About Ardym UhhiArdym Uhhi:
Male mistsoul (vapor undine) ranger (tidal hunter) 5 (Pathfinder Player Companion: Plane-Hopper's Handbook 21, Pathfinder RPG Bestiary 2 275, Ultimate Wilderness 73) NG Medium outsider (native) Statblock:
Init +1; Senses darkvision 60 ft., keen scent, blindsense 30 ft. only against creatures in same body of water; Perception +11
-------------------- Defense -------------------- AC 18, touch 11, flat-footed 18 (+7 armor, +1 deflection) hp 57 (5d10+30) Fort +8, Ref +5, Will +5 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor), swim 30 ft. (20 ft. in armor) Melee +1 longspear +10 (1d8+11/×3 plus 2 cold) or brass knife +6 (1d4+7/19-20 plus 2 cold) or cold iron light hammer +6 (1d4+7 plus 2 cold) or mwk boarding axe +7 (1d6+7/×3 plus 2 cold) Space 5 ft.; Reach 5 ft. (10 ft. with +1 longspear) Special Attacks combat style (two-handed weapon[APG]), favored enemies (animal +2,humans +4) Spell-Like Abilities (CL 5th; concentration +5) 1/day—obscuring mist Ranger (Tidal Hunter) Spells Prepared (CL 4th; concentration +7) 1st—lead blades[APG], summon nature's ally I -------------------- Statistics -------------------- Str 16, Dex 10, Con 14, Int 8, Wis 16, Cha 10 Base Atk +5; CMB +6; CMD 19 Feats Cleave, Combat Expertise, Deadly Aim, Elemental Strike, Endurance, Favored Defense[APG] (human), Furious Focus[APG], Power Attack, Toughness, Weapon Focus (polearm) Traits armor expert, magical knack, peg leg Skills Climb [1]+7, Handle Animal [5]+8, Heal [1]+7, Knowledge (dungeoneering) [3]+5, Knowledge (geography) [1]+3, Knowledge (nature) [3]+5, Linguistics [1]+0, Perception [5]+11, Profession (sailor) [4]+9, Ride [1]+2, Spellcraft [2]+4, Stealth [3]+4, Survival [2]+8, Swim [4]+16 Languages Aquan, Common, Elven SQ favored terrain (water +2), finesse weapon attack attribute, hunter's bond (companions), water sense[ARG], waterborn, favored class (ranger) +5 HP Combat Gear feather token (anchor), potion of bull's strength, potion of protection from evil (2), wand of cure light wounds; Other Gear mwk breastplate, mwk longspear, brass knife, cold iron light hammer, mwk boarding axe, cracked dusty rose prism ioun stone, entangling aiguillette, belt pouch, blanket[APG], canteen[UE], fine wine (per bottle), hemp rope (50 ft.), masterwork backpack[APG], mess kit[UE], pirate clothes, tattoo holy symbol of Ylimancha[UE], trail rations (5), monkey, 104 gp, 7 sp --------------------
Appearance:
Standing at six feet tall with powder blue skin, Ardym strikes quite the imposing site when fishing with his long spear. Like all undines, he has blue eyes, webbed hands and feet, and ears in the shape of fins. He keeps his hair cropped close but if allowed to grow, it would be teal in color. There is a tattoo of a golden seagull with blue circles on its wings - the holy symbol of Ylimancha - on the back of his left hand. Ardym wears a bright yellow vest over a polished breastplate, a pair of faded black knee-breeches tied with hemp rope, and his father’s gold and green aiguillette. One leg, just above the knee, has been replaced with a wooden peg though it does not appear to slow him down. Recently, a monkey which Ardym has simply named Monkey, found its way onto his rowboat and seldom leaves his side. Personality:
Years spent as an impromptu elder in his home village has ebbed the anger from Ardym’s youth and he often finds himself slipping into the role of the teacher. He still carries hatred for sharks and their ilk but, where once was a grimace at the mere mention of one has long become a grin at the thought of facing his childhood terror. Not one to usually partake in drinks (he tends to lose his balance), Ardym is often the one helping others find a place to rest until the effects wear off. Comfortable on land, more so on the open water, few things bring him joy like salty sea spray or the rocking of a ship. Background:
Most people in the village assumed that Ardym would avoid the water for the rest of his life, that he would leave for somewhere more inland once he was older. Before the incident, Ardym could often be found trying to share his chocolate with the gulls along the shore or the piers. No one had anticipated that the same sweet boy would develop such a hatred for the beast after the attack. Ardym’s own memory of the incident has mostly faded with time. He remembered collecting sea shells to give to his mom one day, and then waking up in the same bed where Old Man Wickle had died of some disease. He always found it funny how his seven-year-old brain chose that memory to keep but erased the rest. Of course, only Ardym’s father was there. His mother had left shortly after Ardym’s birth. His father rarely said more than “She was a spirit of th’ water. She couldna stay,” and “N’man can tame th’ sea. He can only hope ta survive it long enough ta become a better man, ” and on occasion he would add “If a man’s lucky, th’ sea will gift ‘im with far better than any riches.” It wasn’t until Ardym tried to get out of bed that he even noticed his right leg was missing from just above the knee. He was certain he had cried even if he didn’t remember doing so. Growing up with the only prosthetic his father could afford - a cheap peg leg made from the leg of Grandfather’s workbench - Ardym refused to let the other kids leave him behind. Fear of being left behind quickly gave way to hatred for the thing that had taken his leg and, eventually, he was able to swim well enough to go beyond the shallows. But no matter how good he could run or swim, or how many of those soulless fish he speared, his friends just grew up faster than the Ardym. By the time he was grown, most of Ardym’s friends had moved on to one of two stages in their lives: sun-baked seadog or doting grandparent. And by the time his father succumbed to old age Ardym had become the premier fisherman in the village. He fished alongside his friends’ children and grandchildren. He taught them how to tie a bowline, how to reef the mainsail, how to spot a shark that is hunting your same waters, and most importantly, how to deal with them. One day, while watching the sunrise, Ardym realized that most of the faces he knew had long since gone to see the Mother of Souls. He spent the day reminiscing and speaking with people who now carried the names of the deceased and, when nightfall came, he loaded up his small rowboat, and headed into the dark waters along the coast. He always stopped at each new fishing village or port city to stay for a couple of days. Arydm would gather the latest news and enjoy a hot meal and a drink or two, he even picked up a stowaway once in the form of a small, chattering monkey. But he never stayed long and always turned down offers to sail on larger ships. He had been marooned on land for far too long and people had become the crutch that kept him chasing his dreams.
Pet Monkey:
Monkey CR – Female monkey (Pathfinder RPG Bestiary 132) N Tiny animal Init +2; Senses low-light vision; Perception +5 -------------------- Defense -------------------- AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size) hp 4 (1d8) Fort +2, Ref +4, Will +1 -------------------- Offense -------------------- Speed 30 ft., climb 30 ft. Melee bite +4 (1d3-4) Space 2 ft.; Reach 0 ft. -------------------- Statistics -------------------- Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5 Base Atk +0; CMB +0; CMD 6 Feats Agile Maneuvers Tricks Down, Entertain, Fetch, Find Master, Get Help, Heel Skills Acrobatics +10, Climb +10, Perception +5; Racial Modifiers +8 Acrobatics SQ down, entertain, fetch, find master, finesse weapon attack attribute, get help, heel -------------------- Special Abilities -------------------- Agile Maneuvers Use DEX instead of STR for CMB Climb (30 feet) You have a Climb speed. Down [Trick] The animal will break off combat on command. Entertain [Trick] Performs tricks and entertains. Fetch [Trick] The animal will get a specific object. Find Master [Trick] The animal attempts to locate its master. Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls. Get Help [Trick] Attempts to bring back people it considers "help" Heel [Trick] The animal will follow you. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. |