Hommelstaub

Goldslip's page

186 posts. Alias of Keante.


Race

AC 18 T 16 FF 13 | CMD 15 | DR 5/cold iron| HP 56/58 | F +5, R +10, W +9 | Init +8 | darkvision, low-light vision; clouded vision 30ft; Perc +15 | Spells 1st: 5/5 | 2 slams +10 (1d10-2)

About Goldslip

Description and Story:

Goldslip was a typical young nixie, though not yet grown to the full size of an adult. Her hands and feet are webbed. Her blue skin has a slight sheen to it that when examined closely is revealed to be many very fine scales like those of a fish. Her green hair might be mistaken for seaweed.

She dwelt in a slow-moving stream, alone in the area except for animals. She lived quite peacefully, in tune with the animals around her, and she also developed a fledgling capability for divine magic, including an ability to heal creatures near her, though it required taking their wounds into her own body. The divine power also clouded her vision. Goldslip actually sees quite clearly, even in darkness, but only for a short distance. Beyond that is nothing but grey clouds.

One day, something came downstream to her home which she could not put off by trickery or by charm. A kind of monstrous aquatic vermin attacked and killed several fish nearby and then attacked Goldslip herself.

In the end, Goldslip survived the attack (largely thanks to the durability all fey enjoy against physical attacks not delivered by weapons fashioned from cold iron). Through the wounds it gave her, the vermin passed to her its own mutation, which resulted in an extremely quick rate of natural healing. The mutation didn't come without a downside, however--though she heals wounds quickly, her body seems now more fragile when it comes to other kinds of assaults on her health: poison, disease, and some magical effects.

Desiring to know from where this mutated vermin had come, Goldslip swam upstream, farther than she ever had reason to travel before (which was really not very large a distance). Eventually, her stream went underground, and then she found herself in a flooded chamber in the Dungeon of Last Hill, though Goldslip did not know the place was so named.

"What brings a little fey creature like you to my demesne?" a female voice rang out in the chamber. Goldslip turned this way and that but could not see the source of the voice. Perhaps it was past the edge of her clouded vision. And it was hard to know what direction to look because of the way sounds echoed about in here.

"My home is downstream of here...a strange kind of vermin attacked my home and me, and I came upstream looking for its source," Goldslip replied meekly.

"And if you have found its source," the female voice continued, "what now is your aim?"

The nixie stuttered a bit, not having really thought that far ahead. "W-w-well, um...I guess I want to make sure that more of them won't kill more of my fish or attack me again."

"Very well," replied the female voice. "I can satisfy your goals, but you will do something for me in return."


Personality and Motivations:
Goldslip had no intention of entering the employment of the wizard, but the wizard didn't really give her a choice. Still, it wasn't all bad. She can see fine in the dark conditions (to the 30ft limit that her clouded vision allows), and the kinds of creatures in this flooded chamber are different from the wildlife she was used to, but that just makes them more interesting!

And she can't deny that it is entertaining to bewitch or otherwise trick the adventuring intruders in her master's dungeon. Goldslip really doesn't have the stomach for killing them herself (unless they attack her first), but she's had to learn to look the other way while the other denizens of the dungeon finish them off.

She might not have known it, but Goldslip was lonely in her original home in that stream. Fish in the water and rodents on the shore don't make for much in the way of real companionship. That's a big part of why she has been content to live in the dungeon as the wizard demanded of her--as she has come to know the sapient creatures that also live here, she has gained friends for the first time in her life.

Goldslip is a playful creature, as much as she can be (when she isn't engaged in fighting intruders). She loves to leap from the water and flip in the air before diving back down (think dolphins). She also collects disused shells which she keeps in a bag. This was mostly the shells of creatures like freshwater clams, mussels, and some snails. Since coming to the dungeon, her collection has grown most from the shed exoskeletons of various aquatic vermin.


Character Development:
Goldslip hasn't experienced much of the wider world, and could be described as naive, and sometimes even gullible. In the beginning she will be easily fooled by antagonists acting with clever guile. As the campaign progresses, I want to see her grow more worldly.

If Goldslip comes to some kind of position of leadership or authority in the dungeon, she will likely push for more active management of the lower aquatic creatures--introducing more species, etc., becoming something of a shepherd of aquatic creatures.

We will have to see whether she leans toward more friendly/merciful dealings with outsiders or really dive into predatory activities; her direction on this will be very strongly influenced by the other characters.


Progression:
CR 2: nixie 1, young -1, mutant +1, oracle +1
CR 3: nixie 1, mutant +1, oracle +1
CR 4: nixie 1, mutant +1, oracle +2
CR 5 (current): fossegrim 4, young -1, mutant +1, oracle +1
CR 6: fossegrim 4, young -1, mutant +1, oracle +2
CR 7: fossegrim 4, young -1, mutant +1, oracle +3
CR 8: nymph 7, young -1, mutant +1, oracle +1
CR 9: nymph 7, young -1, mutant +1, oracle +2
CR 10: nymph 7, young -1, mutant +1, oracle +3
CR 11: nereid 10, young -1, mutant +1, oracle +1
CR 12: nereid 10, mutant +1, oracle +1
CR 13: nereid 10, mutant +1, oracle +2

Statblock:
YOUNG MUTANT FOSSEGRIM, ORACLE 1
N Small aberration (aquatic, augmented fey)
Init +8; Senses can't see beyond 30ft, darkvision, low-light vision; Perception +15
DEFENSE
AC 18, touch 16, flat-footed 13 (+4 Dex, +1 dodge, +2 natural, +1 size)
hp 58 (9d6+1d8+20); fast healing 5
Fort +5, Ref +10, Will +9
DR 5/cold iron
OFFENSE
Speed 30 ft., swim 40 ft.; water walk
Melee 2 slams +10 (1d10-2)
Ranged
Spell-Like Abilities (CL 9th; concentration +16)
-- Constant—water walk
-- 3/day—hydraulic torrent
Special Attacks drowning touch (DC 14), enchanting music (DC 21)
Spells Known (CL 1st; concentration +8)
-- orisons—Create Water, Guidance, Light, Mending
-- 1st (5/day)—Bless, Shield of Faith (DC 17); Cure Light Wounds

STATISTICS
Str 6, Dex 19, Con 15, Int 12, Wis 12, Cha 25
included above: young = -4 Str, +4 Dex, -4 Con; mutant = -2 Dex, +4 Con, -2 Wis, +4 Cha
Base Atk +4; CMB +1; CMD 15
Feats Alertness, Dodge, Improved Initiative, Weapon Finesse, Weapon Focus (slam), Combat Advice
Skills Acrobatics +4, Bluff +16, Climb +2, Craft (weaving) +6, Diplomacy +11, Escape Artist +8, Handle Animal +11, Heal +5, Knowledge (history) +8, Knowledge (geography) +3, Knowledge (nature) +10, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +5, Perception +15, Perform (sing) +9, Perform (string) +20, Sense Motive +15, Sleight of Hand +8, Stealth +20, Swim +16; Racial Modifiers +4 Perform (string), +4 Swim
Languages Common, Sylvan, Aquan, Goblin, Elven, Aklo
SQ amphibious, transparency, treasure form, clouded vision oracle curse
ECOLOGY
Environment cold or temperate water (waterfalls)
Organization solitary
Treasure standard (mwk harp or violin, other treasure), Diadem of Radiance: This diadem allows the wearer, if a divine spellcaster, to cast burst of radiance with CL equal to CR at will. DC keys off of WIS or CHA. (current: 4d4 dmg to evil creatures no save, DC 18 Reflex fail=blinded success=dazzled for 1d4 rounds)
SPECIAL ABILITIES
Drowning Touch (Su) A fossegrim can flood the lungs of a creature that is willing, is helpless, is affected by its enchanted music ability, touches it while it's in treasure form, or is touched by it (traditionally by kissing the creature on the lips). If the target cannot breathe water, it cannot hold its breath and immediately begins to drown slowly. On its turn, the target can attempt a DC 16 Fortitude save to cough up this water; if it fails, it falls unconscious at 0 hp. On the next round, a fallen target must attempt another DC 16 Fortitude save, dropping to –1 hit points and dying if it fails; on the next round it must attempt to save again or lose 1d6 hit points. On the first successful save, the water clears from the target's lungs and the target stabilizes. The save DC is Constitution-based.
Enchanting Music (Su) As a full-round action, a fossegrim can play a musical stringed instrument (usually a harp or violin) and target a single creature within 45 feet that can hear and see the fossegrim with an effect identical to the unnatural lust spell (CL 9th; Will DC 21). This action provokes an attack of opportunity. If the target touches or kisses the fossegrim, the fey can affect the target with its drowning touch ability. This is a sonic mind-affecting compulsion effect. The save DC is Charisma-based.
Transparency (Su) When underwater, a fossegrim's body becomes transparent, effectively rendering it invisible. It can become visible or transparent at will as a free action.
Treasure Form (Su) As a standard action when completely underwater, a fossegrim can create an illusion causing it to resemble a Medium pile of gold and silver coins, glittering jewels, and valuable art objects. If a fossegrim speaks, moves, attacks, or uses any of its special abilities or spell-like abilities while in treasure form, the illusion dissipates. A successful DC 19 Will save is required to disbelieve this illusion. If a living creature within the fossegrim's melee reach touches or physically interacts with the illusion, the fossegrim reaches out to kiss or otherwise touch that creature, automatically affecting the creature with its drowning touch ability. The fossegrim can maintain this illusion indefinitely and can revert to its normal natural form as a free action. This is a mind-affecting illusion (glamer) effect. The save DC to disbelieve is Charisma-based.
Fragile (Ex) When the mutant fails a Fortitude save, it is staggered for 1 round.
Fast Healing (Ex) The mutant gains fast healing 5.
Life Link (Su) At start of my turn, if target of bond is at least 5 hp below max, it heals 5 hp and I take 5 dmg. Can maintain 1 bond at once.

About Skills:

Skill (rank+class skill) + ability mod + misc
Acrobatics (_+_)+4+_=+4
Bluff (9+0)+7+_=+16
Climb (1+3)-2+_=+2 (FCB 1)
Craft (weaving) (2+3)+1+_=+6 (background 2)
Diplomacy (1+3)+7+_=+11
Escape Artist (1+3)+4+_=+8 (oracle 1)
Fly (_+_)+4+_=+4
Handle Animal (1+3)+7+_=+11 (oracle 1)
Heal (1+3)+1+_=+5 (oracle 1)
Intimidate (_+_)+7+_=+7
Know (history) (4+3)+1+_=+8 (background 4)
Know (geography)(2+0)+1+_=+3
Know (nature) (6+3)+1+_=+10
Know (nobility) (_+_)+1+_=+1
Know (planes) (1+3)+1+_=+5 (oracle 1)
Know (religion) (1+3)+1+_=+5 (oracle 1)
Linguistics (4+0)+1+_=+5 (background 4)
Perception (9+3)+1+2=+15
Perform (sing) (2+0)+7+_=+9
Perform (string)(9+0)+7+4=+20
Profession (_+_)+1+_=+1
Sense Motive (9+3)+1+2=+15
Sleight of Hand (4+0)+4+_=+8
Spellcraft (_+_)+_+_=
Stealth (9+3)+4+4=+20
Survival (_+_)+1+_=+1
Swim (3+3)-2+12=+16