Valeros

Andulian Vogh's page

135 posts. Alias of adsapiens.


Full Name

Andulian Vogh

Race

| HP 10/10 | AC 17 TO 13 FF 14 | F +3 R +3 W +5 (+4 vs. mind-affecting) | CMD 15 | Init +3 | Perc +3 DV

Spells:
1st 2/2

Classes/Levels

Phantom:
HP 6/6 | AC 14 TO 12 FF 12 | F +3 R +2 W +2 | CMD 14 | Init +2 | Perc +0 DV | DR 5/Slash

Gender

Male Undine Spiritualist (Drowned Channeler) 1

Age

23

Alignment

Chaotic Neutral

Deity

Besmara

Location

Port Peril

Languages

Aquan, Common, Elven

Occupation

Carpenter, Sailor

Strength 14
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 17
Charisma 7

About Andulian Vogh

Background:

Andulian was just another of the bratty children running around Port Peril. As many of the others, he had something strange about him, though harder to truly pinpoint: his hair had something blueish, his ears were slightly pointy; but in streets full of half-orcs, half-elves, half-demons and half-god-knows-what-else, no one ever seemed to care about it.

While the life of an orphan could be harsh, it wasn't to say he was without family; because the different bands worked as little family units. Like other kids, Andulian's life was that of small petty crimes, carrying messages and helping keep the birds off the fish barrels. It had its toils, but also its fun moments, and besides being somewhat ugly and socially awkward, he was a great storyteller - who used his wits to be the best little negotiator around.

He was a teenager when he got his first true job - he became a helper for Burt Hubdeer, the carpenter that worked dockside on the barrels and chairs. Andulian's job was that to break old wooden objects with a sledgehammer, clean them carefully, oil, and finally get them ready for reuse. It was a rough and somewhat smelly business, but it was honest and got him the coins to survive.

Yet he was still a lover of good rum, the company of fine ladies and the stories (not always really truthful...) of famous pirates and adventures, so more than half of his coins had a very short life. Nights and nights of alcohol and bad decisions matured him, and by the time he came of age, he was a rugged man of the docks, passionate about sailing and fearful of Besmara.

One of such nights, however, he felt it could be his last. Andulian was drinking with his one of his favorite usual companions: Koren, the Good. He was called like that because, different than most troublemakers in the streets, he was actually a nice and warm person, worshipper of Sarenrae and studying to be a priest. It was still dark when they were surrounded from every angle. The brutes were strong and heavily armed.

They were hired muscle from Gorbo Adoob - a wealthy, but not too rich local merchant of spices. Apparently, someone had been fooling around with his wife - that someone being Andulian, but he was certain he wasn't the only one - and he found out. That was to be the last mistake of the young man, and while they tried to flee, they were still easily captured, even with a certain needless violence.

Andulian confessed and begged for Koren to be released, but it was in vain. The hired hands knew no one would miss the street rats, and it was much easier to just get rid of any witnesses. The young men were beaten almost into unconscience, tied to long and heavy chains, and thrown off the deepest part of the pier for an agonizing death by drowning. They screamed, even in the muffled waters, until finally they couldn't anymore.

But it wasn't the end. Hours passed, and suddenly Andulian awoke again - and not only the cold waters weren't bothering him, but he could also breath underneath them! For in his luck, Besmara blessed him with the best secret he could ask for: his inheritance. He was a geniekin; a native outsider with ties to the aquan plane. He was an undine.

Unfortunately, Koren was not. The young man perished, and now his body was floating by Andulian's. The undine screamed to the top of his amphibious lungs: bubbles float everywhere, as the ire of the young man took the waters. He was blaming him, in part, but more than that he was suffering for the loss of his friend. At that moment, things changed for him. The chains ceded (figuratively, and literally!), he was freed; he knew a lot more about himself, and he has evolved even in top of that.

Andulian swam back to the shores. He knew vengeance would be great, but pointless; he was but a street rat, and honestly probably even a forgotten, common face in the crowd. As he walked the streets in shame, he doubted Gorbo was even still thinking about him. Nevertheless, he also knew it was a good idea to find other opportunities, other ports - maybe even ships to join.

He sat by one of the rooftops and looked at the sea, wondering about the future, and then a strong water smell took his senses: as he turned around, Koren was there. Not alive - a phantasmagoric, ectoplasmic version of his friend. Andulian considered he was likely dreaming. Maybe even still a little drunk. But something in his core knew it was all real. Koren sat by his side, water still supernaturally dipping from his clothes. It wasn't the end for any of them, and now they were forever bound.

Andulian and Koren learned about the tether of their strong spiritual link, and from that day their friendship evolved into a fully fledged partnership. Together they were a lot, a lot stronger than alone. Spiritualist and phantom shared a link beyond life and death itself, and over the years were able to digest what happened, adapt to their situation and grow. Andulian started sailing with merchants, repairing ships and offering his newfound healing skills for service, and when alone would talk and share the world with Koren.

Between one of such travels, Andulian found himself in a small tavern known as the Formidable Maid. As usual, the undine was talking about pirates and their adventures, and earning some coins for his talented storytelling. While the rum wasn't perfect, it was still good enough. He had just started a new tale about how an unfortunate sailor found himself press-ganged... When things suddenly went all black!

Appearance and Behavior:

Despite being actually an undine, Andulian looks very much human as his geniekin ancestry might be quite far. His hair is slightly blue - a very dark blue - and kept in an average length, so only someone who knows outsider would be able to trace his true origins. His ears are slightly pointed and his eyes have a hint of deep blue. He is of average height, skinny and pallid, not being really attractive by any means. He still carries the scars from previous beatings and a life of toils.

His overall demeanor is that of a true pirate - he's free spirited and happy to tell his stories, make his coins and drink cheap rum. However, he carries in himself a certain stoicism of the spiritualists, and hopes that somedays the winds will guide whatever vessel he's in towards revenging Koren and better understanding his friend and their connections. He isn't in a hurry to get there, though, and meanwhile enjoys his life and good laughs and dance. If he's someone ugly and socially awkward, he's so clever that it seems easy for him to make friends.

In a party, Andulian is loyal to his core; he still feels the guilt for losing his best friend, and sees everywhere a chance to attone for his past. He's a leader figure with a certain wisdom to his words, but also a drinking buddy. There's still some sadness on him, due to the events of the past, but with years having passed, he's a lot more comfortable with Keran's constant presence.

Keran, by other hands, looks like a young man in commoner clothes. He has long hair and somewhat sad green eyes. He looks to be constantly dripping water, as a consequence from his traumatic death by drowning. His aspect is truly intimidating, but despite it all - he is in truth a spirit of kindness, and a good friend to Andulian who doesn't blame him from the happenings, and is simply happy to still exist in some fashion in the material plane.

Role and Mechanics:

Andulian works as a hybrid class of sorts, being composed basically by a low medium progression spellcaster combined with a slow advancing "pet" of sorts. He and his phantom are efficient enough to help deal damage, but Andulian is more designed around providing buffs and support to the party, plus some off-healing, and Keran (the phantom) is designed around the idea of doing "aid another" to help other people hit and better defend.

If in combat he's not too strong or focused in any area (evidenced by his overall spread attributes), I feel that out of combat he gives me a great chance to RP. I think that spiritualists and their phantoms are spooky and interesting, and I tried to focus in things like diplomacy and heal. I hope to assume somewhat of a face/leadership position, and maybe even help the ship with carpentry in the future.

Character Sheet:

Andulian Vogh
Undine spiritualist (drowned channeler) 1 (Pathfinder Campaign Setting: Aquatic Adventures 52, Pathfinder RPG Bestiary 2 275, Pathfinder RPG Occult Adventures 72)
CN Medium outsider (aquatic, native), Humanoid (human)
Init +3; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +5; +4 bonus vs. mind-affecting
Resist cold 5
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Offense
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Speed 30 ft., swim 30 ft.
Melee unarmed strike +2 (1d3+2 nonlethal)
Spiritualist (Drowned Channeler) Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—cure light wounds, mage armor
. . 0 (at will)—detect magic, mending, read magic, telekinetic projectile[OA]
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Statistics
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Str 14, Dex 16, Con 12, Int 14, Wis 17, Cha 7
Base Atk +0; CMB +2; CMD 15
Feats Catch Off-guard, Skill Focus (Diplomacy), Skill Focus (Heal)
Traits barroom talespinner, clever wordplay
Skills Acrobatics +2, Craft (carpentry) +4, Diplomacy +10, Heal +10, Knowledge (local) +6, Perform (oratory) -1, Profession (sailor) +7, Spellcraft +6, Swim +8, Use Magic Device +2
Languages Aquan, Common, Elven
SQ amphibious, drowned phantom, etheric tether, phantom (Koren, kindness), shared consciousness
Combat Gear magnetized paper[OA]; Other Gear chain shirt, backpack, bedroll, belt pouch, flint and steel, sledge, trail rations (5), waterskin, 1 gp, 9 sp
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Tracked Resources
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Barroom Talespinner (1/week) - 0/1
Magnetized paper - 0/7
Shared Consciousness (1/day) (Su) - 0/1
Trail rations - 0/5
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Special Abilities
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Amphibious (Ex) You can survive indefinitely on land.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Darkvision (60 feet) You can see in the dark (black and white only).
Drowned Phantom Phant gains 30 ft swim, water st, eth tether x2/.5 water/not, no shared conc bon > 25 ft from water.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Etheric Tether (Su) Lose hp to prevent dam to phantom that would banish it to ethereal. Phantom must remain close when manifested or concentration required.
Mostly Human A few undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.
Phantom (Shared Consciousness) Phantom can manifest as a separate creature or provide bonuses while sharing your mind.
Shared Consciousness (1/day) (Su) Gain skill focuses and +4 vs. mind-affecting when not manifesting a phantom.
Swim (30 feet) You have a Swim speed.

Character Sheet (Phantom):

Koren CR –
Phantom (Pathfinder RPG Occult Adventures)
CN Medium outsider (phantom, water)
Init +2; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 6 (1d10+1)
Fort +3, Ref +2, Will +2
DR 5/slashing
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Offense
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Speed 30 ft., swim 30 ft.
Melee unarmed strike +2 (1d3+1 nonlethal) or
. . 2 slams +2 (1d6+1)
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Statistics
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Str 12, Dex 14, Con 13, Int 7, Wis 10, Cha 13
Base Atk +1; CMB +2; CMD 14
Feats Combat Reflexes
Skills Acrobatics +3, Diplomacy +5, Heal +4, Swim +9
Languages Common
SQ benevolent, ectoplasmic phase lurch, opening strike
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Tracked Resources
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. . -none-
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Special Abilities
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Benevolent Increase aid another bonuses granted by 1, or 2 for master.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Ectoplasmic Phase Lurch (Su) Bypass solid obstacles (but not creatures) at half speed, must end turn in clear space.
Opening Strike (Su) Standard action melee attack, on hit grants ally imm act attack vs. same foe.
Swim (30 feet) You have a Swim speed.