist Ocean's Fury (Ex) +4 save vs. effects from [water] or abilities of aquatic or water subtypes.
    Sealord (7/day, DC 14) (Su) Channel as cleric to heal/command aquatic/water subtype targets.
    Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
    Swimming (15 feet) You have a Swim speed.
    Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
    --------------------
    Background: Jesal is a Bonuwat Mwangi who grew up as a fisherman along the Mwangi coast in a fishing village off the Fever Sea in the northern part of the Kaava Lands, worshipping Shimye-Magalla, a combined incarnation of Gozreh and Desna. A happy child who laughed and swam with his brothers and friends, but wokred hard to bring food to his plate, he had two major defining moments.

    The first is when he earned his name, getting caught in some kelp while clam diving and nearly drowning. His friends pulled him out and swore he'd stopped breathing but after an older wise man pounded on his chest, he coughed up the seawater and began breathing again. They named him Knothin, which means "The Drowned" in his language. He enjoyed a bit of celebrity due to that small miracle, but it was cut short when the second major event happened.

    Without warning, their village was raided by a pirate ship out of Smuggler's Shiv in Desperation Bay. Putting most everyone to the sword, the pirates spared very little and burned the village after plundering it. Jesal was among the few who were able to swim and in good conditioning and were taken as slaves aboard the ship, chained to oars for a time and later forced to clean the galley, sew sails and do cabin boy type work. The ship was run by a vicious one-eyed half-elf pirate captain and his first mate, a female sorcerer of unknown race who hid her face behind a converted Red Mantis assassin mask (rumored to belong to an assassin who attempted to kill her). They were careless about life, but Jesal was able to survive for four years aboard the ship before it was boarded and scuttled by a Sargovan naval vessel. The slaves were freed and dumped in Port Freedom.

    Jesal survived on the streets for a bit before he took up on a smuggler's ship for a couple years as a bosun's mate. That vessel shipwrecked on an island in the southern shackles where Jesal found his true calling when he was rescued by a small clan of merfolk.

    Those merfolk helped him set up his life as a hermit and Jesal became one with nature and the sea, swimming with the merfolk as often as possible and once even traveling to their home with the aid of one of their priest's magic. Jesal's reliance on the grace of Gozreh began to dominate his druidic philosophy and his powers emerged a couple years back. It's during this time that the Merfolk took to calling him "Salt" since he spent so much time in the water with them that the ocean salt would encrust itself in the folds of his skin when he dried off, standing out against his dark hue.

    Eventually, even on an island news can travel and word came to him that a one-eyed half-elf sailor and his masked consort were seen in the Shackles and deep-seeded thoughts of revenge drove him to a tearful goodbye with his merfolk friends. Realization that his isolation wasn't healthy for him in the long term, Jesal found his way off the island and traveled by stowaway to Port Peril.

    He's just now headed to the Shackles in pursuit of his former captors aiming to use his familiarity with ships to find work aboard a ship and travel about looking to hear of rumors

    Appearance: Salt has long hair and a beard that he's braided into individual locks interlaced with shells and seaweed. He's quick to smile and enjoys people but remembrance of his ancient pain and the loss of his family can bring a cold rage. He's known to turn to smoking natural drugs of the area whenever able, but doesn't drink much, preferring the high of natural herbs.

    He wears a garish green vest over his armor which looks like it's made partly from flotsam and jetsam. He wears wide baggy multi-colored striped trousers and generally goes shoeless.

    Salt speaks Common with a heavy accent but often blends in other words and sometimes refers to himself in the third person when he gets excited or tired.