Undine

Dhavyn Stormborn's page

31 posts. Alias of ignuspyre.


Full Name

Dhavyn Stormborn

Race

Undine

Classes/Levels

Shaman (Speaker For The Past) 4 | HP 31/31 | AC 18/FF 14/Touch 14 | Init + 4 | Fort +3 | Ref +5 | Will +8 | Amphibious, Cold Resist 5, Darkvision 60' | Perception +9

Gender

Male

Size

Medium

Age

78

Alignment

Chaotic Neutral

Deity

Besmara

Languages

Aquan, Common

Occupation

Pirate

Strength 14
Dexterity 18
Constitution 15
Intelligence 8
Wisdom 20
Charisma 16

About Dhavyn Stormborn

CHARACTER SHEET:

Name: Dhavyn Stormborn
Race: Undine
Class: Shaman 4
Archetype: Speaker For The Past
Deity: Besmara
Favored Class: Shaman
Alignment: Chaotic Neutral
Ht/Wt: 5'10"/180 lbs.
Hair/Eyes: White/Blue
Skin Color: Sea Green
Age/Gender: 78/Male

STR: 14 (+2)
DEX: 18 (+4)
CON: 15 (+2)
INT: 08 (-1)
WIS: 20 (+5)
CHA: 16 (+3)

BAB: +3
CMB: +5
CMD: 16

FORT: +1(3)
RFLX: +1(5)
WILL: +4(8)

Armor Class: 18
Flat-Footed: 14
Touch AC : 14

Hit Points: 31
Initiative: +4
Base Speed: 30ft
Swim Speed: 30ft

RACE FEATURES
+2 Dexterity, +2 Wisdom, –2 Strength: Undines are both perceptive and agile, but tend to adapt rather than match force with force.
Native Outsider: Undines are outsiders with the native subtype.
Medium: Undines are Medium creatures and receive no bonuses or penalties due to their size.
Normal 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.
Darkvision: Undines can see in the dark up to 60 feet.
Amphibious: Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait.
Energy Resistance: Undines have cold resistance 5.
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. This racial trait replaces water affinity.
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. This racial trait replaces energy resistance.
Languages: Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.

CLASS FEATURES
Hexes (Chant, Evil Eye, Misfortune)
Mysteries of the Past
Orisons
Revelations of the Past (Time Flicker)
Spirit (Heavens)
Spirit Magic

SKILLS
Acrobatics (Dex): 1(8)
Bluff (Cha): 1(8)
Craft (Int): --
Diplomacy (Cha): 1(8)
Fly (Dex): 0(4)
Handle Animal (Cha): 1(7)
Heal (Wis): 1(9)
Knowledge (history) (Int): 1(3)
Knowledge (local) (Int): 1(3)
Knowledge (nature) (Int): 1(3)
Knowledge (planes) (Int): 1(3)
Knowledge (religion) (Int): 1(3)
Linguistics (Int): 3(5)
Perception (Wis): 1(9)
Profession (cook) (Wis): 1(9)
Profession (fisherman) (Wis): 1(9)
Profession (sailor) (Wis): 1(9)
Ride (Dex): 0(4)
Spellcraft (Int): 1(3)
Survival (Wis): 1(9)
Swim (Str): 1(6)
Use Magic Device (Cha): --

Climb (Str): 0(2)
Intimidate (Cha): 0(4)
Perform (Cha): 0(3)
Sense Motive (Wis): 0(5)
Stealth (Dex): 0(4)

LANGUAGES
Aquan, Common. Aboleth, Polyglot, Sahuagin

FEATS
Level 1 : Combat Reflexes
Level 3 : Extra Hex

TRAITS

Desperate Resolve (Magic)
You are adept at casting spells even in the most precarious situations. You gain a +1 trait bonus on concentration checks. This trait bonus increases to +4 when you are grappled, pinned, in violent weather, or entangled.

Extremely Fashionable (Equipment)
You really know how to make a good impression when you’re dressed well. Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.

Soaring Sprinter (Combat)
As a youth, you often leaped and ran at treacherous heights, either because it was the only place with enough freedom for you to play or because it was not a good idea to play any lower. You gain a +2 trait bonus on Acrobatics checks to keep your balance or jump, and Acrobatics becomes a class skill for you.

DRAWBACK

Sentimental
You are sentimental, and your thoughts often stray to the past at inappropriate times. You take a –2 penalty on Perception checks to avoid being surprised and on Reflex saving throws to avoid traps or hazards.

GEAR (Money: 243 GP 5 SP)

Explorer's Outfit (usually made to look like a nicer outfit though)
-Jewelry (Various) (50 gp)
-Sleeves of Many Garments (200 gp/Wt 1 lb.)

Longspear (5 gp/Dmg 1d8/Crit x3/Special: Brace,Reach/Wt 9 lbs.)

Underwater Light Crossbow (MW) (370 gp/Dmg 1d8/Crit 19-20,x2/Range 80ft/Type P/Wt 4 lbs.)
-Crossbow Bolts (40) (4 gp/Wt 4 lbs.)

Mithral Shirt +1 (2100 gp/AC +4/Max Dex +6/ACP 0/Wt 10 lbs.)

Cloak of Resistance +1 (1000 gp/Wt 1 lb.)

Handy Haversack (2000 gp/Wt 5 lbs.)
-Shaman's kit (15 gp/Wt 44 lbs.)
-Fishing Kit (5 sp/Wt 3 lbs.)
-Grappling Hook (1 gp/Wt 4 lbs.)
-Grooming Kit (1 gp/Wt 2 lbs.)
-Shovel (folding) (10 gp/Wt 12 lbs.)

SPELLS:

Level 0: 4/day, DC 15.
Level 1: 3 +2 bonus/day, DC 16.
Level 2: 2 +1 bonus/day, DC 17.

Level 0 Memorized: Create Water, Detect Magic, Mending, Stabilize.
Level 1 Memorized: Burning Hands, Color Spray, Cure Light Wounds, Sleep.
Level 2 Memorized: False Life, Spiritual Weapon.

BACKGROUND:

As his 'surname' (which was really just a descriptive name given to him by his parents) might imply, Dhavyn was born in a storm. Not just any storm, but a particularly nasty storm, a hurricane that branched off from the Eye of Abednego and hit the ship his father (Radid) and pregnant mother (Iryani) were on. They shouldn't have been on the ship, they should have been somewhere safe and dry and comfortable for Iryani to give birth. But they on the run because Radid had 'kidnapped' Iryani - technically they had run away together because they loved each other, it was just very unlikely that the slave master was going to see that or care much. Desperation, love, luck and storms were his birthrights apparently, but it could have been much worse.

The ship they were on almost went down or tipped over a couple of times but finally made it to shore, though Dhavyn had already been born. His father and mother changed their names and tried to keep a low profile. His mother found work at a tavern while his father, ever the role model, became a gambler and drunk. When deep in his cups, Radid would tell Dhavyn 'war stories' of his time as a pirate - tales of blood, treasure, women, ships, storms and more! All things that made his mother frown, but that utterly enthralled the impressionable boy.

As he grew, he had an imaginary friend named Jorhal. Like his father, Jorhal also regaled Dhavyn with stories about pirates, pirates that were his ancestors, some even on the Plane of Water! The two of them would re-enact the daring tales on rooftops and on cliffs, climbing and jumping and swinging amid yelling and peals of laughter. Occasionally, Jorval would bring other friends to talk with Dhavyn and tell stories as well, all ancestors.

It was only later that Dhavyn found out that talking with ancestors wasn't normal when he let it slip to his mother. She had him looked at by a healer to see if something was wrong with him, but there was nothing physically wrong. When Dhavyn learned how to start casting spells as well, it became clear what he was and his mother accepted it.

His ancestors talked with him often, and often distracted him from the real world, which caused him some trouble sometimes. Most of them agreed on little, except on piracy and greed. Being well-dressed and making an impression was something else most of them agreed on, though they disagreed on what constituted being well-dressed or what kind of an impression to make. So Dhavyn learned to take their opinions with a grain of salt sometimes.

Dhavyn has practiced with his powers and with his weapons training, and now seeks to make a name for himself.