Winter-Touched Sprite

Calah Riptide's page

419 posts. Alias of Jolly Roger.


Full Name

Calah Riptide

Race

Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7

Classes/Levels

Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

Gender

AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft

About Calah Riptide

Calah Riptide statblock:

Female Druid 6
N Medium Undine / Outsider (Native)
Init +4; Senses Perception +14, Darkvision 60 ft, Water Sense
==DEFENSE==
AC 22, touch 12, flat-footed 20 (+7 armor, +3 shield, +2 dex)
hp 50 (6d8+12)
Fort +8, Ref +5, Will +11
Armor Darkwood Breastplate (Agile) +1, Medium
Shield Darkwood Heavy Wooden Shield +1
Defensive Abilities Hydrated Vitality (PFARG 175)
==OFFENSE==
Spd 20 ft/x4; Swim 30 ft
Melee Masterwork Scimitar +5 (1d6) 18-20/x2 CM +1
Melee Quarterstaff +4 (1d6) 20/x2 monk, double
Ranged Sling +6 (1d4) 20/x2
==STATISTICS==
Str 10, Dex 14, Con 14, Int 12, Wis 20, Cha 12
BAB +4, CMB +4, CMD +16
Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Augment Summoning (PFCR 118), Hydraulic Maneuver (PFARG 177), Shield Proficiency (PFCR 133), Spell Focus (Conjuration) (PFCR 134)
Skills Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13
SQ Wild Empathy (PFCR 50-51)
SU Amphibious (PFARG 176), Wild Shape [1] (PFAPG 100), Resist Water's Call (PFARG 176), Augment Summoning (PFARG 176), Undine Wild Shape (PFARG 176)
MC Druid Bonus Languages (PFCR 50), Druid Spells (PFCR 49), Druid Spontaneous Casting (PFCR 49), Forbidden Spell Alignment (PFCR 41, 49), Nature Sense (PFCR 50), Undine Domains (PFARG 176)
Traits Barroom Talespinner (Campaign: Skull and Shackles) (PFAP: SkSh PG 5), Reactionary (Combat) (PFAPG 328), Suspicious (Social) (PFAPG 330)
Languages Aquan, Common, Druidic, Sylvan
==Magic==
Eq'd Magic Headband of Inspired Wisdom +2, Cloak of Resistance +1

Roc animal Comp:

==ANIMAL COMPANION==
Roc 6
Init +5; Perception +7
==DEFENSE==
AC 27, touch 15, flat-footed 22 (3 armor, +5 dex, +9 natural armor)
hp 21 (6d8-6)

Fort +4, Ref +10, Will +3
==OFFENSE==
Spd LAND 20 ft; FLY (AVG) 80 ft
2 Talons +9 (1d4+7)
Bite +9 (1d6+7)
==STATISTICS==
Str 14, Dex 21, Con 9, Int 3, Wis 13, Cha 11
BAB +4, CMB +6, CMD +21
Feats Weapon Finesse (PFCR 136), Flyby Attack (PFBty 315), Power Attack (PFCR 131)
Skills Acrobatics +5, Climb +2, Escape Artist +5, Fly +10, Intimidate +0, Perception +7, Stealth +9, Survival +1, Swim +2
Special Qualities Low-Light Vision, Link, Share Spells, Evasion, Devotion
Tricks Attack(DC 20), Come(DC 15), Heel(DC 15), Bombard(DC 20), Attack(DC 20)Stay(DC 15), Deliver(DC 15), Down(DC 15), Fetch(DC 15), Detect(DC 25), Roam(DC 15), Work(DC 15),
Amulet of natural attacks

Spells prepared:

Orisions:
Create Water
Purify Food and Drink
Mending
Stabilize

Lvl 1:
Produce Flame
Read weather once every 3 days, cast in the morning to see what the weather brings. Otherwise Obscuring mist
Hydraulic Push 2x
CLW
Alter winds

Lvl 2:
Stone Call
Flaming Sphere
Warp Wood
Barkskin

Lvl 3:
Call Lightning
Sky Swim (out at sea / Mad monkeys otherwise)
Aqueous Orb

Special abilities:

-- UNDINE RACIAL TRAITS --
• Str: -2, Dex: +2, Wis: +2
• TYPE: Outsider (Native)
• SIZE: Medium
• DARKVISION 60 FT: Undines can see in the dark up to 60 ft.
• SWIM SPEED: Undines have a swim speed of 30 ft and gain the +8 racial bonus on
Swim checks that a swim speed normally grants.
• SPELL-LIKE ABILITY: Hydraulic push 1/day. (Caster Level 6.)
• 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.
• WATER SENSE: Undines with this racial trait can sense vibrations in water,
granting them Blindsense 30 ft against creatures in contact with the same body of
water.
• Automatic Languages: Common, Aquan
• Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, Terran

-- ARCHETYPES --
• You have selected the following Archetypes:
- Undine Adept (Druid)

-- CLASS ABILITIES --
• FAVORED CLASS (Druid) : You've gain the following bonuses: +6 Skill Point.
• AMPHIBIOUS: The undine adept gains the aquatic subtype and the amphibious
universal monster ability, allowing her to breathe water or air. (PFARG 176).
• DRUID BONUS LANGUAGES: A Druid automatically knows Druidic, and may choose
Sylvan as a bonus language. (PFCR 50).
• DRUID SPELLS: A druid casts divine spells, which are drawn from the druid
spell list. Her alignment may restrict her from casting certain spells opposed to her
moral or ethical beliefs. DC for a saving throw against a druid's spell is 10 + the
spell level + Wisdom modifier. Druids can prepare a number of orisons, or 0-level
spells, each day. They can cast these spells at will as a spell-like ability. (PFCR
49).
• DRUID SPONTANEOUS CASTING: A druid can channel stored spell energy
into summoning spells that she hasn't prepared ahead of time. She can “lose” a
prepared spell in order to cast any summon nature's ally spell of the same level or
lower. (PFCR 49).
• DRUID WEAPONS AND ARMOR: Weapons: club, dagger, dart,
quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear, all natural
attacks (claw, bite, and so forth) of any form they assume with wild shape. Armor:
light and medium armor (but no metal armor); shields (except tower shields) but wooden
only. (PFCR 49).
• WILD EMPATHY: Change animal attitudes in a way similar to Diplomacy. Check
bonus equals 7. Animal must be within 30 ft. (PFCR 50-51).
• FORBIDDEN SPELL ALIGNMENT: No spells with alignment descriptors are
forbidden due to your alignment or your deity's alignment. (PFCR 41, 49).
• WILD SHAPE: You can change form 1 time per day, or 4 hours, or until you choose
to change back. Cannot speak in animal form. Standard action to change. Does not
provoke AoO. Possible forms:
- Small or Medium Animal as Beast Shape I [PFCR 247]
(PFAPG 100).
• NATURE SENSE: A druid gains a +2 bonus on Knowledge (nature) and Survival
checks. (PFCR 50).
• RESIST WATER'S CALL: An undine adept gains a +4 bonus on saving throws against
the spell-like and supernatural abilities of outsiders with the aquatic or water
subtype, fey with the aquatic or water subtype, and spells and effects with the
[water] descriptor. (PFARG 176).
• AUGMENT SUMMONING: Any creature with the water subtype the undine adept
summons with either summon monster or summon nature's ally gains the benefits of the
Augment Summoning feat. (PFARG 176).
• UNDINE DOMAINS: An undine adept who chooses a domain must choose the Community
or Water domain, or any subdomain of those domains. (PFARG 176).
• UNDINE WILD SHAPE: When an undine adept takes the form of a creature with
the aquatic or water subtype, this ability functions at her class level + 1. For all
other forms, her effective druid level for the ability is equal to her actual undine
adept level. (PFARG 176).

-- GENERAL FEATS --
• AUGMENT SUMMONING: Summons gain +4 Str and Con. (PFCR 118)
• HYDRAULIC MANEUVER: You may use hydraulic push to attempt a bull rush,
disarm, dirty trick (blind or dazzle), or trip combat maneuver. Each time you use
hydraulic push, you must decide which of the allowed combat maneuvers you want to
perform. You may not use this feat with magic items or other external sources that use
that spell. (PFARG 177)
• SPELL FOCUS (Conjuration): +1 save DC of your spells in chosen school. (PFCR
134)

-- COMBAT FEATS --
• ARMOR PROFICIENCY (LIGHT / MEDIUM): When you wear a type of armor in which
you are proficient, the armor check penalty for that armor applies only to Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
(PFCR 118)
• SHIELD PROFICIENCY: You can use a shield and take only the standard
penalties. (PFCR 133)

-- TRAITS --
• BARROOM TALESPINNER (Campaign: Skull and Shackles): You grew up listening
to tales of adventure and piracy on the high seas and the sea chanteys of old salts in
dockside dives. You gain a +1 trait bonus on Diplomacy checks and on Perform (sing)
checks, and Diplomacy is a class skill for you. In addition, once per week you can
make a DC 15 Knowledge (local) or Intelligence check to see if you know a popular
legendary pirate tale, the telling of which grants you a +1 trait bonus on checks made
to inf luence NPCs on the Wormwood. (PFAP: SkSh PG 5)
• REACTIONARY (Combat): You gain a +2 trait bonus to Initiative checks. (PFAPG 328)
• SUSPICIOUS (Social): You gain a +1 trait bonus on Sense Motive checks, and
Sense Motive is always a class skill for you. (PFAPG 330)

-- DRAWBACK --
• LONER: Raised by pirates, bandits, or other troublemakers unwilling to stick out
their necks for you, you are accustomed to operating on your own. The presence of
allies can easily become a distraction to you, and you do your best to keep them out
of your space. You take a –1 penalty to AC and on attack rolls while adjacent to
allies or when taking the aid another action. (PFCo: QuCa)

-- MAGIC ITEMS --
• HEADBAND OF INSPIRED WISDOM +2: This simple bronze headband is decorated
with an intricate pattern of small green gemstones. The headband grants the wearer an
enhancement bonus to Wisdom. [CL: 8th] [Headband (PFCR)]

background:

Calah was part of a small enclave of Undines who lived peacefully at a remote island. They had a close relationship with the sea and its inhabitants and were minding their own business, while sometimes trading with merchants who came by. They would trade pearls and seashells for exotic products from land.
However, a group of pirates heard of this story and thought the Undines would be very wanted on other ships and fetch high prices on slave markets. For instance they could be used to dive for treasure in shipwrecks.
When the pirates struck they killed any who resisted too much and captured all the rest who could not get away in time. They destroyed the enclave with their cannons to make sure nothing remained. Calah's family was killed during the strike. She was only five years old when this happened.

Calah was sold a couple of times for increasing prices. She has no choice but to work with the pirates at this time because they keep her chained up (even when she swims for treasure). She still needs to find out which pirate ship it was that attacked her island. When she finally gets free they will rue the day they destroyed her life.

As a pretty girl, you either make friends or you get backstabbed by nasty pirates who want to take advantage of your body. She used her singing skills and sparkling personality to make some friends a board who could protect her from the more nastier pirate crewmembers. One man called Fat Fred tried to rape her, but she cut off his balls during the struggle. Her friends protected her or she would have been killed then and there. The captain wanted to keep her because she can dive for treasure (and she has with rewarding result). Later that night she cooked Fred's balls and fed em to him when she had "Meatballs" for dinner. Fat Fred liked them balls so much, after he was told what it was he shrugged and ate the second one as well. He still speaks a few octaves higher to this day. Since then the men knew to back off, and whenever she makes meatballs the men are remembered of what will happen if you mess with Calah.

Picture, imagine pointy ears ;)