Undine

Ghiv PbP's page

33 posts. Alias of Varrian Lunari.


Full Name

Ghiv

Race

Undine

Classes/Levels

Rogue (Pirate) 3 / Fighter (Cad) 2

Gender

Male

Size

Medium

Age

73

Special Abilities

See Profile

Alignment

Chaotic Neutral

Deity

Besmara

Location

Shackles

Languages

Common, Aquan, Draconic , Gnome, Ignan, Undercommon, Auran, Infernal, Dwarven

Occupation

Pirate

Strength 10
Dexterity 17
Constitution 12
Intelligence 14
Wisdom 13
Charisma 14

About Ghiv PbP

Height: 5’-7” Weight: 165lbs
Init +5; Senses Darkvision: 60’ Perception +7
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Defense
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AC 20, touch 14, flat-footed 15
HP 38
Fort +5, Ref +6, Will +2

Mithral Shirt AC=5, Max Dex=6, ACP=0, SF=10%
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Offense
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Speed: 30 ft.
Swim Speed: 30 ft.

+1 Keen Rapier: Att: +9, Dmg: 1d6+1, Crit: 16-20 x2
+1 Keen Rapier: w/TWF: Att: +7, Dmg: 1d6+1, Crit: 16-20 x2
Cold Iron Dagger: Att: +9, Dmg: 1d4, Crit: 19-20 x2
Cold Iron Dagger: w/TWF: Att: +7, Dmg: 1d4, Crit: 19-20 x2
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Special Abilities
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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.

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.

Sea Legs (Ex): At 1st level, a pirate becomes adept at moving on ships, boats, and similar vessels. She gains the Sea Legs feat as a bonus feat, even if she does not meet the prerequisites. This ability replaces trapfinding.

Swinging Reposition (Ex): At 2nd level, a pirate incorporates a ship's masts, rigging, ropes, sails, and other such structures into her combat style. Provided she is wearing light armor or no armor, when fighting in an environment where such structures exist, the rogue incorporates them into her movement, and does not have to move in a straight line when making either a charge attack or a bull rush combat maneuver. Once she completes her attack or maneuver, she can reposition herself. Immediately after making the charge or bull rush, she can move 5 feet as a free action, even if the charge ends her turn. This movement does not provoke attacks of opportunity. This ability replaces the 2nd-level rogue talent.

Unflinching (Ex): Pirates are a salty and steadfast lot. At 3rd level, a pirate gains a +1 bonus on saving throws against fear and mind-affecting effects. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level. This ability replaces trap sense.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Dirty Maneuvers (Ex): At 2nd level, a cad becomes skilled at deceiving and discomfiting his opponents. The cad gains a +1 bonus on disarm, dirty trick, and steal combat maneuver checks. The cad also gains a +1 bonus to CMD when attacked with the disarm, dirty trick, and steal combat maneuvers. These bonuses increase by 1 for every four levels after 2nd (to a maximum of +5 at 18th level). This ability replaces bravery.

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Fast-Talker: You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

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Statistics
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Base Atk +4; CMB +4; CMD 17
Feats: Two-Weapon Fighting, Weapon Focus: Rapier, Two-Weapon Defense, Dodge, Weapon Finesse
Traits: Reactionary, Fast Talker
Skills: Acrobatics +11 , Appraise:+2, Bluff +10, Climb +0, Craft(Alchemy) +2, Diplomacy +6, Disable Device +7, Disguise +6 Escape Artist +7, Intimidate +2, Knowledge (dungeoneering) +6, Knowledge (local) +8, Knowledge (engineering) +6, Linguistics +10, Perception +7, Profession(Sailor) +6, Ride +3, Sense Motive +5, Sleight of Hand +9, Stealth +11, Survival +1, Swim +0, Use Magic Device +6
Other Gear: 302(gp)

Gear: Pirates Cloths(2gp), Ring of Sustenance(2500gp), Pathfinder’s Kit (12gp), Tricorn Hat(2sp), Bandolier(5sp), Spring Loaded Writ Sheaths x2(10gp), Disguise Kit(50gp), Dice(2gp)

Background:

Ghiv was born to a small fishing family living in Jula located in The Sodden Lands. His mother was Undine and his father was human. Both him and his mother were refugees from a disaster that took their family and friends. For the most part his father Gregory and his mother Calah lived a peaceful, enjoyable life. Ghiv was born on a beautiful sunny day. The week of his birth brought the best fishing his family had seen in a long time. They took this as a good omen along with the fact that he was born Undine. His little webbed hands and feet and fin-like ears was a dead giveaway. As he grew Ghiv’s father taught him many things about sailing and fishing. He also taught him about the storm, the Eye of Abendego. When Ghiv was about 12 his father took him out to sea for a fishing trip out farther than normal. His father was excited it was the week of his birth and Gregory was hoping for a great catch. Every year during the week of Ghiv’s birthday they would have a great haul.
Unfortunately Gregory strayed too close to the edge of the storm and in a sudden onslaught of bad weather Gregory and Ghiv were tossed from the boat as it was torn asunder. Gregory drowned that night trying to rescue his son. Ghiv however, survived because of his aquatic ancestry, neither of his parents knew just how much he had inherited. Ghiv could actually breathe water as it were air. He also healed remarkably fast while in water. Poor Calah found out just a few days later when part of her husband’s boat washed ashore. A search party was sent out for her husband and son but no bodies were ever recovered. To this day Calah still searches for her son, knowing that he must have inherited some of her Undine gifts that may have not manifested yet.
Ghiv’s luck held true again because although he was lost and alone he found a small piece of board to float on and not more than a day later was found by a ship. He was picked up however by a pirate ship heading back to The Shackles. After regaining some of his strength he was put to work on the ship. From that point on it was a pirate’s life for him. Because of his unique gifts he soon learned to earn his way on many ships as he got older and was trained by some of the best sword fighters in The Shackles. He learned to also use a harpoon as a weapon as he would spend some of his time under the water. One of his favorite past times was going to the playhouse on Hell Harbor and watching the old Chelish plays preformed in Azlanti. He went so much that eventually he picked up the language.
Ghiv learned to fast talk his way out of a lot of situations and at the same time react to danger on ships. His many years spent on sea has made him an excellent climber. The rolling of the sea and the storms has made him very agile on his feet. His one true goal is to explore the Temple of the Ravenous Moon.

Appearance:
Ghiv stands 5’-7” and weighs 165lbs. He has blue skin and wears standard pirate cloths. He can be friendly and normally is to your face. He can also be very sneaky and underhanded usually lying his way through most encounters or showing much bravado in doing nothing while others take care of the fight around him. In a group he is loyal however especially when treasure or women are involved.