Mathezic

Newt the Drowned's page

54 posts. Organized Play character for Blake's Tiger.


Full Name

Hukkunut "Newt" the Drowned Boy

Race

HP 12/12 | AC 14 T 12 FF 12 | F +5 R +2 W +4 | CMD 14 | Init +6 | Perc +6 SM +2 | Nature +7 Planes +6 |

Classes/Levels

Speed 30 ft | Combat Vigor 3/3 | Active Effects: ---

Gender

NG Male Human (Ulfen) Druid (Elemental Ally) 1.1

Languages

Taldane (Common), Skald, Druidic, Terran

Occupation

Sailor +6

Strength 14
Dexterity 14
Constitution 16
Intelligence 12
Wisdom 14
Charisma 8

About Newt the Drowned

History of Hukkunut the Drowned Boy:
The sailors that rescued Newt from the remote, little island north of Battlewall named him Hukkunut--Newt for short. The wiry blond youth recalls having parents and a name but neither their faces nor his birth name. The endless days on the island after the storm drowned his family’s longship had erased their memory. He would not have survived if it were not for the elemental spirits dwelling on the island. They had never seen a boy before and were curious. They tended his wounds and, when he recovered his strength, taught him to dive and fish and steal bird eggs, to build shelter, to make fire, and, eventually, other secrets. For more than a decade, the stone island, crabs, terns, fish, and elemental spirits were all the boy knew. A longship blown off course spied his cook fire one evening and rescued him. The elemental spirits disappeared the day the men appeared, and Newt missed his friends. The sailors taught--or rather rekindled--skills for life at sea and took him on as part of their crew. A few weeks later, one by one, Newt’s spirit friends revealed themselves to him, confessing that they had followed after him. After a few years with the crew and the spirits’ whispers of the wonders of the wild, Newt decided that he wanted to see more of the Golarion than trading ports along the Steaming Sea.

Male human druid (elemental ally) 1.1 (Monster Summoner’s Handbook 16)
NG Medium humanoid (human [Ulfen])
Init +6; Perception +6
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 armor +2 Dex)
hp 12 (1d8+4) FCB +1
Fort +5, Ref +2, Will +4
OFFENSE
Speed 30 ft.
Melee shortspear +2 (1d6+3/x2)
Ranged sling +2 (1d4+2/x2), shortspear +2 (1d6+2/x2)
Druid Spells Prepared (CL 1st; concentration +3)
1st - Calm Animals (2d4+1 HD) (DC 13), Charm Animal (DC 13)
0 (at will) - Light, Mending, Stabilize
STATISTICS
Str 14, Dex 14, Con 16, Int 12, Wis 14, Cha 8
BAB +0; CMB +2; CMD 14

Feats:
Combat Vigor (HH)
Improved Initiative

Skills:
’ = Trained
Acrobatics +2
Appraise +1
Bluff -1
Climb +2
Diplomacy -1
Disguise -1
Escape Artist +2
Heal +2
Intimidate -1
K: Nature +7’
K: Planes +6’
Perception +6’
Perform -1
Profession (sailor) +6’
Ride +2
Sense Motive +2
Stealth +2
Survival +8’
Swim +7’

Traits:
sea-souled (UC): +1 Swim, can always Take 10 on Swim checks
fiend blood (UC): +1 K: Planes (in class)

Languages Common, Skald, Druidic, Terran
SQ elemental eidolons, elemental empathy, elemental magic, nature sense
Combat Gear shortspear, sling, sling bullets (10), leather armor, holly & mistletoe
Other Gear earth breaker*, leather armor*, backpack, thieves’ tools (* = equipped on Kivi the Troll)
26 (55*) lbs / 58 lbs Light Load (* = Kivi dismissed)
Coins: 545.6 gp
SPECIAL ABILITIES
Combat Vigor (Ex): (3/3) Spend 1 vigor point to heal 1d6 damage and then fatigued for 1 minute
Elemental Eidolons (Su): Newt’s can summon one of four eidolons at a time: Tuli the Salamander, Kivi the Troll, Ilma the Drake, and Vesi the Devilfish
Elemental Empathy (Su): Newt can improve the attitude of an elemental using elemental empathy (like how Diplomacy works with people). His bonus to this check is +0. He can try to influence non-elemental outsiders with the air, earth, fire, or water subtype, but takes a -4 penalty.
Elemental Magic (Su): Newt can target elementals (including his elemental eidolons) with any spell he casts that targets animals, even though elementals can’t normally be targeted by such spells.
Sea-Souled (Ex): Newt can always Take 10 when swimming.
Spontaneous Casting: Newt can exchange any prepared spell that is not an orison for a summon nature’s ally spell of the same spell level or lower as she casts the spell.

Chronicles

1. 8-00: The Cosmic Captive:

[_] Elemental Conquest: +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the water subtype and against spells with the cold or water descriptors. While adventuring on the Plane of Water, instead gain +1 to all saving throws. As a swift action, you can check the box that precedes this boon in order to gain a +5 competence bonus on Swim checks and the ability to breathe underwater for 1 minute.
[_][_] Ragninori's Debt: You can activate this boon as a standard action by checking one of the boxes that precedes it, gaining one of the benefits based on your level when you activate the boon.
Level 1-4: Cat's Grace, Cure Moderate Wounds, Lesser Restoration, or Shocking Grasp
Level 5-8: Cure Serious Wounds, Fly, Lightning Bolt
Level 9-11: Call Lightning Storm, Cure Critical Wounds
Level 12+: Heal, Whirlwind