Wanted!

Arven "The Shark's Friend"'s page

279 posts. Alias of Deevor.


Full Name

Arven 'The Sharks Friend'

Race

Human

Classes/Levels

Savage Barbarian 5

Spoiler:
HP:55(65)/55(65) AC 18/15/14 Saves F+7:R+5:W+3 Rage: 12/12;

Gender

Male

Size

6'2"

Age

20

Special Abilities

Naked Powers, Uncanny Dodge, Rage Powers: Guarded Life, Knockdown

Deity

Besmara

Languages

Polygot, Common

Occupation

Sailor, Drunkard and womaniser

Strength 16
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 10
Charisma 8

About Arven "The Shark's Friend"

Daily Resources:

Rage 0 used of 12 rounds
Current fatigue: 0 rounds

Arven for GM Knight's Plunder and Peril, Barbarian 5:

Arven,
Male human (Mwangi) barbarian (savage barbarian) 5 (Pathfinder RPG Advanced Player's Guide 79)
CN Medium humanoid (human)
Init +3; Senses Perception +8
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 14 (+3 Dex, +1 dodge, +1 deflection, +3 shield)
hp 55 (5d12+15)
Fort +7, Ref +5, Will +5; +1 morale bonus vs. fear
Defensive Abilities improved uncanny dodge; Resist naked courage
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 cutlass +9 (1d6+4/18-20) or
. . mwk cold iron dagger +9 (1d4+3/19-20) or
. . masterwork silver dagger +9 (1d4+2/19-20)
Special Attacks rage (14 rounds/day), rage powers (guarded life[APG], knockdown[APG], superstition +3)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 10, Wis 10, Cha 8
Base Atk +5; CMB +8; CMD 22
Feats Cleave, Combat Reflexes, Iron Will, Power Attack
Traits hurricane savvy, indomitable faith
Skills Acrobatics +11 (+15 to jump), Climb +8, Knowledge (nature) +4, Perception +8, Profession (sailor) +2, Survival +8, Swim +11
Languages Common, Polyglot
SQ fast movement
Combat Gear wand of mage armor (50 charges); Other Gear +1 darkwood heavy wooden shield, +1 cutlass, masterwork silver dagger, mwk cold iron dagger, cloak of resistance +1, ring of protection +1, masterwork tool, 2 gp
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Guarded Life (5 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize.
Improved Uncanny Dodge (Lv >=9) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 9+.
Knockdown (1/rage) (Ex) 1/rage, make a Trip maneuver without AoO
Naked Courage +1 (Ex) +1 AC and save vs. fear when not wearing armor.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (14 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
--------------------
Life is cheap, at least it is almost true in the steamy hot tribal lands of the Mwangi, for when the white sails of the shiney silvered warriors arrived life had no price, it became worthless. And so Arven was taken, amidst the blood and ashes of his tribe. A slave of Chelish masters, he became a survivor, building the homes and port in Sargava, a port ready to strip the expanse of its treasures and resources to make these foreign devils rich and powerful.
Where there are riches there are those who would relieve men of the trouble of looking after them. For the second time in his life, homes were fired, men and women laying in pools of crimson blood. Only this time, Arven had a common cause with the raiders, death to his Chelish masters. With his bare hands, he ripped the life from one, then many armored devils fell clubbed to death at his feet. In the flames and screams of battle, Arven saved Ricard 'the rat' from certain death. Leading to an invitation to join their ship and their quest to raid the rich and give to themselves. And so a career was started, and a life of rum, women and treasure followed.

And so life became a fight for survival against the monsters of the deep, octopus grappling under the sea, sharks circling the blood of a dying shipmate. When an unlucky merchant sailed through the seas, their cargo would be liberated, or running from the Chelish battleships that patrolled the seas. And then there was Gozreh's gifts, the wind, waves and the whole gambit that nature can throw at you, not so dull as being a slave, is it?

His last ship 'The Yellow Dartfish', stopped by in Lilywhite a week ago and left 2 days later whilst a drunken Arven lay in the arms and bed of a Calistrian priestess, being blessed by her body. Arven had left many ships in a similar fashion, so now it was time to find a new ship and source of treasure, his coin being short in supply.

Arven for GM Knight's Plunder and Peril, Barbarian 4:

Arven
Male human (Mwangi) barbarian (savage barbarian) 4 (Pathfinder RPG Advanced Player's Guide 79)
CN Medium humanoid (human)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 shield)
hp 45 (4d12+12)
Fort +7, Ref +5, Will +3; +1 morale bonus vs. fear
Defensive Abilities uncanny dodge; Resist naked courage
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 cutlass +8 (1d6+4/18-20) or
. . mwk cold iron dagger +8 (1d4+3/19-20) or
. . masterwork silver dagger +8 (1d4+2/19-20) or
. . +1 Spear melee/ranged +8 (1d8+4/x3) (1d8+5/x3: two-handed)
. . Warhammer +7 (1d8+3/x3)
. . Sap +7 (1d6+3/x2)
Special Attacks rage (12 rounds/day), rage powers (guarded life[APG], knockdown[APG])
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 10, Wis 10, Cha 8
Base Atk +4; CMB +7; CMD 21
Feats Cleave, Combat Reflexes, Power Attack
Traits hurricane savvy, indomitable faith
Skills Acrobatics +10 (+14 to jump), Climb +8, Knowledge (nature) +4, Perception +7, Profession (sailor) +1, Survival +7, Swim +10
Languages Common, Polyglot
SQ fast movement
Combat Gear wand of mage armor (50 charges); Other Gear +1 darkwood heavy wooden shield, +1 cutlass, +1 spear, masterwork silver dagger, mwk cold iron dagger, warhammer, sap, cloak of resistance +1, backpack, tanglefoot bag
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Guarded Life (4 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize.
Knockdown (1/rage) (Ex) 1/rage, make a Trip maneuver without AoO
Naked Courage +1 (Ex) +1 AC and save vs. fear when not wearing armor.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (12 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
--------------------
Life is cheap, at least it is almost true in the steamy hot tribal lands of the Mwangi, for when the white sails of the shiney silvered warriors arrived life had no price, it became worthless. And so Arven was taken, amidst the blood and ashes of his tribe. A slave of Chelish masters, he became a survivor, building the homes and port in Sargava, a port ready to strip the expanse of its treasures and resources to make these foreign devils rich and powerful.
Where there are riches there are those who would relieve men of the trouble of looking after them. For the second time in his life, homes were fired, men and women laying in pools of crimson blood. Only this time, Arven had a common cause with the raiders, death to his Chelish masters. With his bare hands, he ripped the life from one, then many armored devils fell clubbed to death at his feet. In the flames and screams of battle, Arven saved Ricard 'the rat' from certain death. Leading to an invitation to join their ship and their quest to raid the rich and give to themselves. And so a career was started, and a life of rum, women and treasure followed.

And so life became a fight for survival against the monsters of the deep, octopus grappling under the sea, sharks circling the blood of a dying shipmate. When an unlucky merchant sailed through the seas, their cargo would be liberated, or running from the Chelish battleships that patrolled the seas. And then there was Gozreh's gifts, the wind, waves and the whole gambit that nature can throw at you, not so dull as being a slave, is it?

As for his nickname, that remains a mystery, tho' some say that sharks follow Arven when he sails, as sooner or later Arven will provide the carcass of a deadman, thrown overboard.

His last ship 'The Yellow Dartfish', stopped by in Lilywhite a week ago and left 2 days later whilst a drunken Arven lay in the arms and bed of a Calistrian priestess, being blessed by her body. Arven had left many ships in a similar fashion, so now it was time to find a new ship and source of treasure, his coin being short in supply.

Background Story, including description:
.
.
.
.
See background in character stats for Perils Plunder
.
.
.
.
.

Rising out of the gently lapping azure sea, walking up the white sandy beach a broad grin on his blue face, Arzen holds a dripping wet brown leather pouch high. In this pouch he holds the key to his family's and the village's security. Tribute, in the form of white and blue pearls, safety and protection bought from the the pirate Old Red Dog McSweeney. At least that's what the blue skinned boy of twelve had always thought. His talents had helped Tassenvale Haven, a small village sheltered from the ravages of the wild oceans, a place where the water is calm and blue, the village nestled between the hills, an idyll away from the violence of the world around. It was here many years ago, their forefathers, a few slaves of the Chelaxian lords of the Devil's Arches had managed to escape, many races, many different skills, but one burning ambition to be free. And so it was Tassenvale Haven was born, a community built on cooperation with no alliance to any, a home for the disposed.

Even now as he looked out over the harbour at Port Peril, the ships anchored and tied up, the quiet of the night, broken by the sound of sailors going to and fro from tavern to tavern and the occasional drunken song or fight. Arzen could not help but give a rueful look as his mind went back to those innocent days of his youth. Now aged 22, he understood the way of the world and accepted it. One man's word, is only as strong as his ability to to keep it, and one man's life is only as strong as his usefulness to the one holding the sword.

Now, after years of keeping himself alive, he nods and flicking a small white pearl in his hand, enough for a meal and several drinks, he turns on his good leg, before putting his peg leg down and striding across to the tarvern. He walks proud, with barely any clothes, the decorations on his skin, tattoo upon tattoo, cover him from head to toe. On his head he wear a red bandana, with a pattern of golden waves, that cover his strange gill like ears, navy blue coloured shoulder length hair falls down from under the cloth. A walking tapestry of scenes from the sea, yet as with the sea, the colours all seem blue. As he breathes and his muscled body moves, the seas and lines on his body roll and lap just as the waves. That is with exception of the dark red wood of his peg leg, its tip softened by a patch of leather tied to its bottom. To cover his manhood, he wears just a loin cloth coloured dark blue, with a pale blue line at its edge, which switches one way then another with the folds of its wearing. Around his waist, a chain belt, dull metal grey made of fine linked chain, with linked hinges from which hang various small tools, daggers and valuables. To each side, hangs a weapon, a second hand cutlass with a red leather handle and polished steel blade is easily reachable on his right and strapped across his back a warhammer and wooden shield. No one in Port Peril walks without their own protection.

As he reaches the tavern door, he can see the yellow light of the torches and lamps stream out the windows illuminating the dirty packed earthen street surface and badly built wooden structure of the building. He sighs to himself, hoping against hope that he won't have to recite his story of the leg, or what used to be his real leg. Not that it made any difference now, it had been five years and the peg leg made no difference to his abilities any more.

But five years ago he'd been diving for pearls off Motaku Island and boasting to his companions aboard 'The Wicked Whale' that he could easily retrieve any pearls if there were any, there were after all only six deadly sharks swimming in the vicinity. Yet this time his pride and arrogance was his downfall, perhaps he'd not given enough of a gift to Gozreh as he harvested the bounties of the sea. It came on him in an instant, as he struggled to loose the oyster, a black shadow, fast and deadly. He turned and twisted away as jaws of white razor sharp snapped closed through the water where his head had just been. In the swirling mass of shark and water, Arven had kicked out at the shark, using its body to propel him faster up to the surface, in a race for safety. He burst through the surface of the blue green sea, his arms reached up to catch hold of the rope hanging over the side. "Quick" he had cried, "pull me up." He had scrambled out of the water, his legs dangling two feet above the surf, but it was not high enough. The black brute of a shark, would not give up its prey so quickly. It leapt upwards catching Arven's left leg below the knee, this time its deadly knife-edged and jagged teeth did the rest, as Arven was left to cry in agony and be pulled to safety. He never had hated much in nature, until then, though his friends laughed sympathically and named him "The Sharks' Friend" His eyes harden, as Arven looks up and remembers where he is, outside the tavern with pearls to spend, ale to drink and women to please.

He chuckled to himself, that the raid on Tassenvale Haven had changed his life. It was then they learned that Captain McSweeney was unable to afford them protection, or chose to look away. Taken captive or sold, it mattered not which, he was to become 'The Wicked Whales' cabin boy and underwater diver. They took only him, though he was unsure why, but he was forever being told to dive into the sea to retrieve some sunken treasure, a jewel, some fancy ancient weapon from its watery grave. At first he thought himself a slave, but first mate Thorsten had paid him, the same as any of the lowly sailors. With time he was allowed to leave the ship on his own, to take a whore or get drunk, even until the time he thought the ship as his home. They even taught him to fight, with cutlass and shield, for it was best he could protect himself.

Thorsten said they weren't pirates but salvagers or things lost or unwanted, though they weren't adverse to violence when needed. Those were good years, until the shark. To be fair, they paid for a good wooden leg when they came into port at Rapier Bay and left him there, as they put it, 'to make the best of the skills he had left.' Not they gave any indication as to what they might be. For a year or more, he existed as a beggar, as he got practiced in the use of his peg leg and was able to return to the sea. It was difficult at first, but now he was once again as good with one leg as he ever was with two.

And tonight he would prove once again, that he could drink and womanise as easily with his wooden leg as he could before. He laughed and pushed the door to the tavern open, the sounds of frivolity, bawdy songs, clinking mugs and the smell of ale and exotic perfume filled the air. Yes, it would be a good night tonight......


Daily Allowances and Consumables:


Treasure Found:

Amulet of Natural Armour +1

special abilities for Undine:

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.
[spoiler=Hydraulic Push]
Spell-Like Ability: Hydraulic push 1/day (caster level equals the undine's level).
Hydraulic Push
School evocation [water]; Level druid 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature or object
Duration instantaneous
Saving Throw none; Spell Resistance yes

You call forth a quick blast of water that knocks over and soaks one creature or square. You can use this blast of water to make a bull rush against any one creature or object. Your CMB for this bull rush is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. This bull rush does not provoke an attack of opportunity. Hydraulic push extinguishes any normal fires on a creature, object, or in a single 5-foot square which it is targeted against. Magical fires are unaffected.


Fatigued:

Fatigued: A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Arven Barb/3:

UndineBarbarian
Undine Barbarian (Savage Barbarian) 3 (Pathfinder RPG Advanced Player's Guide 0; Pathfinder RPG Advanced Race Guide 0)
CN Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+2 shield, +2 Dex, +1 natural, +1 dodge)
hp 38 (3d12+12)
Fort +7, Ref +3, Will +3; +1 morale bonus vs. fear, +2 trait bonus vs. charm and compulson
Defensive Abilities uncanny dodge; Resist cold 5, naked courage
--------------------
Offense
--------------------
Speed 40 ft., swim 30 ft.
Melee cestus +5 (1d4+2/19-20) and
. . cutlass +6 (1d6+2/18-20) and
. . warhammer +5 (1d8+2/×3)
Special Attacks rage (11 rounds/day)
Undine Spell-Like Abilities (CL 3rd; concentration +1)
. . 1/day—hydraulic push
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 16, Int 10, Wis 14, Cha 7
Base Atk +3; CMB +5; CMD 18
Feats Power Attack, Weapon Focus (cutlass)
Traits birthmark, peg leg
Skills Acrobatics +5, Climb +5, Knowledge (nature) +4, Perception +8, Profession (sailor) +3, Survival +7 (+9 to avoid becoming lost when using this), Swim +12
Languages Aquan, Common
SQ fast movement, rage powers (guarded life)
Combat Gear potion of mage armor (2); Other Gear heavy wooden shield, cestus, cutlass, warhammer, amulet of natural armor +1, backpack, belt pouch, blanket, compass, fishing net, grappling hook, hammock, marbles, marbles, marbles, marbles, marbles, mug/tankard, hemp rope (50 ft.), shovel, 19 gp, 2 sp, 8 cp
--------------------
Special Abilities
--------------------
Birthmark +2 save vs. charm & compulsion
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Guarded Life (3 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize.
Naked Courage +1 (Ex) +1 AC and save vs. fear when not wearing armor.
Peg Leg +1 trait bonus to damage vs animals with the Aquatic subtype.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (11 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Swimming (30 feet) You have a Swim speed.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Arven Barb/2:

UndineBarbarian
Undine Barbarian (Savage Barbarian) 2
CN Medium Outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+2 Dex, +2 shield, +1 amulet natural armour)
hp 27 (2d12+8)
Fort +7, Ref +2, Will +2; +2 trait bonus vs. charm and compulson
Defensive Abilities uncanny dodge; Resist cold 5
--------------------
Offense
--------------------
Speed 40 ft., swimming (30 feet)
Melee Heavy Shield Bash +4 (1d4+2/x2) and
Cestus +4 (1d4+2/19-20/x2) and
Cutlass +5 (1d6+2/18-20/x2) and
Warhammer +4 (1d8+2/x3)
Special Attacks rage (9 rounds/day)
Spell-Like Abilities Hydraulic Push (1/day)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 16, Int 10, Wis 14, Cha 7
Base Atk +2; CMB +4; CMD 16
Feats Weapon Focus (Cutlass)
Traits Birthmark, Peg Leg
Skills Acrobatics +6 (+10 jump), Climb +7, Perception +7, Profession (sailor) +3, Survival +7 (+9 to avoid becoming lost when using this), Swim +10
Languages Aquan, Common
SQ fast movement +10, rage powers (guarded life)
Combat Gear Potion of mage armor; Other Gear Heavy wooden shield, Cestus, Cutlass, Warhammer, Backpack (19 @ 60.58 lbs), Belt pouch (empty), Blanket, Compass, Fishing net, Grappling hook, Hammock, Marbles, Marbles, Marbles, Marbles, Marbles, Mug/tankard, Rope, Shovel, 19 GP, 2 SP, 8 CP
--------------------
Special Abilities
--------------------
Birthmark +2 save vs. charm & compulsion
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Guarded Life (2 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize.
Peg Leg +1 trait bonus to damage vs animals with the Aquatic subtype.
Rage (9 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Swimming (30 feet) You have a Swim speed.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Arven Barb 1:

UndineBarbarian
Undine Barbarian (Savage Barbarian) 1
CN Medium Outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 16 (1d12+4)
Fort +6, Ref +2, Will +2; +2 trait bonus vs. charm and compulson
Resist cold 5
--------------------
Offense
--------------------
Speed 40 ft., swimming (30 feet)
Melee Heavy Shield Bash +3 (1d4+2/x2) and
Cestus +3 (1d4+2/19-20/x2) and
Cutlass +4 (1d6+2/18-20/x2) and
Warhammer +3 (1d8+2/x3)
Special Attacks rage (7 rounds/day)
Spell-Like Abilities Hydraulic Push (1/day)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 16, Int 10, Wis 14, Cha 7
Base Atk +1; CMB +3; CMD 15
Feats Weapon Focus (Cutlass)
Traits Birthmark, Peg Leg
Skills Acrobatics +2 (+6 jump), Climb +6, Perception +6, Profession (sailor) +3, Survival +6 (+8 to avoid becoming lost when using this), Swim +10
Skills bonus a +2 bonus to any future checks (Bluff, Diplomacy, Intimidate, or Perform) to influence the crew for the remainder of the voyage.
Languages Aquan, Common
SQ fast movement +10
Combat Gear Potion of mage armor; Other Gear Heavy wooden shield, Cestus, Cutlass, Warhammer, Backpack (19 @ 60.58 lbs), Belt pouch (empty), Blanket, Compass, Fishing net, Grappling hook, Hammock, Marbles, Marbles, Marbles, Marbles, Marbles, Mug/tankard, Rope, Shovel, 19 GP, 2 SP, 8 CP
--------------------
Special Abilities
--------------------
Birthmark +2 save vs. charm & compulsion
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Peg Leg +1 trait bonus to damage vs animals with the Aquatic subtype.
Hydrated Vitality fast healing 2/round max healing 2xlevel per day, if submerged in water, racial trait replaces water affinity.Peg Leg +1 trait bonus to damage vs animals with the Aquatic subtype.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Swimming (30 feet) You have a Swim speed.

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.