Estril

Brinn the Wit's page

84 posts. Alias of Paxx1717.


Full Name

Brinn the Witt

Race

| HP: 8/8 | AC: 15 (13 Tch, 12 Fl) | CMB: +0, CMD: 13 | F: +0, R: +5, W: +3 | Init: +5 | Perc: +5, SM: +1

Classes/Levels

| Speed 30ft Swim 30ft | Bardic Performance: 13 rds/day | Spells: 1st 2/2 | Active conditions: None.

Gender

Male NG Undine Bard (Watersinger) 1

Alignment

Neutral Good

Deity

River

Languages

Common, Undine, Ifrit

Strength 10
Dexterity 16
Constitution 10
Intelligence 13
Wisdom 12
Charisma 16

About Brinn the Wit

Stats:

Male Undine Bard 1 (Watersinger Archtype)
NG Medium Outsider (Native) (Hydrated vitality alternate racial trait)
Deity: River
Init +5; Senses darkvision 60 ft.; Perception +5
Traits: Reactionary (+2 Init),Skeptic (+2 vs Illusions)
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Defense
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AC 15 (Leather), touch 13, flat-footed 12
hp 8 (1d8)
Fort +0, Ref +5, Will +3; +2 vs. Illusions
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Offense
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Speed 30 ft. Swim 30 ft
Melee: Spear +0 (1d8)
Ranged: Light Crossbow (Underwater) Range increment 20' +3 (1d8)

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Statistics
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Str 10, Dex 16, Con 10, Int 13, Wis 12, Cha 16
Base Atk +0; CMB +0; CMD 13
Feats Extra Performance (+6 rounds/day)
Skills Acrobatics +6, Diplomacy +7, Knowledge(Nat) +6 (All others +2), Perception +5, Perform (Wind and Comedy) +7, Spellcraft +5, Swim +15, UMD +7, Craft(Sculpture)+5
Languages Common, Undine, Ifrit

Abilities:

Racial Abilities
• ELEMENTAL RESISTANCE: Undines have cold resistance 5.
• SPELL-LIKE ABILITY: Hydraulic push 1/day. (Caster Level 1.)
• 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.

Class Abilities:
Cantrips (4) - Detect Magic, Read Magic, Message, Create Water
Spells Known 1st level (2) (2/day) - Hydraulic Push, Cure Light Wounds

BARDIC KNOWLEDGE: You add +1 to all Knowledge skill checks and may make such
checks untrained. (PFCR 35).
• BARDIC PERFORMANCE: Use the Perform skill to create magical effects for 13
rounds. Standard action to start, a free action each round to maintain. Only one
performance at a time. The targets must be able to perceive the performance. A deaf
bard fails audible performances 20% of the time, blindness causes visual performance
failure 50% of the time. Failed checks count against round limit.
- Countersong (Su): Counters magical effects that depend on sound within 30 ft.
Creatures use the bard's Perform check result in place of its saving throw each round
countersong is active. (PFCR 36).
- Distraction (Su): Counters magical effects that depend on sight within 30 ft.
Creatures use the bard's Perform check result in place of its saving throw each round
countersong is active. (PFCR 36-37).
- Inspire Courage (Su): +1 morale bonus on saves vs. charm and fear and +1
morale bonus on attack and weapon damage rolls to allies who can hear.
Mind-affecting. (PFCR 37).
- Watersong (Su): A watersinger can use bardic performance to manipulate and
control the shape of water within 30 ft. A successful Perform check allows the bard
to animate and control a 5 ft cube of water (about 40 gallons/320 lbs). The watersinger can command the water to
take various forms, bend, rise, fall, or sustain a shape, and can make it support
weight as if it were solid ice. The manipulated water is as slippery as normal ice.
While under the bard's control, the water has hardness 0 and 3 hit points per inch of
thickness. The manipulated water retains its shape for 1 round after the bard stops
spending bardic performance rounds to maintain it. (PFARG 176). (PFCR 35-38).
• WATERSINGER SPELLS: A watersinger adds certain water-themed spells to his
spell list. He adds these abilities to his spell list as soon as his bard level allows
him to cast spells of that spell level. 0th—create water; 1st—hydraulic push,
slipstream; 2nd—aqueous orb, hydraulic torrent, water walk; 3rd—fluid form, ride the
waves; 4th—control water, communal water walk; 5th—vortex; 6th—seamantle. (PFARG
177).

Equipment:

Other Weapons/Equipment (cost/weight#):
Leather 10g/15
Spear 4g/6
Dagger 2g/1
Light crossbow (underwater) 70g/4
20 bolts 2g/2
Backpack 2g/2
Waterproof bag 1g/0.5
Waterskin 1g/4
Belt pouch 1g/0.5
Mer-Flute 15g/1

42g remaining/33# worn/carried

Appearance:

Brinn is slender, and slightly short, for an undine, however, his dark violet hair and bright violet eyes are somewhat of an anomaly, even among his brethren.

Background:

Ever since I was a fingerling, Grandfather would say "why must you always swim against the current small fry, the Great River has a plan and takes us where it will..."
But he is one to talk. He is an unmoving eddy in the stream, never leaving his home while the folk swirl around him for his great "wisdom" and counsel.
Myself, I was never one to accept the River's destiny. Once I discover one thing, I happily move to the next, and the more demanding, the better!
One such thing was the art of watersinging from old Master Mirkoo, but he did not truly appreciate my expression in all of its forms...
apparently, encasing another's feet in ice while they sleep is considered some kind of disrespect. So he sent me on my own way, which I was quite ready to do.
Now I am ready for something new, so I head to Hearth, the "City that Never Sleeps". Nothing could be more of a challenge than a city full of uptight ifrit, wish-they-were ifrit sylphs, and slow-witted oread!

Background and Concept elements (at least 5) (history, description, personality)
* Brinn grew up in a small community on the outskirts of civilization - somewhat unusual in undine society as it acts as a bridge of sorts between the wealthy central merchants and the permanent river dwellers, the Swem. The village is well-known for high-quality polished river-stones and pearls used in jewelry, and the skins and furs of river animals, so Brinn was exposed to a wide variety of traders and travelers.
* One such traveler was a sylph travelling scholar who was studying the daily routines of the various tribes and clans - it is from this Scholar that Brinn learned his working knowledge of the ifrit language (that choice was in part due to Brinn's desire to learn more about something he felt was far removed from his current situation...)
* He finds it almost irresistible to let slip by an opportunity to make comment on the foolish or ridiculous, although he is inherently good-natured and it is never his intent to hurt or insult another...unless they deserve it!
* Brinn never knew his father. Brinn's mother left the village when he was very young, leaving him to be raised by his maternal Grandfather. He has not seen her since, and he is not currently motivated to find his parents.

Goals (one character, one player)
* Brinn's main goal at this stage of his life is to step out into the world to experience and learn knew things - and hey, if he can become famous along the way, all the better!
* I would like him to have the opportunity to deliver a masterpiece performance - how well he delivers remains to be seen...

Secrets (one known, one unknown)
* Brinn knows a number of secrets, but virtually all are confined to the small cares and lives within his home community. For example, he knows the spouse of a prominent town leader is secretly carrying on a separate relationship with one of the travelling merchants.
* Brinn does not know his father's name or origin, or the ultimate fate of his mother. His mother may have ended up in Hearth.

People (at least two allies/friends and one adversary)
* Brinn's Grandfather - Brinn has never heard his Grandfather's true name spoken, and has only heard him called various versions of Grandfather, Father, or Elder.
* Master Mirkoo - could be a friend or an adversary depending on how you look at it!
*

Step 5: Three Memories, Mannerisms, or Quirks
* Brinn always knew his Grandfather as an elderly undine who never left his home, but the old man retained a vast mental library of tales, fables, and allegories about the world and its people. He always seemed to have a new one at hand to tell Brinn or anyone else who would listen.
* While Brinn is not above the use of a little trickery or illusion to accomplish his aims, the idea of directly influencing another's thought with the use of magic (such as Charm Person) is very distasteful to him.
* While Brinn has had some experience hunting river beasts with spear and crossbow, he is generally non-violent in nature, and would try to avoid physically injuring a person, if possible. He knows, however that it is not always possible.