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About Floredana MandulescuStatistics:
Female Undine Varisian Pilgrim of Desna 9
CG Medium Age 23 Outsider (Native, Aquatic) Init +8; Senses Perception +22, Darkvision 60ft ------------------------------ DEFENSE ------------------------------ AC 20, touch 14, flat-footed 16 (+4 armor, +2 shield, +4 dex) hp 75 Fort +9 Ref +7, Will +12; +2 vs Charms/Compulsions ------------------------------ OFFENSE ------------------------------ Speed 40 ft, Swim 40ft Melee Starknife +6/+1 (1d4) x3, Fancy Ocean Dagger +5 (1d4) 19-20x2 Ranged Starknife +10/+5 (1d4) x3 30ft
Adventuring Skills
Background Skills
Languages Common, Aquan Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Race Related 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. 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. 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. Class Related
Orisons Domains: Fate and Travel
Blessing of the Harrow (Su): At 8th level, once per day the pilgrim may perform a harrowing for herself or another creature. This is otherwise identical to the blessing of the harrow from the harrower prestige class (Text reproduced below!). This replaces an 8th-level domain power of the Varisian pilgrim’s choice. Blessing of the Harrow (Su): Once per day, a harrower may perform a harrowing for herself and all allies within 20 feet of her. This harrowing takes 10 minutes, and allies to be affected by it must remain within 20 feet of the harrower for the entire time. At the conclusion of the harrowing, count up the number of cards from each suit that were used in the reading. This harrowing provides a bonus based upon the suit with the most cards showing. In case of a tie, choose one suit. The bonus lasts for 24 hours. The suits grant insight bonuses as follows. Strength: +1 on attack rolls; Dexterity: +1 to AC; Constitution: +1 on weapon damage rolls; Intelligence: +1 on all skill checks; Wisdom: +1 on all saving throws; Charisma: +1 on caster level and concentration checks. Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought. Spontaneous Casting: Convert spell slots into cure spells. Caravan Bond (Su): At 1st level, by leading a group prayer for 1 minute, a devout pilgrim can select a number of traveling companions equal to her cleric level + her Wisdom bonus. She may use her domain-granted powers on any of these traveling companions as if they were her. She can use these abilities on her traveling companions at a range of up to 30 feet, even if the ability normally requires her touch. Spells:
------------------------------ Spells ------------------------------ 0th Light, Stabilize, Guidance, Create Water(at will) 1st Remove Fear, Obscuring Mist, 2nd Grace, 3rd Dispel Magic, Communal Resist Energy, Open Slot, Magic Circle Against Evil + 4th Open Slot, 5th Summon Monster V, Wall of Stone + Medusa Mask Flesh to Stone 1/day, DC 15 Fort
Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ L: 0-38 M: 39-76 H: 77-115 4234.89gp Chain Shirt 25lbs
Sloop (Dreamweaver is painted in violet across the bow) Scroll Box (2)
In a backpack:
Appearance/Personality/Backstory:
------------------------------ APPEARANCE/PERSONALITY/BACKSTORY ------------------------------ History and Birth The Mandulescu family has been floating the southern rivers of Varisia for generations. From the Lampblack to the Yondabakari, they have been making a modest living trading and spreading the blessings of Desna among the communities nestled upon the banks. Twenty-three years ago, Desna saw fit to bless their nautical family with an undine child, Floredana. As a sign of her divine intervention, she has a purple birthmark on the back of her hand in the shape of a butterfly. Family and Upbringing
Her older brother, Sander, has harbored jealousy in his heart since the day Flo was born. He always felt like his baby sister was given the love and attention he deserved. When he had saved enough money to travel on his own, he abandoned the family for a life in Riddleport and hasn't been heard from since. In stark contrast to Sander, her younger brother, Luther, adores his older sister. Luther and Flo have always gotten along, causing all manner of mischief and grief for their parents. Arrival in Sandpoint
Appearance
Elememts important to the character
Skepticism
Desna
Community Minded
Trinket Collector
Trinkets Collected:
First rope Flo braided (1ft in length) Father's broken handaxe (not combat-worthy, from his days as a pirate. Was supposedly broken while opening the door to an ancient temple in the Kaava Lands) Quasit's ruined dress (found during the party's first major dungeon crawl and a tense battle with an invisible caster) A medium Gecko's collar, has a wooden stick and a goblin's foot on it (presumably Stickfoot, was taken from the Goblin Chief Ripnugget's Giant Gecko mount during the Thistletop Raid) A silver cameo with two portraits drawn inside it. One portrait has been torn and cut, rendering it unclear, but the second is unmistakably a picture of Flo (pulled from Lord Aldern's cold, undead neck, after his stalking of Flo and a series of gruesome murders "for" her) Not a true "trinket," but a Medusa Mask that belonged to the leader of a local ?Cult of Father Skinsaw?. Final fight was after chasing them across town and up a bell tower. Kargas jumped off of a tower twice, once to defend Flo (whom Kellek saved with Feather Fall), and twice to land the killing blow upon the Mistress (the boss) fleeing through the sky!
Future Build Notes:
Feat Outline 1 Improved Initiative 3 Toughness 5 Combat Casting 7 Combat Casting 9 Sacred Summons 11 Items To Look For
Things I know:
Nautical Knowledge Spoiler:
* The family boat is probably 29 feet long, or less. This is because boats and ships that are 30 feet long or more require a pilot to be on board. Pilots are navigators and have a separate guild from the Seamen's guild. Pilots are expensive to hire though, so captains of small boats get around this requirement by making sure the boat is just under the 30-foot mark. * Sea-going ships are required to hire members of the seaman's guild as crew. Riverboats are exempt from this guild privilege, but it means that they cannot operate commercially at sea. Normally that's not a big issue as a riverboat is not that seaworthy on the ocean. But occasionally Varisian riverboats make the short trip from Magnimar to Sandpoint, provided they have good weather. Since these are "family" vessels they can't be required to hire men from the seamen's guild, but are on the other hand forbidden to carry cargo or passengers (except fish, since fishing boats are also exempt). Varisian captains tend to ignore this rule. If they have a passenger he will always be a Varisian, and the captain will insist that the passenger is his "third cousin" or somesuch. And if they do carry cargo they arrange for it to be offloaded quietly at night (this also gets them out of import taxes). Since riverboats are only a small fraction of the shipping from Magnimar to Sandpoint the authorities don't spend much effort on trying to stop these practices. * You would know that the biggest city on the river system (aside from Magnimar) is Melfesh. Melfesh is the main western outpost of the Kingdom of Korvosa and is heavily defended. It also has a bridge over the Yondabakari river that includes a barrier to river traffic that can be raised and lowered which allows them to charge tolls for passage. Varisians really don't think much of this practice. When docked they often try to earn money in petty crimes, con games, gambling, and such, overall not thinking it is really that wrong when done to outsiders. They particularly do this in Melfesh though as a means of trying to come up with money for the toll. * The two main tributaries of the Yondabakari are the Lampblack and the Willow Rivers. The Lampblack route goes as far as Ravenmoor, which is a frontier outpost and fortress against Shoanti encursions. The Willow goes up to Claybottom Lake and then to Lake Coal. Another tributary, the Skull River, comes down from the Storval Deep to Claybottom Lake, but there is no traffic on it because of a giant dam called Skull's Crossing. Legend has it that the ancients built the dam to trap a sea monster known as Black Magga in the Storval Deep. There are a number of wild Black Magga stories, but since shipping can't get to the Storval Deep they are probably all made up. * Sandpoint is at the mouth of the Turandarok River. This river isn't nearly as important as the Yondabakari but does wend its way through farm country until it ends up at the south end of the Fogscar mountains, and is navigable almost the entire way. Riverboats ply this river and usually ship grain downstream for the Sandpoint mills and foe export. Sometimes they transport blocks of stone from the various quarries. Traders often take manufactured goods upstream to sell in exchange for these goods. Since you are not a member of the seaman's guild, if you continued to work on boats these would be the ones.
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