DMPCS Badger Clan: Trial by Fire, Water, Earth, and Air
Game Master Krumthi PBP
Background To be edited Background:
Spoiler:
'Suny' (As she prefers to be called by her friends) is a cheery, happy soul. Having grown up about the ports and harbors of she has earned a living, up until now, by working on small fishing boats and trawlers or by providing impromptu entrainment at the small local taverns in the hamlets where the ships would put in for berth.
Now, slightly bored of the sea (And always cleaning the salt from her hair), she has headed inland to see what the world at large holds in store for her.
N'so, a description o' th' kin 'Back home'. Island Elves of which she wus a part of would seem to be more 'Native' like. Simple hunter, gather-ers who might supplement things with a bit of 'natural' crop farming and other horticulture'l endeavors.
Now, bein' Native don't mean bein' Stoopid. Frowns and waggles a warning finger at folks.
Since they're more like Seals then Fish, they'd be on goodly terms wi' th' Merfolks there abouts an' probably have good trade relations wi' 'em. As fer raiders an' such? Well, every community puts up with that sort o' folk in a fantasy setting, right (^.~) ?
Suny's (Elasandriel) kith and kin have been living on the edges of the sea from time immemorial. Whether it was exploring some new and pristine beach or scampering about the rigging of whatever sailing vessel was the fashion of the day. Being 'Of the sea and shore' are part of her nature.
Special Qualities: "Amphibious" (Inner Sea World Guide Pg 25
Quote:
Aquatic Elves are identical to normal elves, save that they have the 'aquatic' subtype, the amphibious special quality, a swim speed of 30', and replace the standard elf weapon familiarity with proficiency rapier, short swords, tridents, and any weapon with the word "Elven" in its name.
At 1st level, the infiltrator’s will is bent toward subterfuge and deception. She adds her Wisdom modifier on Bluff and Diplomacy skill checks in addition to the normal ability score modifiers.
Orisons,
Misdirection (Sp)
Spoiler:
At 1st level, each day when the infiltrator prepares spells, she may choose an alignment. She detects as that alignment as if she had used misdirection on a creature with that alignment (this does not change any divination results about her other than her alignment).
Riding Dog, CR 1, XP 400
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8
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DEFENSE:
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
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OFFENSE:
Speed 40 ft.
Melee bite +3 (1d6+3 plus trip)
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STATISTICS:
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
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Riding Dog2:
Stats:
Riding Dog, CR 1, XP 400
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8
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DEFENSE:
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
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OFFENSE:
Speed 40 ft.
Melee bite +3 (1d6+3 plus trip)
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STATISTICS:
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
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Gear:
Starting Gold 3000 Gp
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Winter Blanket 1 Gp
Camp Blanket .2Gp
Bedroll 1 Gp
Silk Rope(X2[100']) 20 Gp
Adventurer's Sash 20 Gp
Adventurer's Sash 20 Gp
Elven Curved-blade(MstWk) 380 Gp
Back-pack(MstWk) 50 Gp
Bouy(Superior)(X4) 120 Gp
Iron Spikes (X10) .5Gp
Smoke-lens'd Goggles 10 Gp
Spell Book & Sells 320 GP
Potion Curelight Wounds(X12) 600 Gp
Fishing Net 4 Gp
Lantern(Bull'sEye) 12 Gp
Magic Torch(X4) 440 Gp
Rope(Silk)(50'X3) 30 Gp
Water SKin(X4) 4 Gp
Soap(1 Lb) .5 Gp
Chest(MstWk) 85 Gp
Saddle-Pack(X2) 10 Gp
Combat Trained Riding-Dogs(X2) 450 Gp
Sealing Wax(4Lb) 4 Gp
Moneys Left: 512.8 Gp