Downer

Aramondis Ja'kyorai's page

18 posts. Alias of A. Drallidur.


Full Name

Aramondis Ja'kyorai

Race

Panache 3/3 Plume 1/1 Tact 2/2 Chal 2/2

SLAs:
d.lights 1/1 dkness 1/1 f fire 1/1 fdisk 1/1 m miss. 1/1

Classes/Levels

Skills:
Acro +12 Appr +10 Bluff +14 Climb +5 Dipl +7 Dis Dev +3 Int +14 K(geog/nat/loc) +11/+6/+3 Pr(sail) +9 S Motive +4 Stlth +17 Surv +9 Swim +22

Gender

drow cavalier 6/hydrokineticist 2 THP 0 HP 12/56 | Init +7 Percpt +13 | AC 24/17/18 CMD 25 CMB +8 | Fort +8 Ref +12 Will +4 (+2 vs. ench)

Size

Medium (6'1", 140lbs)

Age

160

Alignment

Chaotic Neutral

Deity

Calistria

Location

Telderist

Languages

Undercommon, Elven, Sakvroth, Aquan

Occupation

Freelance Reappropriator

Strength 13
Dexterity 21
Constitution 11
Intelligence 14
Wisdom 10
Charisma 16

About Aramondis Ja'kyorai

drow cavalier 6/hydrokineticist 2 THP 0 HP 56/56 | Init +7 Percpt +13 | AC 24/17/18 CMD 25 CMB +8 | Fort +8 Ref +12 Will +4 (+2 vs. ench)

Panache 3/3 Plume 1/1 Tact 2/2 Chal 2/2

SLAs:
d.lights 1/1 dkness 1/1 f fire 1/1 fdisk 1/1 m miss. 1/1

Skills:
Acro +12 Appr +10 Bluff +14 Climb +5 Dipl +7 Dis Dev +3 Int +14 K(geog/nat/loc) +11/+6/+3 Pr(sail) +9 S Motive +4 Stlth +17 Surv +9 Swim +22

-----------------------End Headers-----------------------

Backstory!:

Captain Valdyr Ja'kyorai, a name soon to be known along the coast of the Dying Sea! Fiendishly clever and dashing; a cutthroat rake who has just now embarked on a path to rise above his accursed beginnings. Aboard his vessel, the Nightless Son, he stands out as the sole, superior specimen on the deck. His long, elegant hair and fine trappings mark him as someone destined for nobility, nobility he has purchased through the time-honored drow traditions of murder, extortion and theft. In a mere hour he will be meeting with his contacts at House Vexidyre with a gift—A sealed, lead-lined ornate vessel inscribed with demonic runes and the symbol of Abraxas—which was recently ‘gifted’ to him by a courier from House Azrinae who seemed to have lost any desire to deliver it. Whether that lack of enthusiasm had something to do with the dagger Valdyr had planted in his back was unclear, but the arrangement was certainly agreeable! Some further sacrifices would need to be made, thankfully by the remainder of the crew; Shortly they would be convinced to volunteer their shares of the treasure for Valdyr’s sake and be sent on their way to wherever it was House Vexidyre disposed of rubbish at. Truly this was the beginning of a story that would be remembered for ages, one that would be told in taverns along the Dying Sea: The story of a scion of a fallen house who had returned to nobility through cunning, deviousness and wit.

“Unfortunately, brother,” Aramondis says, “this is not your story.” With a swift crack of an oar to the back of the head and a firm boot to the back, the former captain of the keelboat formerly known as the Nightess Son fell into the black waters with an unceremonious sploosh. “He always did sound better in his own head,” the former first mate of the ship says. “Hard to port, bring us around Tormhul! It is time to find a new buyer for this silly pot!”

“Aye, cap’n,” the surly duergar says as he turns to the rest of the crew. “Any of ye lot have a problem?" the grey skinned dwarf grunts at the rest of the crew. “No Sir!” they respond quickly. “All's well then!” the new first mate responds.

Looking out as the lights of the port swing off to their right, Aramondis turns back once more to his companion, “Oh, and do have someone bring up some drinks, we must toast to Valdyr’s new path in life, and to our new ship! Hmm, but what should we call it?” He thinks for a moment seriously on the subject before cracking into a smile and then finally bursting into laughter. “Of course! We should name it in his honor! Henceforth we shall sail upon My Brother’s Wake. Drinks! Celebration! We shall all be rich when we return to Telderist!" Cheers went up from the crew, crying out the vessel’s name in celebration as it receded into the dark waters away from the tiny port they’d been approaching.

Clearly Valdyr had gone to much effort when working with House Vexidyre to arrange a meeting in such a far-off location out of sight of the spies of House Azrinae. Whatever was contained within the vessel must have been of great strategic value for the house to have offered him nobility through marriage. The fact that Valdyr had not been open about who was buying the vessel, and the remoteness of the location had attracted the attention of both himself and Tormhul. Together they had been able to effectively spy on his brother until they received the information needed. He did admire his brother for having the audacity to attempt to regain noble status with such a trade, however cutting the rest of the crew out of the deal was simply unforgivable, especially since he had been caught doing it.

In the weeks afterwards, Aramondis successfully led the crew to unload the item onto the black market in yet another remote port, as selling in Telderist would have attracted the attention of House Vexidyre. Instead, he had posed as his twin brother during the deal, rumors of which would likely find their way back to Vexidyre and them off Aramondis. With his brother dead, they would likely never get the answers they desired, and would continue thinking that Valdyr was merely one step ahead of them.

“Almost too good to be true,” he says with a laugh as they disembark into Telderist. The ship had been retrofitted, repaired and repainted with the proceeds from their purchase. As the new captain, he himself had received the lion’s share, nearly 16000 gold pieces worth after all was said and done—though of course the others on the crew had made out well enough to ensure their continued service and loyalty. From there he made a point of quickly making connections in the Nightrunner’s Guild and gaining an apprenticeship. It afforded their ship with ‘legitimate’ work to cover for any other recreational activities they might be involved with, and provided them with some modicum of protection due to working under the auspices of House Misraria, something that they would need were Vexidre or Azrinae ever to find out the truth of what happened to Valdyr and his package.

Background:
Captain Aramondis Ja'kyorai is the last living member of House Oraikal, having dumped his good-for-nothing twin brother into the drink near some backwater port of no consequence. Taking command of My Brother's Wake, he serves as a trader, messenger, pirate, spy, and anything else that earns him and his crew the profit they desire.
His parents attempted to use trickery and subterfuge to unseat house Azrinae from their position as Abraxas's favored and failed, leading to the death of all but Aramondis and his brother Valdyr. In the aftermath, the two disappeared onto the first boat they could find, changed their names and did everything they could to erase their former identities, even going to the trouble of finding bodies close enough to their own to fake their deaths. After all, it would hardly do to have House Azrinae continually seeking to kill them.

The two worked their way up through the ranks on the keelboat eventually known as "Nightless Son", and once they had become the captain's trusted and loyal enforcers, promptly demoted him to fish food. As the 'elder' brother, something Aramondis had never quite agreed with, Valdyr took control of the ship and the two continued their escapades until the recent unfortunate falling out between the siblings.

Unlike his brother, Aramondis has always been closely tied to the Dying Sea and has harbored no desire to return to the life of nobility. As a child he fell into the waters--with some help from Valdyr--and nearly drowned. It was there beneath the waves that some form of water spirit approached him and offered him a deal: If he vowed to return and consign his body and soul to the Dying Sea in a century, he would be granted the opportunity to save himself. Quickly accepting the deal, he found himself able to breathe and move effortlessly beneath the waves of the sea. Needless to say, his brother was quite disappointed when Aramondis surfaced completely unscathed. Since then he has been attended by a wave that aids him in his travels, though he dismisses it when entering places where leaving a trail of water might be considered reason to remove his head. He also is capable of drawing upon it to batter his foes with blasts of water and to quench fires.

Appearance:
Aramondis cuts a dashing figure at a full 6'1", his now short-cropped hair a silken, perfect white. He favors bright, fanciful and above all, expensive clothes; Most days, however, he simply makes due with his sleeves of many garments to provide him with the appropriate attire without risking sullying such fine clothing. The sole exception is his hat, a jaunty purple number made from the finest lizard leather and spider silk available in Telderist; which has been affixed with a plume from some creature unlucky enough to be captured on the surface and dragged down into the darklands solely for the purpose of appointing his hat. He had paid quite a bit for that privilege, after all, as well as the privilege of setting the remnants of the creature aflame after picking out the plume to ensure his was the only of its kind.

Headgear digression aside, he favors high boots, also of the finest leather, and a tight, turquoise fitted vest enhanced with magic to protect his personal belongings should he wind up in the drink himself. (Note: this happens frequently) His fine cloak rounds out his appearance, adding just the right dash of flair and granting him the magic necessary to both maintain his appearance and abscond with ill-gotten gains rightfully earned payments for his services.

Apart from his attire, Aramondis is unique in that he is almost always attended by a small wave of water, especially when out on his boat. The water that follows him around seems to spirit him along effortlessly, speeding his every movement.

Crunch:
Aramondis Ja'kyorai
Drow Cavalier (daring champion) 6/Hydrokineticist (Overwhelming Soul, Aquakineticist) 2
CN Medium humanoid (elf)
Init +7; Senses darkvision 120 ft.; Perception +13
--------------------
Defense
--------------------
AC 24, touch 17, flat-footed 18 (+6 armor, +1 deflection, +5 Dex, +1 dodge, +1 natural)
hp 56 (8 HD; 2d8+6d10+6)
Fort +8, Ref +12, Will +4; +2 vs. enchantments, +2 morale bonus while underwater whenever you issue a challenge.
Defensive Abilities nimble +1; Immune sleep; SR 14
Weaknesses light blindness
--------------------
Offense
--------------------
Speed 40 ft., swim 50 ft.
Melee +1 cutlass +14/+9 (1d6+6+6 prec, 18/x2, S)
Melee dagger +12/+7 (1d4+1+6 prec, 19/x2, S/P)
Ranged water blast +12 (1d6+4, 20/x2, B)

Special Attacks banner +2, challenge 2/day (+6 damage, +2 morale bonus on saving throws while underwater whenever you issue a challenge.), kinetic blast, panache (3), precise strike, tactician 2/day (Escape Route, 6 rds)
Spell-Like Abilities (CL 8th; concentration +11)
. . constant—endure elements (cold only), slipstream
. . 1/day—dancing lights, darkness, faerie fire
Kineticist Wild Talents Known
. . Infusions—quenching infusion
. . Blasts—water blast (1d6+4)
. . Utility—basic aquakinesis, cold adaptation, waterdancer
--------------------
Statistics
--------------------
Str 13, Dex 21, Con 11, Int 14, Wis 10, Cha 16
Base Atk +7.5; CMB +8; CMD 25

Feats Aquatic Combatant[UW], Escape Route[UC], Leadership, Nemesis, Slashing Grace[ACG], Weapon Focus (cutlass)
Traits armor expert, for the money, nightrunner's apprentice
Skills Acrobatics [4] +12 (+16 jump), Appraise [4] +10, Bluff [8] +14 (+16/+18 to haggle or negotiate/have power too), Climb [1] +5, Diplomacy [1] +7 (+9/+11 to haggle or negotiate/have power too), Disguise +3, Intimidate [8] +14 (+16/+18 to haggle or negotiate/have power too), Knowledge (geography) [6] +11 (+14 underwater location.), Knowledge (local) [1] +3, Knowledge (nature) [1] +6, Perception [8] +13, Profession (sailor) [6] +9, Sense Motive [1] +4, Stealth [8] +17, Survival [5] +9, Swim [8] +22; Racial Modifiers +2 Perception ACP 0
Languages Aquan, Elven, Sakvroth, Undercommon
SQ call of the deep, champion's finesse, dodging panache, gather power, mental prowess, mind over matter, ocean’s caress, order of the waves, poison use, swashbuckler initiative, vain, water breathing, wave's skills, waverider
Combat Gear cloak of the hedge wizard (evocation)[UE]; Other Gear mwk nimble elven chain, cutlass, dagger x4, plume of panache[ACG], ring of sustenance, sleeves of many garments[UE], versatile vest, fashionable accessories, keelboat, 122 gp

--------------------
Special Abilities
--------------------
Aquatic Combatant +2 bonus on Swim checks; avoid normal penalties on melee attack rolls underwater.
Banner +2/+1 (60 ft.) (Ex) Allies within 60 ft. who can see your banner gain +2 save vs. fear & +1 to hit while charging.
Burn 1/round (8 nonlethal/burn, 3/day) Burn HP to gain greater effects on your wild talents.
Call of the Deep Gain waterdancer as a bonus utility wild talent.
Champion's Finesse At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also coun
Cold Adaptation (Sp) Endure elements against cold, and gain Cold Resistance = 2x current burn
Darkvision (120 feet) You can see in the dark (black and white only).
Deed: Dodging Panache +3 (Ex) As an imm action when attacked, use 1 panache to move 5 ft. and gain +3 to AC vs. attack.
Deed: Precise Strike +6 (Ex) While 1 panache, bonus to att/dam with light/one-hand piercing weapon.
Deed: Swashbuckler Initiative (Ex) While have Panache, free hand draws light or 1-hand pierce wep as part of the init roll.
Drow Immunities - Sleep You are immune to magic sleep effects.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Leadership (score 11) You attract loyal companions and devoted followers.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Mental Prowess (Su) You can't accept burn unless you can reduce the burn to zero.
Mind Over Matter (Ex) Use Charisma in place of Constitution for wild talents.
Nimble +1 (Ex) +1 dodge bonus to AC.
Ocean’s Caress (Su) Gain cold adaptation + lvl/2, incr cold res by 3/1 burn, cold res x2 if burn using water wild talent.
Order of the Waves Cavaliers of the order of the waves explore the secrets under the sea.

Edicts: The cavalier must perpetually seek out and explore new places and secrets under the sea, stopping only to fight to protect his newfound treasures and his people
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Quenching Infusion Your blasts can put out fires
Slashing Grace (Cutlass) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Spell Resistance (14) You have Spell Resistance.
Swim (50 feet) You have a Swim speed.
Tactician (Escape Route, 6 rds, 2/day) (Ex) Grant the use of one of your teamwork bonus feats to all allies within 30 ft.
Vain -2 to Cha checks for 24h after failing an opposed Cha check
Water Blast (Sp) Level 1; Burn 0
Water Breathing You can breathe water as well as air.
Waterdancer (Sp) Act as if constantly under the effects of slipstream.
Wave's Challenge +6 (2/day) (Ex) +6 to damage target, -2 AC vs. others when used, +2 morale bonus on saves while underwater.
Wave's skills +3 to knowledge (geography) checks that involve finding an underwater location.
Waverider (Ex) Gain swim speed equal to base speed, +1 morale bonus on damage rolls when underwater.

--------------------------------------------------------------

Tormhul:
Tormhul the Element-Caller
Duergar druid (elemental ally) 6
CN Medium humanoid (dwarf)
Init +0; Senses darkvision 120 ft.; Perception +12
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 16 (+4 armor, +1 deflection, +1 enhancement)
hp 57 (6d8+24)
Fort +9, Ref +3, Will +9; +2 bonus vs. spells and spell-like abilities
Immune paralysis, phantasms, poison; Resist acid 7, cold 7, electricity 7, fire 7
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 spear +7 (1d8+4/×3)
Spell-Like Abilities (CL 6th; concentration +7)
. . 1/day—invisibility (self only), ironskin
Druid (Elemental Ally) Spells Prepared (CL 6th; concentration +9)
. . 3rd—aquatic trail, water breathing, wind wall
. . 2nd—reduce animal, riversight, whispering wind, wood shape (DC 15)
. . 1st—air bubble[UC], blend with surroundings, heightened awareness[ACG], touch of the sea[APG] (DC 14)
. . 0 (at will)—create water, detect magic, light, mending
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 16, Int 10, Wis 16, Cha 13
Base Atk +4.5; CMB +6; CMD 17 (21 vs. bull rush, 21 vs. trip)
Feats Evolved Companion[ACG], Tough As Iron, Toughness
Traits child of nature, unscathed
Skills Acrobatics -3 (-7 to jump), Craft (ships) +11, Knowledge (nature) +11, Perception +12, Profession (sailor) +12, Spellcraft +9, Survival +16, Swim +8
Languages Aklo, Druidic, Dwarven, Undercommon
SQ elemental eidolons, elemental empathy +7, elemental magic, ironskinned, nature sense, slow and steady, stability, trackless step, woodland stride
Other Gear hide armor, spear, masterwork tool, 7,933 gp
--------------------
Special Abilities
--------------------
Darkvision (120 feet) You can see in the dark (black and white only).
Elemental Eidolons Summon an eidolon of air, earth, fire, and water.
Elemental Empathy +1 (Ex) 1d20+7 to improve attitude of elemental subtype creatures.
Elemental Magic Target elementals with spells that target animals.
Energy Resistance, Acid (7) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (7) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (7) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (7) You have the specified Energy Resistance against Fire attacks.
Immunity to Paralysis You are immune to paralysis.
Immunity to Phantasms You are immune to Phantasms.
Immunity to Poison You are immune to poison.
Ironskinned (Sp) Cast ironskin once per day.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Slow and Steady Your base speed is never modified by armor or encumbrance.
Stability +4 Gain bonus to CMD vs. bull rush/trip while standing on ground.
Tough as Iron Enhancement bonuses to your natural armor are increased by 2.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Sss'Ksha:

Serpentine Air Elemental Eidolon
N Small outsider (elemental, air)
Init +5; Senses darkvision 120 ft.; Perception +21
--------------------
Defense
--------------------
AC 25, touch 17, flat-footed 20 (+1 deflection, +5 Dex, +8 natural, +1 size)
hp 35 (5d10+5)
Fort +3, Ref +10, Will +5 (+4 morale bonus vs. enchantment spells and effects)
Defensive Abilities evasion; Immune electricity, paralysis, sleep
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft.
Melee bite +6 (1d4), tail slap +1 (1d4)
Space 5 ft.; Reach 5 ft. (10 ft. with bite)
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 12, Int 7, Wis 10, Cha 11
Base Atk +5; CMB +4; CMD 20 (can't be tripped)
Feats Alertness, Deepsight[APG], Skill Focus (Perception)
Skills Acrobatics +5 (+7 to balance, +1 to jump), Climb +8, Disable Device +11, Fly +15, Perception +21, Sense Motive +2, Stealth +25; Racial Modifiers +8 Perception, +8 Stealth
Languages Undercommon
SQ devotion
--------------------
Special Abilities
--------------------
Climb (20 feet) You have a Climb speed.
Darkvision (120 feet) You can see in the dark (black and white only).
Devotion +4 (Ex) +4 morale bonus vs. enchantment effects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Immunity to Electricity You are immune to electricity damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Tail (Ex) Tail grants +2 Acrobatics checks for balance.

Krr'aktt:

Bipedal Earth Elemental Eidolon
N Medium outsider (elemental,earth)
Init +2; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 18 (+1 deflection, +2 Dex, +1 enhancement, +6 natural)
hp 45 (5d10+15)
Fort +7, Ref +4, Will +5 (+4 morale bonus vs. enchantment spells and effects)
Defensive Abilities evasion; Immune acid, paralysis, sleep
--------------------
Offense
--------------------
Speed 30 ft., climb 30 ft.
Melee slam +10 (1d8+7)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 7, Wis 10, Cha 11
Base Atk +5; CMB +9; CMD 22
Feats Bodyguard[APG], Combat Reflexes, Toughness
Skills Appraise +6, Climb +12, Heal +8, Perception +8, Survival +16; Racial Modifiers +8 Survival
Languages Undercommon
SQ devotion
--------------------
Special Abilities
--------------------
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Climb (30 feet) You have a Climb speed.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Devotion +4 (Ex) +4 morale bonus vs. enchantment effects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Immunity to Acid You are immune to acid damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.

Kr'kl'pop:

Quadruped Fire Elemental Eidolon
N Medium outsider (elemental,fire)
Init +3; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 17 (+1 deflection, +3 Dex, +6 natural)
hp 35 (5d10+5)
Fort +6, Ref +8, Will +2 (+4 morale bonus vs. enchantment spells and effects)
Defensive Abilities evasion; Immune fire, paralysis, sleep
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +8 (1d6+3), 2 claws +8 (1d4+3)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 13, Int 7, Wis 10, Cha 12
Base Atk +5; CMB +8; CMD 22
Feats Improved Natural Attack (), Magical Aptitude, Power Attack
Skills Acrobatics +3 (+7 to jump), Diplomacy +9, Heal +8, Spellcraft +8, Use Magic Device +11
Languages Undercommon
SQ devotion
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Devotion +4 (Ex) +4 morale bonus vs. enchantment effects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Immunity to Fire You are immune to fire damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Magic Attacks (Su) Your natural attacks are magic.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

Hshhlsh:

Serpentine Water Elemental Eidolon
N Medium outsider (elemental,water)
Init +4; Senses darkvision 120 ft.; Perception +8
--------------------
Defense
--------------------
AC 23, touch 15, flat-footed 19 (+1 deflection, +4 Dex, +8 natural)
hp 40 (5d10+10)
Fort +4, Ref +9, Will +5 (+4 morale bonus vs. enchantment spells and effects)
Defensive Abilities evasion; Immune cold, paralysis, sleep
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +7 (1d6+2), tail slap +2 (1d6+1)
Space 5 ft.; Reach 5 ft. (10 ft. with bite)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 14, Int 7, Wis 10, Cha 11
Base Atk +5; CMB +7; CMD 22 (can't be tripped)
Feats Athletic, Deepsight[APG], Endurance
Skills Acrobatics +4 (+6 to balance, +0 to jump), Climb +12, Perception +8, Profession (sailor) +5, Stealth +12, Swim +20
Languages Undercommon
SQ devotion
--------------------
Special Abilities
--------------------
Climb (20 feet) You have a Climb speed.
Darkvision (120 feet) You can see in the dark (black and white only).
Devotion +4 (Ex) +4 morale bonus vs. enchantment effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Immunity to Cold You are immune to cold damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Swim (20 feet) You have a Swim speed.
Tail (Ex) Tail grants +2 Acrobatics checks for balance.