Undine

Abel The Wanderer's page

351 posts. Alias of Archae.


Full Name

Abel The Wanderer

Race

Undine

Classes/Levels

Monk (MoMS) lvl 1/Deadly Fist Soulknife Lvl 3 Hp 21/24 | Ac 20 | FF 15| Tch 19 | CMD 22 | Fort 4 | Ref 9| Will 10 | Percption +11 , Darkvision | Initiative +5

Gender

Male

Size

Medium

Age

84

Special Abilities

He's a psychic zora...

Alignment

NG

Deity

Soriel

Languages

Common, Aquan, Elven, Sylvan, Celestial

Occupation

Wandering advice dispenser

Homepage URL

Character Sheet

Strength 10
Dexterity 18
Constitution 10
Intelligence 12
Wisdom 18
Charisma 11

About Abel The Wanderer

Racial Traits and Character traits:

Race 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.

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.

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

Water Sense: Undines with this racial trait can sense vibrations in water, granting them blindsense 30 feet against creatures in contact with the same body of water. This racial trait replaces energy resistance.

Amphibious: Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. 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.

Character Traits

Indomitable Faith

You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive.

Benefit: You gain a +1 trait bonus on Will saves.

Enlightened Warrior

Can take levels as monk while Neutral Good


Feats and Blade skills:

Lvl 1- Dodge

Lvl 3- Deflect Arrows

Bonus feat-Improved Unarmed Strike-

Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Bonus style feat- Crane style

Benefit: You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.

Blade Skills

Focused Offense

As long as the soulknife maintains psionic focus, she adds her Wisdom modifier to her attack and damage rolls instead of her Strength modifier.

Flurry of Fists

When making unarmed attacks and making a full attack, the soulknife can make one additional attack at her highest attack bonus, but all attacks in the full attack suffer a -2 penalty to the attack roll. This extra attack does not stack with abilities that grant additional attacks, such as Two-Weapon Fighting, Flurry of Blows, or other such effects. The soulknife must have the Improved Unarmed Strike feat in order to select this blade skill.

Special Abilities:

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SPECIAL ABILITIES
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AC Bonus (Ex)

When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Fuse Style (Ex)

At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time.

Deadly fist

Empowered Strikes-

Move action, fists count as magic, D6 unarmed damage. Functions like mindblade. he can change the damage type of his attacks between bludgeoning, piercing, and slashing, just like a normal soulknife.

Unarmed assault- Bonus feat improved unarmed strike. Flurry of fists blade skill.

Enhanced Strikes- scaling enhancement bonus to fists.[ +1 ]

Psychic Strike (Su)

As a move action, a soulknife of 3rd level or higher can imbue her mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage on any attack she wishes to activate it on (as long as the attack is made with her mind blade). A soulknife may hold the charge as long as she likes without discharging. It does not go off on any attack unless she chooses to use it, and the charge is not wasted if an attack misses.

If the soulknife forms her mind blade into two weapons, she may imbue each mind blade with psychic strike as normal.

Background:

Growing up in the Forest

My name is Abel, growing up alone i never knew my parents. That wasn't a problem though, nature raised me. The spirits of nature taught me to survive, to be strong. For as long as i could remember, i knew nothing but the surround forests and mountains, as i grew older i grew more curious. I would talk with the spirits, they would listen responding in it's own way. I asked about other people, I was shown war and smoke. I didn't understand... but spirits wouldn't tell me...So i left to find the answers for myself.

Their is always hope

I found a small town...the older children around town, I found would bully some of the weaker children...Survival of the fittest, the way of nature. I struggled with my thoughts...Which was right, which was wrong.Were the weaker to fall to the strong? I took time to figure out this issue i had come across. The children were angry about something and lashing out...I pulled them aside after learning what i had. I told them "Anger has no real power, it is caused by fear and despair. Following such power will lead you down an unpleasant road, but their is always hope, Always a chance to turn back". The children stopped, everyone was happy.

i was not ready to go back home, I realized i could help. People simply need guidance, that is what i believed; that i could give them that guidance. I left the village, wandering in whatever direction the spirits would lead. "Those damned in a land fire and smoke need guidance", I left following the spirits.

Appearance and Personality:

Abel is a patient watcher and listener, He only fights back when he needs to. He believes strongly that negative emotions have no real power. He is eager to teach others, but is not a preacher. He does what must be done in order to help people grow in a positive manner. he is strong willed and faithful, believing that good will prevail over evil no matter how dark things may become.

on to what he looks like humanoid in form with silvery blue skin, a dolphin tail like tendril instead of hair. Small fins on his elbows and arms and webbed feet. He wears simple blue clothing, has bandages wrapped around his hands and feet.