Berserker Cannibal

Brin Walker's page

70 posts. Alias of Diamondust.


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Ok folks, wish you all fair winds. Good luck with selecting the characters GM.


This character is ready for submission. He is going to be a Storm Druid single class. I decided against the storm kindler. I'm hoping you will allow the Lightning subdomain as a choice for a storm druid. The subdomain is newer than the storm druid archetype so is not included as one of the regular options. It definitely fits the theme I'm going for. And due to the Mostly Human racial ability, he doesn't even know that he is an Undine. He has very low strength and charisma and it is explained in his backstory.

Character Sheet:

Brin Walker
male undine storm druid 1
N medium outsider (native, aquatic), humanoid (human)
Init +4; 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
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.

TLDR: Doesn't know what he is, likes to be at sea, accidentally became a druid, blessed with abilities and magic by Gozreh. Could become a great navigator/sailing master in the future of the AP.


Is undine ok? I'm thinking of submitting a this character as a storm druid that basically worships Gozreh and the eye of abendego. He might go with the storm kindler prestige class.


If i can figure it out i will be making this character into an Oracle(dark tapestry)/Witch(stars patron).


I'll dot with this character. Love stranger things. Want to be some sort of witch or oracle with an outer/old gods influence. Possibly occult, stars or insanity patron of witch.


Interested. Would a Doppelganger be something apropriate? Just a first thought. Could totally change my mind once i look through the monsters more.


I've been away because of christmas but I'm back now. Unfortunately I think I should back out of this game. I don't think I will be able to do your story justice right now. I wish everyone the best.


that sounds good.


Male Undine 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

Brin Walker beneath the Tusks:

Enjoying the rewards from his recent achievements in his service has given Brin and Akash the chance to lay their eyes on the Siegemaster. A privileged opportunity to him and his growing ambitions since the druids had watched his fervour in battle and seen what he could accomplish as one of them with the correct focus. Akash followed faithfully behind Brin as he glided his way towards the Maw and the awaiting Kcalden.


I've got everything ready

Character Sheet:

Brin Walker
Male Sahuagin Druid(World Walker)/Barbarian(Invulnerable) 1
N Medium monstrous humanoid(aquatic)
Init +4; Senses Darkvision 60ft., Blingsense 30ft.; Perception +7
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Defense
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AC 21, touch 13, flat-footed 18 (+5 armor, +3 Dex, +3 natural)
wounds 28(7/14/21)
Vigor 12
Fort +5, Ref +4, Will +6
Weaknesses Light Blindness
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Offense
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Speed 30 ft., swim 70 ft.
Melee Flayspear +6(1d8+7/x4)
Melee Claw +6(1d4+5/x2)
Melee Bite +6(1d4+5/x2)
Special Attacks Blood Frenzy(1/day after taking damage, +2str/+2con/-2AC), Rage(6/day, +4str/+4con/+2will/-2AC)

Spells Prepared (CL 1st; concentration +4)
1st— Heightened Awareness, Cure Light Wounds
Orisons— Detect Magic, Light, Guidance
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Statistics
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Str 20, Dex 15, Con 14, Int 12, Wis 17, Cha 10
Base Atk +1; CMB +6; CMD 18
Feats Power Attack
Traits Quick Reactor, Reactionary
Skills (5+2*/level) 1 Handle Animal* +7, 1 Intimidate +4, 1 Knowledge(geography)* +5, 1 Knowledge (nature) +5, 1 Perception +5, 1 Spellcraft +5, 1 Survival +7, 0 Swim +13
Languages Aquan, Common, Druidic, Aboleth
SQ Speak with Sharks, Fast Movement, Nature Sense, Resistance +1, Link, Share Spells
Other Gear Clamshell Armour, Flayspear
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Special Abilities
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Blood Frenzy Once per day, whenever a sahuagin takes damage, it can fly into a frenzy for 1 minute; gaining a +2 racial bonus to Constitution and Strength but a –2 penalty to AC.
Speak with Sharks Sahuagin can communicate telepathically with sharks to a distance of 100 feet. This communication is limited to simple concepts, such as “attack,” “come,” and “defend.”
Fast Movement(Ex) A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed.
Rage(Ex) A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Nature Sense(Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy(Ex) A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Link(Ex) A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells(Ex) The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Resistance At 1st level, the character gains a +1 resistance bonus on all saving throws. This bonus increases to +2 at 6th level, to +3 at 8th level, to +4 at 11th level, and to +5 at 12th level.


Akash:

Akash the Shark
N Small animal (aquatic)
Init +5; Senses low-light vision, scent; Perception +5
DEFENSE
AC 16, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
wounds 30(8/15/23)
Vigor 9
Fort +7, Ref +5, Will +1
OFFENSE
Speed swim 60 ft.
Melee bite +2 (1d4+1)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 13, Dex 15, Con 15, Int 1, Wis 12, Cha 2
Base Atk +1; CMB +1; CMD 12
Feats Great Fortitude
Skills 1 Perception +5, 1 Stealth +10, 0 Swim +9


I've almost finished my character sheet. Just wondering what would be a good animal companion. I've never played a druid in the ocean before. Were you still sending me some stuff to help with my backstory?


Definitely going to be using a Flayspear. What does the barbed property do?

@GM: Can Barbarian's fast movement apply to swim speed instead of land speed? Seems obvious for underwater barbarians but the rules do say land speed.


Yea that would definitely work. At level 1 I'm probably very low rank but I would easily be associated with them.


Would a Sahuagin be acceptable as a race? He would be a Neutral Druid/Barbarian and be part of a group of mercenaries.

Rolls:

5d6 - 8 ⇒ (4, 4, 6, 6, 6) - 8 = 18
5d6 - 6 ⇒ (4, 5, 5, 5, 2) - 6 = 15
5d6 - 5 ⇒ (2, 3, 3, 4, 5) - 5 = 12
5d6 - 4 ⇒ (6, 3, 1, 3, 3) - 4 = 12
5d6 - 5 ⇒ (3, 3, 2, 6, 6) - 5 = 15
5d6 - 3 ⇒ (3, 6, 1, 5, 2) - 3 = 14

18str - 14dex - 15con - 12int - 15wis - 12cha


Male Undine 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

Will: 1d20 + 5 ⇒ (6) + 5 = 11


Male Undine 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

1d20 + 7 ⇒ (7) + 7 = 14
damage: 2d6 + 6 ⇒ (1, 6) + 6 = 13

Brin charges down the shaman swinging his Shillelagh at his head.


Male Undine 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

will: 1d20 + 5 ⇒ (7) + 5 = 12


Male Undine 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

-2 AC for charging
Attack: 1d20 + 7 ⇒ (1) + 7 = 8 Damage: 2d6 + 7 ⇒ (6, 5) + 7 = 18

Brin charges forwards swinging wildly and only succeeds in smacking the ground with his empowered quarterstaff.


Male Undine 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

I also have spellcraft if Adoy wants to ask others if they can figure out the ring. Probably done after this new combat though.


Male Undine 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

Fort save: 1d20 + 5 ⇒ (19) + 5 = 24
Knowledge(Nature): 1d20 + 6 ⇒ (4) + 6 = 10
How far away are they?

"Agh!" Brin winces in pain and pulls the javelin out of his shoulder and throws it to the ground. "Look out! We're under attack!" He raises his quarterstaff into the air and it grows thicker and deadlier then he charges towards these new enemies.

Casts Shillelagh then moves 30ft. towards the frog people.


Male Undine 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

This game wasn't updating for me. I couldn't see the new post thing in my campaigns list. Sorry about not posting.


Male Undine 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

"This creature is not being very helpful. Goblins are a troublesome kind where I come from. They are slaves of the fire elementals mostly and never to be trusted." Brin remarks as they try to catch some eels for the thing.


Male Undine 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

"I know what you speak of. My kind call it Presence. I was trained to use it since I was your size." He says, looking at Adoy, "I have healed many animals by joining my mind with theirs."


Male Undine 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

Brin will use his stomp and then move in next to it if he has movement left


Male Undine 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

Adoy? How'd he end up here...
Knowledge(nature): 1d20 + 6 ⇒ (12) + 6 = 18 Do I know what's attacking him?

Seeing Kitai rush forward put into motion his own thoughts of helping the blue one. It seems the woman was nowhere to be found for now. He rushed forward, feeling a surge of power from the diamond flow into his legs and when he was close enough he stomped the ground sending out a shockwave towards the creature. using 1 use of tremor blast
Stomp CMB: 1d20 + 6 ⇒ (18) + 6 = 24
I have to be 10ft. or less to stomp and trip it so if they're further away than that I will keep moving and stomp next round instead.


Male Undine 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

Brin didn't enjoy the feeling of being pulled in every which way again and he shook his head quickly to get rid of the slight dizziness that he felt. "This is an interesting place. What did she call it? The Underdark? There are many underground cities and caverns on my world similar to this. Whilst there are none of her kind that I have ever seen there are gnomes and deep dwarves that serve the fire and earth elementals. I did not venture too often down into them but I may be of help in surviving here." Brin put the ring in the haversack for now along with the box and nods at Ilya, "Perhaps. Using the ring again without knowing which direction to set it to could be disatrous." He thinks for a moment and hears the screech. "Zivrul is in some trouble of her own making. But maybe if we help her she will show us the real alignment for the Dr. Grimm. We have to go that way anyway right."


Male Undine 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

Fascinating. Such varied worlds. I must journey to them some day.

"Oni? Are these your spirits?"

"I am Brin. A traveler, not a warrior. Those on my world call me Walker. If we do a lot of this different kind of traveling I may have to call myself something different than Walker."


Male Undine 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

Yea I wrote it up today based on the idea we talked about above. I forgot to add a duration to it but was planning on indefinite.


Male Undine 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

How's this for my ability's text?

Nature Spirit (Su) The wearer can summon out of the amulet the ancient nature spirit that lives inside. It takes the form of the previous animal chosen unless attuned to a different animal's form during 1 hour of meditation. Summoning the spirit is a full round action that provokes Attacks of Opportunity. The spirit can be called back inside the amulet as a free action on your turn and returns to the amulet immediately if its animal form is killed or destroyed or summoned into an environment that cannot support it(eg. a fish on dry land or a bird underwater). Regardless of how it returned it cannot be summoned again for at least 24 hours. The form summoned is treated as an animal companion with statistics equal to the wearer's druid level.


Male Undine 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

Brin thanks the host and proceeds to wait in the room provided for the other he would have to work with. The strange elixir he was given to drink tasted extra delicious. He had never had any beverage like that on his world. He was, however, no connoisseur.

He stands up as Fraga enters the room with a large mace like weapon over his shoulder. "Did you get mysteriously transported here too? I don't think eating anything on display would be wise. There might be some food one of these servants could bring you though. Which world did you come from? We all seem to be from different places."


Male Undine 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

That is a pretty cool idea. Tell me if you think this would work/be balanced or not.

The Earthshard(my diamond amulet) is a powerful gem that was used in something like a Trap the Soul spell. This ancient nature soul is under the control of the wearer and manifests itself as an animal companion when the wearer uses a command word(standard action) and stays so indefinitely until the body is killed or called back(standard action) by the wearer where it returns to the gem. If the body is killed it cannot manifest again for 24 hours.

My other question is will I be able to "buy/spend gold/upgrade" to get barding armour or other such things I would normally buy for an animal companion?


Male Undine 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

Fair enough. You've got to respect your limits on what you can do as a gm.


Male Undine 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

"I wish to protect my world from the possibility of this doctor's invasion. I wish to aid in stopping the spread of his chaos." Brin has already begun drinking and eating, feeling satisfied with this 'breakfast'(it was morning for him before being pulled here).


Male Undine 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

I guess that's what we're doing then. If it is evil we just died. If not then you're all proved wrong. Either way I'm curious what the GM has in store for is next.


Male Undine 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

::It would be wise to go along for now I think and try to find out more of his true intentions along the way::


Male Undine 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

::I don't know about that. I think he is asking for our help. I want to get to the bottom of this::


Male Undine 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

Brin at least wants to investigate and see if what the squidman(illithid) says is true.


Male Undine 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

Craft, Spaceship... same thing. Remember we get 1000gp to start with not millions. Your own personal greater teleport/interplanetary teleport/whatever is way too broken for a starting campaign. Just based on that alone its a bad idea. The other reasons for it are neither here nor there and the GM can insert macguffins wherever they please.

Brin for one is willing to investigate the possibly mad Dr. and see if he is indeed causing such chaos. As a druid he seeks balance and would try to counteract him.


Male Undine 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

The way we get around is by the ring apparently. I don't believe your ship can come through time with us and I think that takes away alot of the fun so I vote no for breaking the game with a space ship.

Also if druids can't wear metal armour then being encased in a metal ship isn't going to sit well with him and probably cut all of his druid magic.


Male Undine 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

Going to say Brin has no experience with Illithids.

To Brian: "I'm sure they have their reasons for what they do." He doesn't make excuses or try to explain or reveal the motivations of druids, especially those he does not know.

Talking to the others: "What the squidman says sounds like this madman is causing much chaos. I will go and find out if such is true and if so I cannot allow the chance that he makes it to my world."

Brin agrees to help Gryzzl'huuk with going after Dr. Grimm.


Male Undine 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

Yea Brin wouldn't understand all that sciency stuff anyway.


Male Undine 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

Yea I don't care I just thought it was funny. What can you do though. Have no one able to understand another except for magic? It's not really feasible without an item enchanted with comprehend languages like the Scholar's Ring or something. The Traveler's Translator is an interesting cheap item too.


Male Undine 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

From different planets. Common is still the same; what a coincidence. hahah.


Male Undine 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

Brin looks at Brian's magic stick warily. There were no guns on his world. Fire and earth elementals sometimes employed terrible siege cannons in war but he had never seen one himself. "Farms I understand. I have made many friends with farmers in my travels on my world. My world is Terberus and I am Brin Walker. Are there druids on this world? I would like to meet them."


Male Undine 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

"What did this madman do that he must die?" Brin had had problems with madmen on his world. Some were harmless, some were a nuisance and some were quite evil.

@Adoy "I do not know of such places. I come from a world full of elementals and giants. Harsh and unforgiving, but this sounds worse."


Male Undine 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

I would enter and I described why. Basically it saved us so it seemed a bit more safe than outside in a strange land.


Male Undine 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

I though we were a TPK for sure with that encounter.
Fort: 1d20 + 8 ⇒ (4) + 8 = 12 str dmg: 1d2 ⇒ 1
Fort: 1d20 + 8 ⇒ (15) + 8 = 23
Brin ducks and covers his face from the burning scorpions. He reflexively looks around to see where the fire came from holding his staff defensively again. The poison grips him, sapping his strength as he looks at the gate opening. He looks at other that seem to all be still alive. None of them were prepared for this... He stands wary, expecting more creatures to exit the spire at any moment. When nothing happens he advanced towards it slowly, hoping it might hold some knowledge about where he was. Besides, he didn't fancy going out into a strange hostile desert just yet. "Whoever you all are, perhaps we're all as ignorant as each other about this place." He holds his open palm against his wound and closes his eyes, using druidic magic to close the gash. It seemed the poison had quickly run its course, though he was still weakened.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4

This place is not a natural formation... Brin thinks as they walk down the halls. He examines the fungi, not really familiar with the kind.
Knowledge(Nature): 1d20 + 6 ⇒ (12) + 6 = 18

The creature startles him as it talks and spins around to look at it. Haven't eaten yet, I could do with some food. He tests the food for poisons and purifies it any just in case before eating. Sitting at a table was awkward for him so he stood and used his hands as he normally did while the stranger 'explained' himself. He again examines the diamond he had unconsciously put around his neck before the scorpions came. He again realised he could tell where those close to him where without looking at him. Strange...

He slipped it back underneath his furs, leather and cloth against his skin, getting a a better feeling as he focused on the connection. Indeed he felt empowered. I don't think I'm on Terberus anymore...

"What world is this Golarion? There are no wastes where I am from. Deserts yes, but not wastes." He looks around at the others too wondering if it rang familiar to any of them.


Male Undine 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

Yea I think we need to do some roleplaying over this meal to at least introduce ourselves to each other in some way.


Male Undine 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

Just like you roll initiative for us, feel free to make save rolls for us too. This will save time and double posts or in case someone forgets about some effect.


Male Undine 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

Fort save vs. Scorpion poison: 1d20 + 5 ⇒ (5) + 5 = 10
Strength damage: 1d2 ⇒ 1
Brin can't stop the poison from taking hold on him.