About Brackish Hardy
BRENDA “BRACKISH” HARDY
Female Undine Shaman Level 6
NG Aquatic amphibious Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +7
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
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)
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), ???????????
SPIRIT - daylight (3rd)
OR W SPIRIT - neutralize poison (3rd)*
1- Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
3- Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
Barbed Chains (DC 14 W NSR)
Brenda will ensure she has her crossbow readied and will support the party
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
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)
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
Scrolls: see below
Wands: CLW (45), HA (50), ProtE (50)
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.
7 Feat: Spirit Talker
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
Init +3; Senses low-light vision, scent; Perception +6
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 size, +2 NA)
Speed 10 ft., fly 40 ft. (good)
Str 6, Dex 17, Con 11, Int 2, Wis 14, Cha 11
Sudden Swoop (Ex)
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.
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
Special: Year of the Shadow Lodge
#8–99: The Solstice Scar, Version D
Leveled to 3rd
#43: The Pallid Plague
#10-05: Mysteries Under Moonlight, Part 1: Testament of Souls
#10-07: Mysteries Under Moonlight, Part 2: The Howling Dance
Leveled to 4th
#2-01: Before the Dawn—Part I: The Bloodcove Disguise
#2-02: Before the Dawn—Part II: Rescue at Azlant Ridge
#7–24: Dead Man's Debt
Leveled to 5th
#9-16: Fallen Family, Broken Name
#7-06: samasaran pt 1
#7-08: samasaran pt 2
pained 1xp, 2pp and ?? gp
Leveled to 6th
#3-00: blood under Absalom
1 pp wayfinder
2 pp CLW
2 pp HA
2 pp PfE
25 - L1 scroll: Burning Sands
25 - L1 scroll: Comprehend Languages
25 - L1 scroll: Waterproof
25 - L1 scroll: Protection from Evil
25 - L1 scroll: Magic stones
150 - potions (2xCLW, 1x grease)
50 - troll oil
Even more purchases
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!