Berserker Cannibal

Brin Walker's page

70 posts. Alias of Diamondust.


Full Name

Brin Walker

Race

Undine

Classes/Levels

Druid (Storm Druid) 1 HP: 11/11 Saves: 4/4/6 AC: 20/14/16 CMD: 12 Initiative: +8 Perception: +9 Lightning Arc 7/day

Gender

Male

Size

Medium

Age

27

Alignment

Neutral

Deity

Gozreh

Location

Port Peril

Languages

Common, Aquan, Druidic

Occupation

Sailor

Strength 5
Dexterity 18
Constitution 15
Intelligence 13
Wisdom 19
Charisma 7

About Brin Walker

Character Sheet:

Brin Walker
male undine storm druid 1
N medium outsider (native, aquatic), humanoid (human)
Init +8; Senses Perception +9; darkvision 120ft. (underwater only); blindsense 30ft. (underwater only)
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Defense
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AC 20, touch 14, flat-footed 16 (+4 armor, +4 dex, +2 shield)
hp 11 (1d8+3)
Fort +4, Ref +4, Will +6
Defensive Abilities fast healing 2 (1 round/day when submerged in water)
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Offense
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Speed 30ft.; swim 30ft.
Melee Quarterstaff -3 (1d6-3/x2), Dagger -3 (1d4-3/10-20x2)
Ranged Lightning Arc +4 (1d6/x2)
Special Attacks Lightning Arc 7/day

Druid Spells Prepared (CL 1, Concentration +5)
1st - Cure Light Wounds, Obscuring Mist
0th - Create Water, Light, Resistance
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Statistics
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Str 5, Dex 18, Con 15, Int 13, Wis 19, Cha 7
Base Atk +0; CMB -2; CMD 12
Feats Improved Initiative
Traits Besmara's Blessing, Wisdom in the Flesh (Climb)
Skills (4 class + 1 int mod + 2 background = 7/level)
Acrobatics +4 (0 ranks, +4 Dex) (0 ACP)
Appraise +1, (0 ranks, +1 Int)
Bluff -2, (0 ranks, -2 Cha)
Climb* +8, (1 ranks, +3 class +4 Wis) (0 ACP)
Craft* () +1, (0 ranks, +1 Int)
Diplomacy -2, (0 ranks, -2 Cha)
Disable Device +4, (0 ranks, +4 Dex)
Disguise -2, (0 ranks, -2 Cha)
Escape Artist +4, (0 ranks, +4 Dex)
Fly* +4, (0 ranks, +4 Dex)
Handle Animal* -2, (0 ranks, -2 Cha)
Heal* +4, (0 ranks, +4 Wis)
Intimidate -2, (0 ranks, -2 Cha)
Knowledge (arcana) +1, (0 ranks, +1 Int)
Knowledge (dungeoneering) +1, (0 ranks, +1 Int)
Knowledge (engineering) +1, (0 ranks, +1 Int)
Knowledge (geography)* +5, (1 ranks, +3 class, +1 Int)
Knowledge (history) +1, (0 ranks, +1 Int)
Knowledge (local) +1, (0 ranks, +1 Int)
Knowledge (nature)* +7, (1 ranks, +3 class, +1 Int, +2 nat. sense)
Knowledge (nobility) +1, (0 ranks, +1 Int)
Knowledge (planes) +1, (0 ranks, +1 Int)
Knowledge (religion) +1, (0 ranks, +1 Int)
Linguistics +1, (0 ranks, +1 Int)
Perception* +9, (1 ranks, +3 class, +4 Wis, +1 trait)
Perform -2, (0 ranks, -2 Cha)
Profession (Sailor)* +9, (1 ranks, +3 class, +4 Wis, +1 trait)
Ride* +4, (0 ranks, +4 Dex)
Sense Motive +4, (0 ranks, +4 Wis)
Sleight of Hand +4, (0 ranks, +4 Dex) (0 ACP)
Spellcraft* +5, (1 ranks, +3 class, +1 Int)
Stealth +4, (0 ranks, +4 Dex) (0 ACP)
Survival* +10, (1 ranks, +3 class, +4 Wis, +2 nat. sense)
Swim* +5, (0 ranks, -3 Str, +8 racial) (0 ACP)
Use Magic Device -2, (0 ranks, -2 Cha)
Languages Common, Aquan, Druidic
SQ amphibious, nature sense +2
Combat Gear Hide Armour (15gp), Heavy Wooden Shield (7gp), Quarterstaff (0gp), Dagger (2gp)
Other Gear Silver Holy Symbol of Gozreh Necklace (25gp), Hymns to the Winds and Waves Holy Text of Gozreh (50gp), Back Tattoo (10gp), Jewelry and Ornaments/Trinkets (45sp), Spell Component Pouch (5gp), Waterproof Bag (5sp), Waterskin (1gp), Peasant's Outfit (free)
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Racial Abilities
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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).
Base 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.
Amphibious: Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality.
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.
Deepsight: The eyes of some undines are especially adapted to the lightless depths of the oceans, but not to air-filled environments. An undine with this racial trait has darkvision 120 feet when underwater, but otherwise has no darkvision at all.
Water Sense: Undines with this racial trait can sense vibrations in water, granting them blindsense 30 feet against creatures in contact with the same body of water.
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Druid Abilities
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Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Spontaneous Domain Casting A storm druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower.
Nature Bond (Ex) (Lightning subdomain) A storm druid may not choose an animal companion. A storm druid must choose the Air or Weather domain, or the Cloud, Storm, or Wind subdomain.
Lightning Arc (Sp) 7/day As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Lightning Subdomain Spells: 1st—shocking grasp, 2nd—flame blade (deals electricity damage and gains the electricity descriptor instead of fire), 3rd—lightning bolt, 4th—air walk, 5th—control winds, 6th—chain lightning, 7th—elemental body IV (air only), 8th—whirlwind, 9th—elemental swarm (air spell only).

Backstory:

Brin is a long lost descendant of the first Storm Kindlers. An element-touched Undine, born in the shackles and given away by his mother who was unable to care for him, thus forced to learn to fend for himself in a dirty little orphanage with no knowledge of what he is or where he comes from.

Because of his several deformities which weakened his body and made him rather ugly to many, the other children were not very nice to him. He ran away from the orphanage as soon as he could sneak aboard a ship. Lucky to not get thrown overboard as soon as he was discovered, he fell into a job as a swab for a small merchant. For those years he learnt many things about ships and sailing and realised his love for the sea. Whenever the ship came to port he would itch for the next voyage to begin.

Things would turn one day. He warned the merchant of a terrible storm coming and despite the crew's efforts they could not escape it or find a safe harbour. The ship was thrown off-course and struck a reef. When Brin came to, no one else had survived. There was an island on the horizon, much too far for a normal person to swim before exhaustion took them. He despaired and decided to wait and hope that a ship came past. Days turned to weeks and the ship's already depleted stores ran out. He decided to at least attempt the swim to the island rather than wait to die of starvation.

Removing his shoes and other clothing that would only serve to weigh him down, he entered the water and felt the cold swirl around his skin. He pushed off and began swimming. The deformaties in his hands and feet that he normally covered with gloves and shoes to stop people staring pushed the water behind him and let him move through the water as swiftly as a fish. He couldn't believe it, he had always cursed his body for its differences but now he thanked his mother and every god he could name for it was the very thing that allowed him to make it to the island and survive.

Using the resources of the shipwreck he crafted himself a crude settlement to wait for rescue. As he waited he came to appreciate his uniqueness, still not knowing what he truly was, believing himself 'just another freak' as he had been told many times. While on the island he found an old altar inside a crude stone chapel of sorts. In a small compartment he found a large book preserved in oilskin wrappings, describing the ways and faith of the god Gozreh. He came to know the words of the book by heart and carried out one of the offerings depicted as one that could request favour from Gozreh. After a day of crying out and praying for deliverance he fell to his knees exhausted, giving up hope of ever getting off the island. Unbeknownst to him, another furious storm had been moving his way. As he lay on the floor of the open-roofed chapel the rain began to fall on him, harder and harder. He didn't move, lying there and letting the rain soak him. Suddenly a bolt of lightning flashed forth from the dark and angry clouds, traveling straight through Brin before hitting the ground.

The next day he woke and stumbled to his feet. The worst of the storm was gone and only a constant but light rain remained as he stumbled back to his beach hut. He could not believe his eyes when he spotted a ship stuck on the very same reef that had marooned him here. He quickly swam out to look for survivors and failing that, take the ship's supplies as his own. To his delight the ship wasn't badly damaged and was currently being repaired by the crew. The Captain agreed to take him aboard if he worked for his passage and soon he was back in his element, sailing the shipping lanes, this time with a new connection to the wind and the waves.

Currently he is in Port Peril again, waiting for the next voyage to take him away. A cozy little tavern called the Formidably Maid gave him a cheap room and cheap drinks. Unfortunately he had a few too many and soon passed out snoring on the table.


Description:

Height: 6ft. 2in.
Skin: tanned from many days in the sun
Hair: Long (including beard) and dark underneath but lighter on top thanks to the sun.
Eyes: Deep Blue as the ocean.
Jewelry: Several trinkets, relics and carvings tied into his hair and beard and ear piercing. Silver necklace in the shape of a dripping leaf (Gozreh holy symbol).
Face: Misformed from mutation when his human and undine heritage mixed, considered ugly (crooked jaw, protruding forehead).
Body: Webbing between his fingers and toes (hidden by gloves and shoes), underdeveloped muscles and bones making him much weaker than average.