Natalya Vancaskerkin

Brackish Hardy's page

No posts. Organized Play character for Douglas MacIntyre.


Full Name

Brenda ‘Brackish’ Hardy

Race

| HP50/50 | AC 19, T 14, FF 16 | CMD 13 | F +4 R +6 W +10| Init +5 | Per +11, SM +8

Classes/Levels

| Speed 30 ft | Spells 1st 5+1 2nd 3+1 3rd 2+1 | Active Conditions:

wands:
PFE (50/50), CLW (45/50), HA (50/50)

Gender

203614-14 | Female NG Aquatic Undine | Heavens Shaman 5

Size

M

Age

22

Alignment

N

Deity

Besmara

Strength 10
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 18
Charisma 12

About Brackish Hardy

Char info:

BRENDA “BRACKISH” HARDY
Female Undine Shaman Level 6
NG Aquatic amphibious Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +7

Defense:

DEFENSE
AC 19, touch 13, flat-footed 15 (+4 armor, +3 Dex +2 buckler)
hp 50 (5d8+6+6) 8+6*5
Fort +4 (2+1+1), Ref +6 (2+3+1), Will +10 (5+4+1)
Resist cold 5

Offense:

OFFENSE
Speed 30 ft, Swim 30 ft
Ranged light crossbow +7 (1d8/19-20)
spear +4 (1d8 P/20/x3)
Melee spear +4 (1d8 P/20/x3) brace
MW morningstar +5 (1d8 B+P/20/x2)
Special Abiltiies - Hydrated Vitality (2hp a day restored by fresh, salt or brackish waters)
Special Attacks
4/day – Stardust (heavens Spirit Ability)
2/day - channel** (wandering Life** Spirit Ability)
Hex: Heaven’s Leap (Su) 1/person - teleport as per jesters jaunt...
: evil Eye (Su) 1/person per type, -2 for ability, AC, attack, saves, or skill (1 round on pass, 8 rounds on fail)
: fortune (Su) 1/person
: life link Wandering spirit (hex)
Shaman Spells Prepared (CL 5st; concentration +4), ???????????
3rd-
SPIRIT - daylight (3rd)
OR W SPIRIT - neutralize poison (3rd)*
1- Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
2- Fly
3- Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).

notable possibles:
- dispel magic
- call lightning
- Blindness/Deafness: Makes subject blinded or deafened.

2nd-
SPIRIT - hypnotic pattern (2nd)
OR W SPIRIT - lesser restoration (2nd)*
1- barkskin : +3 NA AC
2- spiritual weapon
3- False Life: Gain 1d10 temporary hp + 1/level (max +10).
4- Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).

notable possibles:
- Resist Energy: Ignores 10+ points of damage from specified energy type.
- Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
- Ability Stat boosting
-Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).

1st—
SPIRIT - color spray (DC 16 W SR)
OR W SPIRIT - Remove sickness (1st)*
1- Endure Elements
2- Darting Duplicate
3- Barbed Chains
4- CLW
5-??

Barbed Chains (DC 14 W NSR)
Darting Duplicate (DC 14 W SR)
Positive Pulse (DC 14 W SR / harmless)
At will— Guidance, Stabilize, Read Magic, detect Magic, light*


Tactics:

TACTICS
Before Combat
Brenda will ensure she has her crossbow readied and will support the party
During Combat
Brenda tries to keep out of combat range wielding her Morningstar only to assist others while evil eyeing/stardusting targets or shooting with her light crossbow, she will aim to use abilities like hydraulic push or color spray to push back or incapacitate foes that get too near, making sure to Stabilize if anyone is hit heavily.
Morale Brenda will continue to support until dropped or rest of the crew are unconscious

Statistics:

STATISTICS
Str 10, Dex 16, Con 12, Int 12, Wis 18, Cha 12
Base Atk +3; CMB +3; CMD 16
Feats Extra Hex
Traits: Perception (as class skill), Reactionary
Skills (5/lvl): (25)

(0)Athletics +3,
(1)Diplomacy +5,
(1)Disable device,
(1)Escape Artist,
(1)Handle Animal (Cha) +5,
(1)Heal +7,
(1)Profession (Sailor) +7,
(1)Knowledge (nature) +5,
(1)Knowledge (planes) +5,
(1)Knowledge (religion) +5,
(1)Linguistics +2,
(5)Perception +14 (extra 2 alertness),
(4)Sense Motive +8 (extra 2 alertness),
(1)Spellcraft +5,
(0)Stealth +3,
(4)Survival +11,
(1)Swim +4 (plus bonuses for swim speed),
Languages Aquan, Common, Elven, Orc (picked up a few swear words from the captain)


Gear:

Combat Gear Recovered Morningstar from the Gloomspire (someone has to take the things the quartermaster buys)
Wooden Armour (floating is good), light crossbow with 10 bolts
Other Gear spell component pouch, rations (with dried meats for Swell), charcoal and paper and Shamans kit, spring loaded wrist sheaths
Magic Gear:
Wayfinder
Potions:
CLW, CLW
Scrolls: see below
Wands: CLW (45), HA (50), ProtE (50)

Setup:
Left Spring load Wrist Sheath: wand (PfE)
Right Spring load Wrist Sheath: Wand (CLW)
Bandolier(1):
- Potion CLW,
- Potion Grease,
- Scroll(Remove Fear)
- Scroll Lesser resto,
- wand(HA)
Bandolier(2):
- Stillgut
- Twitch Tonic
- vermin repellant
- Peptus Salix
-


Special Abilities:

Special abilities:

Amphibious: Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait.

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.

Native Outsider: Undines are outsiders with the native subtype.

Medium: Undines are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.

Darkvision: Undines can see in the dark up to 60 feet.

Energy Resistance: Undines have cold resistance 5.

Stardust (Sp): As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman’s level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

Hex: Heaven’s Leap (Su): The shaman is adept at creating tiny tears in the fabric of space, and temporarily stitching them together to reach other locations through a limited, one-way wormhole. As a standard action, the shaman can designate herself or a single ally that she can see who is within 30 feet of her. She can move that creature as if it were subject to jester’s jaunt. Once targeted by this hex, the ally cannot be the target of this hex again for 24 hours.

JJ text: You teleport the target to a space you can see within 30 feet of the target. The destination must be on solid ground, and the teleportation cannot end in a space that is by nature hazardous to the creature you are teleporting.

Hex: Evil Eye (Su): The shaman causes doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (shaman’s choice): ability checks, AC, attack rolls, saving throws, or skill checks. This hex lasts a number of rounds equal to 3 + the shaman’s Wisdom modifier. A successful Will saving throw reduces this to just 1 round. At 8th level, the penalty increases to –4. This is a mind-affecting effect.

Wandering Hex:
Life Link (Su): The shaman creates a bond between herself and another creature within 30 feet. Each round at the start of the shaman’s turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and the shaman takes 5 points of damage. The shaman can have one bond active per shaman level. The bond continues until the bonded creature dies, the shaman dies, the distance between her and the bonded creature exceeds 100 feet, or the shaman ends it as an immediate action. If the shaman has multiple bonds active, she can end as many as she wants with the same immediate action.


Progression plans:

Level:
1 Spirit: Heavens
Spirit Animal Familiar: Swoop Lizard (Pterosaur, Rhamphorhynchus)
Feat: Improved Initiative (+4) Boon Retrained to Hex:Evil Eye
2 Hex: Heaven’s Leap (Su)
3 Feat: Hex: Chant
4 Hex: Fortune
Stat: Extra Wisdom (up to the +4 bonus)
Wandering Spirit: optional but start with Battle Buffs unless there is a bard.
5 Feat: Extra Hex (Witch) Flight
6 Wandering Hex

7 Feat: Spirit Talker
8 Hex: ??


Swoop:

Pterosaur, Rhamphorhynchus
This creature looks like a cross between a bird and a reptile, sporting leathery wings, a beak filled with needlelike teeth, and a long tail ending in a diamond-shaped vane.

Rhamphorhynchus CR 1/3

XP 135
N Tiny animal

Init +3; Senses low-light vision, scent; Perception +6

DEFENSE

AC 17, touch 15, flat-footed 14 (+3 Dex, +2 size, +2 NA)
hp 4 (1d8) half master - 38 so 19
Fort +2, Ref +7, Will +2
Defensive Abilities evasion

OFFENSE

Speed 10 ft., fly 40 ft. (good)
Melee bite +6 (1d3–2)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks sudden swoop

STATISTICS

Str 6, Dex 17, Con 11, Int 2, Wis 14, Cha 11
Base Atk +3; CMB +4; CMD 11
Feats Lightning Reflexes
Skills Fly +11, Perception +6, Stealth +11

SPECIAL ABILITIES

Sudden Swoop (Ex)
If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.

The flesh of the shaman’s spirit animal accurately reflects the stars that would be visible in the night sky, no matter where the animal is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 5 feet; if the animal already has a fly speed, instead its fly speed increases by 10 feet. While the animal is flying, a small nimbus of light surrounds it.

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.


Gameplay history:

Start at level 2 (boon)
Maestro of Manumission (Liberty’s Edge): You oversaw the manumission of hundreds of Absalom’s slaves,which might mark the end of slavery in the city and recruit new talent to the Society. You can check this box whencreating a new character to begin that character at 2nd level with 3 XP, 1,500 gp, and 6 Prestige Points.

Starting at 2nd

#5–08: The Confirmation
Sep 22, 2018
Gained 1xp, 2PP and 450 gp, Total 8PP, 2100gp.

Special: Year of the Shadow Lodge
Feb 24, 2019
gained 1xp, 2pp and 500 gp, Total 10PP, 2600gp gained.
939gp 3PP left

#8–99: The Solstice Scar, Version D
Apr 23, 2019
gained 1xp, 2pp and 500 gp

Leveled to 3rd

#43: The Pallid Plague
Jul 14, 2019
gained 1xp, 2pp and 1494 gp

#10-05: Mysteries Under Moonlight, Part 1: Testament of Souls
Aug 2, 2019
gained 1xp, 2pp and 1299 gp

#10-07: Mysteries Under Moonlight, Part 2: The Howling Dance
Aug 2, 2019
gained 1xp, 2pp and 1303 gp

Leveled to 4th

#2-01: Before the Dawn—Part I: The Bloodcove Disguise
Aug 11, 2019
gained 1xp, 2pp and 2248 gp

#2-02: Before the Dawn—Part II: Rescue at Azlant Ridge
Aug 25, 2019
gained 1xp, 2pp and 2234 gp

#7–24: Dead Man's Debt
Sep 8, 2019
gained 1xp, 2pp and 1903 gp

Leveled to 5th

#9-16: Fallen Family, Broken Name
Sep 22, 2019
gained 1/2xp, 1pp and 1125 gp

#7-06: samasaran pt 1
Sept 01, 2020
gained 1xp, 2pp and 2250 gp

#7-08: samasaran pt 2
Nov ??, 2020
gained 1/2xp, 1pp and ?? gp

black water

pained 1xp, 2pp and ?? gp

Leveled to 6th

#3-00: blood under Absalom
Nov ??, 2020
gained 1xp, ?pp and ?? gp


Purchases:

PP TOTALS:
1 pp wayfinder
2 pp CLW
2 pp HA
2 pp PfE

SPEND TOTALS
510 equipment
500 scrolls
150 potions
509 more gear
609 more again
2278

25 - L1 scroll: Burning Sands
25 - L1 scroll: Burning Sands
25 - L1 scroll: Bless
25 - L1 scroll: Bless

25 - L1 scroll: Comprehend Languages
25 - L1 scroll: Comprehend Languages
25 - L1 scroll: Endure Elements
25 - L1 scroll: Gentle Breeze

25 - L1 scroll: Waterproof
25 - L1 scroll: Skim
25 - L1 scroll: Read Weather
25 - L1 scroll: Nature's Paths

25 - L1 scroll: Protection from Evil
25 - L1 scroll: Remove Fear
25 - L1 scroll: Magic weapon
25 - L1 scroll: Magic weapon

25 - L1 scroll: Magic stones
25 - L1 scroll: Magic stones
25 - L1 scroll: Resist Starvation
25 - L1 scroll: Monkey Fish

150 - potions (2xCLW, 1x grease)

50 - troll oil
50 - MW backpack
50 - 1 rope runner
50 - antiplague
50 - antivenom
30 - thieves tools
20 - 100 ft of silk rope
15 - shamans kit
30 - basic pirate clothes
30 - chain (partial amount carried)
25 - familiar satchel
25 - nautical chart Absalom
25 - smelling salts
20 - field survival guide
10 - mirror
10 - 2 spring loaded wrist sheaths
5 - spell component pouch
5 - blue book of abaslom
4 - 2 x potion sponge
1 - signal whistle
1 - holy symbol of Pulura
1 - hip flask
1 - 2x iron spike
1 - 2x bandolier
0.2 - 7 sets of ear plugs
0.02 - 2 bags of flour(powder)
0.02 - Whetstone
302 MW morning star
170 MW wooden armor
35 light crossbow
2 20 quarrels

More purchases:
25 - L1 scroll: Remove Fear
150 - L2 scroll: Restoration, Lesser
150 - L2 scroll: Huntmaster's Spear
150 - L2 scroll: Aid
2 10 silver quarrels
2 10 cold iron quarrels
4 Cold Iron Spear
30 Peptus Salix (nauseated or sickened)
5 vermin repellant
50 still gut (nauseated)
45 Twitch Tonic

Even more purchases
8000 Headband of Wis
2005 Mithril Buckler +1
2000 ring deflection
1000 cloak resistance
100 MW thieves tools

History:

When you have a new recruit joining the society and needing to be taken under a good lodge’s roof to learn the trade, many take their first steps in the city of Absalom within the comforting safety of the Grand Lodge. In Brenda’s case though, the higher ups of the Pathfinder Society decided that, due to her aquatic heritage, the need to get out of absalom after her slavery and an attempt to expand her horizons, she would be assigned to the Grinning Pixie, naval Lodge under Venture-Captain Calisro Benarry.

You learn quickly on board a reformed pirate ship and for Brenda it was no different, being coaxed out of her shell and learning that if she was to be a true part of the crew she needed to get her voice heard and her skills noticed.

Travelling with the pixie and on taking on her fair share of shore missions; she has found strange idols, opened her mind to all of time and space, ran away from cannibals, coaxed an exotic flying lizard (Swell) into partnership with her and has survived a good many natural storms and unnatural sea creatures while aboard!

With an eye for those who are in trouble and having quickly worked out enough competency and utility to help pull them back from the worst the ocean has to throw at them, she is now caringly referred to as the grinning pixie’s unofficial third mate as well as commonly serving as nocturnal navigator.

With the opening of the planes and a chance to explore the Aquatic Heritage – Calisro has shunted her off the ship to expand her horizons, to sink or swim on her own merits as a field agent within the breadth of Golarion and beyond!