Undine

Agaban Emmed's page

265 posts. Organized Play character for bzl109.


Full Name

Agaban Emmed

Race

Undine Cleric (4) (Pharasma) | HP 27/27 | AC 19 (21) TC 13 FF 16 (18) | Saves F/R/W +5/+4/+9 | Init +3 Perc +4 SM +8 | spells 1st 5/5 + 1: 2nd 3/3 + 1 | Ice 7/7 Death 7/7 Race 1/1 Channel 2/2 | Active conditions: Wis +2

Gender

Male

Size

Medium

Age

24

Special Abilities

Hydraulic Push

Alignment

Neutral

Deity

Pharasma

Strength 12
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 18
Charisma 8

About Agaban Emmed

Male Undine Cleric 4
True Neutral

Stats:

Strength 12 (+1)
Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 12 (+1)
Wisdom 18 (+4)
Charisma 8 (-1)
Size: Medium
Height: 5' 8"
Weight: 165 lb
Eyes: Crystal blue
Hair: Pale Turquoise
Skin: Emerald Green
Domains:

Domains:
Psychopomp (Death)
Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spirit Touch (Su): At 6th level, as a swift action, you can give your natural weapons or any weapons you wield the ghost touch weapon special ability. You can use this power a number of rounds per day equal to your cleric level. These rounds need not be consecutive

Domain Spells: 1st—cause fear, 2nd—death knell, 3rd—chains of perdition, 4th—death ward, 5th—slay living, 6th—planar ally (psychopomps only), 7th—destruction, 8th—trap the soul, 9th—wail of the banshee.

Ice (Water)
Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Body of Ice (Su): At 8th level, you can transmute your body and equipment to ice for a period of time. It takes a standard action to take on the form of ice, and you can end the transmutation with a free action on your turn. When you take on the form of ice, you are immune to cold and have DR 5/—, but you take twice the normal amount of damage from fire. You can take on the form of ice for a number of rounds per day equal to your cleric level. The rounds need not be consecutive.

Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—water breathing, 4th—control water, 5th—ice storm, 6th—cone of cold, 7th—freezing sphere, 8th—horrid wilting, 9th—polar ray

AC/Saves/HP/Channel:

Energy: Positive [Healing / Damages Undead]

Total Hit Points: 27

Speed: 30 feet

Armor Class: 21 = 10 + 6 [Mountain plate] + 2 [heavy wooden] + 3 [dexterity]

Touch AC: 13
Flat-footed: 18
Initiative modifier: + 3 = + 3 [dexterity]
Fortitude save: + 5 = 4 [base] + 1 [constitution]
Reflex save: + 4 = 1 [base] + 3 [dexterity]
Will save: + 9 = 4 [base] + 5 [wisdom]
Attack (handheld): + 4 = 3 [base] + 1 [strength]
Attack (missile): + 6 = 3 [base] + 3 [dexterity]
Combat Maneuver Bonus: + 4 = 3 [base] + 1 [strength]
Combat Maneuver Defense: + 16 = 10 + 3 [base] + 3 [dexterity]

Languages: Aquan Kelish Ignan Al'Fahd (Sign)

Weapons/Armor:

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Light Mace [1d6, crit x2, 1 lb, light, bludgeoning]

Long Spear [1d8, crit x3, 9 lb., two-handed, piercing]

Mithral Mountain plate [light; + 6 AC; max dex + 5; check penalty 0 20 lb.]

Heavy Wooden Shield [ + 2 AC; check penalty -2; hardness 5; hp 15; 10 lb.]


Feats/Traits:

Feats/Traits:
Birthmark You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Outlander: Missionary: You have come to town to see about expanding the presence of your chosen faith after receiving visions that told you your faith is needed in the region—what that need is, though, you’re not quite sure. You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells (Bless, Shield of Faith, Sun Metal) on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.

Hydraulic Maneuver: You may use hydraulic push to attempt a bull rush, disarm, dirty trick (blind or dazzle, see ), or trip combat maneuver. Each time you use hydraulic push, you must decide which of the allowed combat maneuvers you want to perform. You may use this feat with your hydraulic push racial spell-like ability, your class-granted use of hydraulic push, or any hydraulic push spells you cast, but not with magic items or other external sources that use that spell.

Stealth Synergy: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.

Skills:

Acrobatics Dex* +3 (+1) = +3 - 0 [armor] -2 [shield]
Appraise Int 7 = +1 + 3 + 3[class skill]
Bluff Cha -2 = -2
Climb Str* +1 (-1) = +1 - 0 [armor] -2 [shield]
Diplomacy Cha +2 = -2 + 1 + 3[class skill]
Disguise Cha -2 = -2
Escape Artist Dex* +3 (+1) =+3 - 0 [armor] -2 [shield]
Fly Dex* +3 (+1) = +3 -0 [armor] -2 [shield]
Heal Wis 8 = +4 + 1 + 3 [class skill]
Intimidate Cha -2 = -2
Linguistics Int 6 = + 1 + 2 + 3[class skill]
Knowledge (arcana) Int 5 = + 1 + 1 + 3[class skill]
Knowledge (history) Int 6 = +1 + 2 + 3 [class skill]
Knowledge (planes) Int 5 = +1 + 1 + 3 [class skill]
Knowledge (religion) Int 6 = +1 + 1 + 1 [trait] + 3 [class skill]
Knowledge (nobility) Int 5 = +1 + 1 + 3[class skill]
Perception Wis 4 = +4
Ride Dex* +3 (+1) = +3 -0 [armor] -2 [shield]
Sense Motive Wis 8 = +4 + 1 + 3 [class skill]
Stealth Dex* +3 (+1) = +3 -0 [armor] -2 [shield]
Survival Wis 4 = +4
Spellcraft Int 5 = + 1 + 1 + 3 [class skill]
Swim Str** +1 (-1) = +1 -0 [armor] -2 [shield]
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers

Zero-level Cleric spells: 3 can be selected per day, unlimited casting
Stabilize
Create Water
Purify Food and Drink
Guidance

First-level Cleric spells: 5 (2 + 2) per day + 1 from a domain:
Recharge Innate Magic]
Bless
Sun Metal
Shield of Faith
Obscuring Mist (domain)

Second-level Cleric spells: 3 (1 + 1) per day + 1 from domain:
Hold Person
Silence
Fog cloud (domain)

Favored class points: Hit points +0; Skill points +1

Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.

Race/Class:

Undine

Undines are people with elemental water heredity and count as native outsiders.

Darkvision to sixty feet

Undines breathe water as well as air and have swim speed 30.

Flesh Chameleon: Some undines can change their coloration to match human skin tones. As a standard action, an undine with this racial trait can change her natural blue hue to match any normal human skin tone, and can revert to normal as a free action. This grants a +4 racial bonus on Disguise checks to appear human.
Slipstream / hydraulic push spell once daily

Undine clerics with the water domain cast domain powers and water spells at +1 caster level.

Cleric
Alignment Aura

Spontaneous casting -- trade prepared spells for curative spells

Channels positive energy (2x/day)

High wisdom gains bonus spells daily

Domain choices give additional abilities. See the rulebook for details

Death clergy can cause bleeding by touch, and at 8th level negative energy heals you

Water clergy can shoot icicles, and at 8th level resist cold.

Concentration check: d20 + cleric level + wisdom modifier vs. DC


Class HP rolled
Level 1: Cleric 8
Equipment:

Light load: 43 lb. or less
Medium load: 44-86 lb.
Heavy load: 87-130 lb.
Lift over head: 130 lb.
Lift off ground: 260 lb.
Push or drag: 650 lb.

Equipment: 81 lbs.
_____

Cold Iron Dagger
Alchemical Silver Dagger
Dagger x3
MW Backpack
Bedroll
Flint and steel
Pouch x1
Holy Symbol Wooden
Holy Text
Rations (1 day) x2
Waterskins x2
Whetstone
Wrist Sheathe x2
Hot Weather Outfit
Armor Ointment
Chill Cream
Bloodblock
Potion of CLW
Spell component pouch
Journal
Compass

Gold 574 Silver 0 Copper 8


More about this character:
Background:

Growing up in a small fishing village on the coast. Agaban didn't really seem to have a simple childhood. Don't mistake me the communal arraignment for raising children seemed to work for most, however, the spiral on his chest seemed to separate him out. The adults and children didn't necessarily mean to isolate him but everyone seemed to assume his path forward in life was predestined from his birth.

Now was this fate or maybe everyone pushing him towards the church, the end still came out to be the same with Agaban following the rites to start his training under the local priest from a young age. This seemed to work out for everyone with the townsfolk assuming he was following her wishes and Agaban finding someone willing to take the time to actually interact with him and challenge him both intellectually and spiritually under the tenants of Pharasma.

As he grew older it seemed like he had an even harder time interacting with everyone though now it was more because his focus seemed to settle more on the death aspect of Pharasma over the life aspect. Though unknown to the townsfolk this was more because he felt they ignored both aspects due to their fear of death and the unknown...how were they going to be judged...did they do enough to tip the scales in their favor. While this was the case for most Agaban's faith only grew stronger both because of his certainty in his actions and because he started to feel a presence centered on in the spiral on his chest, almost over his heart which had to have some additional significance.

This carried on for a handful of years until after he completed his last observance and was inducted fully into the priesthood of Pharasma. Now the time for a decision was upon him...The town was too small to really need 2 priests and the current one was well loved by the town and while beyond the prime of his youth he was by no means ready to step aside to allow the youngun to lead his parish.

A few weeks after this during a stormy night, Agaban had a dream/vision (he wasn't really sure at the time which it was), but either way he felt drawn to leave the town and travel towards the capital. Well unbeknownst to him the town was generally left alone by the recruiters due to its isolated local and the small population not making it a great option to waste their time, but a young 21/22 year old a true citizen but not having served his term. Well, he never quite made it to the capital before he was drafted into the military. Now this wasn't the worse because of his inherent abilities and his knowledge for dressing wounds he was pulled out of the front liners and back into the tents to treat the wounded both magically and with more common remedies.

Though these skills were important excelling in these wouldn't be enough to draw the attention of the shadows. Ones has to assume that a recruiter for the secretive branch by some weird stroke of luck happened to see Agaban's heal a comrade wounded in a bandit raid without the holy symbol generally required by most priests prompting him to keep a closer eye on this relatively forgetful individual. The final selling point must have been after an ambush by one of the nomadic tribes turned bandits in the desert sweeping behind the lines and into the healer's tents. There was a story of this one cleric standing at the edges with a few walking wounded, throwing shards of ice at the bandits while they approached and the kicker being when a surge of water seemed to disrupt the charge by wiping out the lead horse and causing a cascade effect in the narrow lanes between the tents.

This action stalled out the attack enough that the reserves were able to reorganize and rush back to the defense of the follower/healers/cooks that were supporting this suppression. Later that night Agaban was woken with 2 shadows standing over him offering him a position that few refuse...Though they made sure to get his word in Pharasma's name before moving forward. This wasn't a real issue for Agaban cause upon waking the dream seemed to come full circle and he knew he was on the path that had been determined for him.