About Brinn the WitStats:
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) -------------------- Defense -------------------- AC 15 (Leather), touch 13, flat-footed 12 hp 8 (1d8) Fort +0, Ref +5, Will +3; +2 vs. Illusions -------------------- Offense -------------------- Speed 30 ft. Swim 30 ft Melee: Spear +0 (1d8) Ranged: Light Crossbow (Underwater) Range increment 20' +3 (1d8) --------------------
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:
BARDIC KNOWLEDGE: You add +1 to all Knowledge skill checks and may make such
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)
Goals (one character, one player)
Secrets (one known, one unknown)
People (at least two allies/friends and one adversary)
Step 5: Three Memories, Mannerisms, or Quirks
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