Cloud Giant

Dr. Splash's page

61 posts. Organized Play character for Hmm.


| HP 12/12 | AC 15 T 12 FF 13 | CMB +3, CMD 15 | F: +3, R: +2, W: +0, +2 vs enchantments | Init: +2 | Perc: +8, SM: +2


| Speed 40ft, Swim 30ft | Bloodrage: 5/5 | Reroll 1/1 | Active conditions: Darkvision, Amphibious


820-15 | Gender Fluid Aquatic Elf Bloodrager 1

About Dr. Splash

Bot Dr. Splash:

Dr. Splash is a thoughtful teammate who will often use their fast land speed to offer flanks for other teammates. They prefer to use reach tactics.


[dice=Raging Ranseur]d20+3+2[/dice]
[dice=Raging Damage]2d4+3+3[/dice]


Dr. Splash comes from the Steaming Sea and the waters just outside the mysterious island of Hermea, home to the “Grand Experiment”. Like the other residents of that general area, Splash is the result of the genetic experimentation of that benevolent and autocratic draconic scientist, Mengkare. Mengkare extended beyond humans to aquatic elves in order to better secure his island’s defenses, and because elves adapt themselves continually to their envirionments. Also, elvish human crosses are common, and often have results that take the best of both parents. Mengkare believes that all his citizens should be sound of mind and body, and is fascinated with the development of special powers and abilities.

Less important to Mengkare are traditional concepts of gender, so Dr. Splash is still exploring their gender options to see what suits them best. Splash currently serves as one Mengkare’s emissaries. Travelling with the Pathfinder Society offers the perfect opportunity to seek the best and brightest to become test subjects happy and productive citizens of the world's only Golden Dragon Utopia!

The somewhat innocent Dr. Splash travels with their minder, the Amazing Urchin — a ‘sea’ monkey who’s also clearly a result of draconic experimention, with golden scales, dragon wings and a once a day flame attack. The Amazing Urchin also has an at will sarcasm attack that he’s not afraid to put to good use.

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Doctor Splash
Aquatic elf bloodrager 1 (Pathfinder Campaign Setting: Inner Sea Races 242, Pathfinder Player Companion: Familiar Folio 16, Pathfinder RPG Advanced Class Guide 15)
LG Medium humanoid (aquatic, elf)
Init +2; Senses Dark Vision; Perception +8

AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 12 (1d10+2)
Fort +3, Ref +2, Will +0; +2 vs. enchantments
Immune sleep

Speed 40 ft., swim 30 ft.
Melee cold iron ranseur +3 (2d4+3/×3) or
. . dagger +3 (1d4+2/19-20) or
. . sea-knife +1 (1d4+2/19-20) or
. . silver light mace +3 (1d6+2)
Space 5 ft.; Reach 5 ft. (10 ft. with cold iron ranseur)
Special Attacks bloodrage (5 rounds/day)

Str 14, Dex 14, Con 12, Int 16, Wis 10, Cha 13
Base Atk +1; CMB +3; CMD 15
Feats Alertness, Breadth Of Experience[APG]
Traits balanced determination, fashionable
Skills Acrobatics +9 (+13 to jump), Bluff +2, Diplomacy +6, Knowledge (arcana) +9, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +6, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +8, Sense Motive +3, Survival +4 (+6 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather), Swim +14; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties

Languages Aquan, Azlanti, Common, Draconic, Elven

SQ amphibious, dragon's flight, elven magic, fast movement, water breathing
Combat Gear wand of cure light wounds, alchemist's fire; Other Gear mwk studded leather, cold iron ranseur, dagger, sea-knife[ARG], silver light mace, signet ring (150g), backpack, basic maps (major landmarks only), blotter (0.2 lb), flint and steel, inkpen, knife for cutting quills into pens (0.5 lb), knife, utility (0.5 lb), mess kit[UE], pen nibs, pigment for making ink (0.2 lb), ruler, small (0.1 lb), silk rope (50 ft.), vial, waterskin (2), 746 gp

Special Abilities
Amphibious (Ex) You can survive indefinitely on land.
Bloodrage (5 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Dragon's Flight (30 ft, average, 1 minutes/day) (Ex) Familiar can sprout draconic wings.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Acrobatics checks You gain the Alertness feat while your familiar is within arm's reach.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Darkvision See 60ft in the dark.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Swim (30 feet) You have a Swim speed.
Water Breathing You can breathe water as well as air.