Corsair

Gruugdúrz's page

390 posts. Organized Play character for Xunal.


RSS

1 to 50 of 390 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Grand Lodge

Hi! This sounds interesting.

I, Gruugdúrz (a.k.a. Zájarthauk) just made it to level 6 with my last PFS escapade.

Have Lucerne Hammer (plus claws, teeth, and a wee bit of attitude) will travel!

Grand Lodge

1 person marked this as a favorite.
Male Half-Orc Bloodrager (inactive)

@ Ben:

Got all that!

Thanks for the GM-ing and everything.

It's been one of the more interesting challenges for Gruugdúrz!

And there was much rejoicing (yaaaaay!)

Seriously, though, this bumps Gruugdúrz up to level 6.
Furthest I've gotten with one of my PFS characters, to date.

Thanks again for stepping in and putting in all the time and effort for us to play this one through!

Grand Lodge

Male Half-Orc Bloodrager (inactive)
Sickly wrote:

Gruug, we did indeed give this information (including day job checks) at the beginning of the discussion thread. (Well, except Sidney, it looks like)

Strangely enough, you rolled the exact same Day Job result then too =)
(trimming a bit)

You're right!

It was way too hard to look that up before my morning caffeine belt. :o
(or something along those lines).

Grand Lodge

1 person marked this as a favorite.
Male Half-Orc Bloodrager (inactive)
terraleon (in Gameplay forum) wrote:
You have successfully completed Port Godless, thank you for allowing me to pick it up from the other GM and shepherd you to the end. I had a delightful time. If you enjoyed it, please leave a review on the product page here. At this point, I just need to know everyone's factions, and then I need to see about signing chronicles to post for you to pull down. If you've got questions about any part of the adventure, we can carry on in the discussion thread. :)

Woo-Hoo! We done it!

Despite starting a fight we *cough-cough* Gruugdúrz needlessly started. :D
Mind you, fighting is what Gruugdúrz is all about.

As for other stuff about Gruugdúrz:
• faction: Grand Lodge
• day job: Craft (weapons) +4
• PFS # 146423-4

Day job roll (just in case):
craft (weapons): 1d20 + 4 ⇒ (15) + 4 = 19
I can't remember whether I did this or not already

--------------------

@ terraleon:
I posted a review there for the scenario.
Really did enjoy it.
Closest Gruugdúrz has come yet to going under in a fight.
Thank you for running it for us all!

Grand Lodge

Male Half-Orc Bloodrager (inactive)

Glad it wasn't just me.

It started while I was doing some torrent downloads, so I got a little
paranoid about it.

Grand Lodge

Male Half-Orc Bloodrager (inactive)

Is it just me, or anyone else having trouble with their campaigns page showing the number of new posts in their campaigns?

Grand Lodge

Male Half-Orc Bloodrager (inactive)

"Are there any other doors I can practice my door opening skills on?"

Grand Lodge

Male Half-Orc Bloodrager (inactive)

Gruugdúrz is preoccupied trying to open a door the hard way
Of course subtlety is not his strong suite

Grand Lodge

Male Half-Orc Bloodrager (inactive)

Round 48-ish
"Keep trying Saarai. I'll see if I can open Mikael's cell."
Gruugdúrz then motions Gerrard off to one side so he can stand in front of the cell holding Mikael.

He takes hold of his heavy flail.
"Bulkrax here isn't designed for picking locks, but lets' see what I can do."
"Even if I am still feeling ever so weak."
"Stand away from the door Mikael!"

He then swings Brulkax as hard as he can at the lock in the door, trying to break it open.
brulkax (mw heavy flail): 1d20 + 6 ⇒ (18) + 6 = 24
damage: 1d10 + 9 ⇒ (8) + 9 = 17
(power attack, and still fatigued)

Grand Lodge

Male Half-Orc Bloodrager (inactive)

Round 45-ish
"Hmmmmm. Might be tricky dealing with those tentacles."
"I rather suspect Sophini is a wee bit, well, dead. Actually."
"Who else would know that phrase?"

He then asks the guard, in a much less threatening tone:
"And do you have the keys to these cells?"
diplomacy: 1d20 + 2 ⇒ (15) + 2 = 17

Gruugdúrz will also flip through the journal he grabbed upstairs to see
if there's any useful information about these cells or maybe a clue to
the passwords (although his expectations aren't too high on the password)
perception: 1d20 + 9 ⇒ (2) + 9 = 11 … so much for that!

"Anyone else want to see if there are any useful nuggets of information in this journal?"

Grand Lodge

Male Half-Orc Bloodrager (inactive)

Round ¿42?
Gruugdúrz motions for the guard to lead them to the cells:
"Kindly lead the way to show us this 'new stock' … PLEASE"
intimidate: 1d20 + 12 ⇒ (9) + 12 = 21

Then he whispers to the others with a knowing wink: "There, you see? Good manners will get you everywhere!"

Just before going down, he also grabs the guard's ledger as an afterthought.
"This may or may not come in handy later."

Grand Lodge

Male Half-Orc Bloodrager (inactive)

Right; in that case:

Round ¿40?
Gruugdúrz goes through the door in the hallway to get closer to the stairs going down.
Keeping alert, as best he can.

perception: 1d20 + 9 ⇒ (7) + 9 = 16

@ terraleon: same thing as my last post
Not holding his falchion in front of him.
Certainly not while fatigued.
Just ready to draw it at a moment's notice.

Grand Lodge

Male Half-Orc Bloodrager (inactive)

Where are the stairs going down?
I didn't look closely enough at where I am on the map.
Time for more Espresso!

Grand Lodge

Male Half-Orc Bloodrager (inactive)

Round ¿40?
"Alright, down we go then."
Gruugdúrz will take the lead, with one hand on Kagaz (his +1 Falchion)

perception: 1d20 + 9 ⇒ (11) + 9 = 20

@ terraleon:
Not holding his falchion in front of him.
Certainly not while fatigued.
Just ready to draw it at a moment's notice.

Grand Lodge

Male Half-Orc Bloodrager (inactive)

Gruugdúrz follows the Riftwarden to the stairs.

"We don't want to be messing about here longer than we have to."
"I'm ready to go down there."

Gruugdúrz looks down the stairwell trying to see if there's anything untoward:
perception: 1d20 + 9 ⇒ (11) + 9 = 20

Grand Lodge

Male Half-Orc Bloodrager (inactive)

Yay!

Grand Lodge

Male Half-Orc Bloodrager (inactive)

@ terraleon:
Okay, thanks.
Should be another 11 rounds of PRFS (post-rage fatigue syndrome) then.

Grand Lodge

Male Half-Orc Bloodrager (inactive)

"What's that racket?" Gruugdúrz wonders aloud from inside the house.

@ terraleon:
I was referring to the rounds of fatigue a bloodrager, like a barbarian, has after coming out of rage.
Two rounds of fatigue per round spent in rage.
Gruugdúrz was in a state of rage for 17 rounds.
So he should be in a state of fatigue for 34 rounds.

Grand Lodge

Male Half-Orc Bloodrager (inactive)

"Hmm. I feel much better now," Gruugdúrz says to nobody in particular.
(I'm assuming Gruugdúrz is no longer fatigued)

"Yes, please show us how to get downstairs,"
Gruugdúrz says to the Taldan man,
"The sooner we can all get out of here the better."

"With any luck, we can liberate all your gear as well."

Grand Lodge

Male Half-Orc Bloodrager (inactive)

"Thanks, Miyako."

"My nose isn't that big, is it?"

Grand Lodge

Male Half-Orc Bloodrager (inactive)

Wound myself? No way!
Everyone else seemed to be wounding me.

Might have had something to do with me trying to kill them or something.

Some people, eh?

But anyway...

The main reason I gave you the wand is because I don't have UMD as a skill,
so I couldn't really use it myself anyway.

Grand Lodge

Male Half-Orc Bloodrager (inactive)

The comma got in there because I just felt like it.
Perfectly logical explanation.

Grand Lodge

Male Half-Orc Bloodrager (inactive)

Gruugdúrz approaches the lone prisoner talking to Sickly about Riftwardens.

"We're here to rescue the captured Riftwardens."
"We understood they were to be killed for sport"
"We want to get them, and us, out of Rahadoum with all speed."
"Can you do us a favour and help us find them?"

diplomacy: 1d20 + 2 ⇒ (2) + 2 = 4
Isn't that typical timing? It's probably fumes from the potions of Infernal Healing on Gruugdúrz's breath! :p

Grand Lodge

Male Half-Orc Bloodrager (inactive)

It's either that or really long run on sentences which can be really annoying for anyone playing, posting or wanting to see what's happening and personally I just don't like run-on sentences and much prefer laconic sentences sort of thing when I'm posting.

Phew!

Grand Lodge

Male Half-Orc Bloodrager (inactive)
Miyako_Okori wrote:
Skipping a bit … Meaning I'll have spent just 10 charges thus far.

Thanks, Miyako.

I'll update my HL record of that.
That will leave 40 charges in that wand.
Gruugdúrz will want the wand back later.
But you can hang on to it until we're done here.

Grand Lodge

Male Half-Orc Bloodrager (inactive)

"… um, pretty please", Gruugdúrz ads to Miyako's talk to the prisoners.

diplomacy, aid Miyako: 1d20 + 2 ⇒ (19) + 2 = 21
That's an ironic roll

Grand Lodge

Male Half-Orc Bloodrager (inactive)
terraleon wrote:
Well, you weren't supposed to engage the guards. (etc, etc) …

They started it! A shameless purile fib that wouldn't fool anyone for an instant. :o

Well, okay, Gruugdúrz started it, actually.
But we finished it. Sort of.
Granted, it almost finished us too.
But it was an interesting dust-up, if nothing else.

Grand Lodge

Male Half-Orc Bloodrager (inactive)

Gruugdúrz gets up gingerly, felling like a trampled rag doll.
He walks slowly to the prisoners and demands silence:

"Shut it, you lot!"
intimidate: 1d20 + 12 ⇒ (13) + 12 = 25

"We've had a hard time of it, so I'm not my usual cheery self!"
"We will get you out of here, but just calm down!"
"Just tell us where any other prisoners might be."
"And follow this dwarf's directions,
as he points to Sickly,
"so he can get you out of all the faster"

Grand Lodge

Male Half-Orc Bloodrager (inactive)

One thing I personally have learnt in this module:
Front-liner meat-shields should always carry vials of CMW and CSW!! (damnit!)

Grand Lodge

Male Half-Orc Bloodrager (inactive)

Gruugdúrz, reluctant to move for the moment, says to Miyako:
"Magathaz here is the only sort of lock-pick I have," indicating his cherished Lucerne hammer.
"It works a treat for opening most locks. Once!"

"Of course, a key would be a lot easier."
"Especially when I'm feeling this delicate."

… there couldn't be a more ludicrous matter-of-fact statement from a big half-orc awash in blood (much of it his own)

@ terraleon:

After all that (by round 29), what HP do you have me at?
I think (if my maths are right) I should be at 13/44,
after using my last potion of Infernal Healing, before any other healing
and still fatigued for two more minutes after that.

Grand Lodge

Male Half-Orc Bloodrager (inactive)

@ terraleon:
This is a bit of rubber-time stuff, so I hope I got it right:
• Gruugdúrz will wait until his HP is 11/54, then end his bloodrage
• Which will leave him at 1/44 HP, with 2 rounds of rage left
• Putting him at 3/44 HP, and fatigued for 30 rounds (3 minutes)
• He will then pour one of his two potions of Infernal Healing into Saarai
• And then he'll down his last potion of Infernal Healing
• So, one minute later he should be up to a hale and hearty 13/44 HP :o
• He still fatigued for another 2 minutes after that
• I've changed my status line to reflect that
• Let me know if I need to correct anything there

Once he's out of the pit, Gruugdúrz goes to Saarai and pours some horrid tasting stuff down her throat (a potion of Infernal Healing).
« Kippis! »

orcish:
"Cheers!"

He then gathers together his weapons he dropped in the fight, and scarfs down his last potion of Infernal Healing.
« Inhottavaa lääkettä, tämä »

orcish:
"Disgusting medicine, this"

He then ends his rage and staggers to Miyako, pulling out a wand from his gear:
"Here, Miyako, a healing wand you can use to patch everyone up."
"Never used, actually. Enjoy!"

@ Miyako; it's a wand of CLW with 50 charges. Go wild! :o

Then, to nobody in particular, he says:
"While you lot do your magic, I need a rest. I'm ever so tired."

He unceremoniously sits down against the nearest vacant stretch of wall to catch is breath.

Grand Lodge

Male Half-Orc Bloodrager (inactive)

Round 14
climb: 1d20 + 14 ⇒ (9) + 14 = 23
climb: 1d20 + 14 ⇒ (17) + 14 = 31

"Good Riddance", Gruugdúrz mutters as the sorceress' body slides past him while he clambers out of the spiked pit.

Grand Lodge

Male Half-Orc Bloodrager (inactive)

Round 13
Gruugdúrz mutters under his breath … "Well, Shit" … and then starts climbing as fast as he can out of the Spiked Pit

climb (accelerrated), dc20: 1d20 + 14 - 5 ⇒ (18) + 14 - 5 = 27
spiked pit damage: 1d6 ⇒ 3

@ terraleon:
That should get me 30/40 feet up. It'll hurt regardless, but between his rage and Ring of Climbing, Gruugdúrz has a very high climb skill

Grand Lodge

Male Half-Orc Bloodrager (inactive)

There's always something, isn't there? :o

Grand Lodge

Male Half-Orc Bloodrager (inactive)

Round 12
Gruugdúrz, thoroughly miffed he can't get closer to the fight, does the best he can,
stepping back to try taking a shot at the Xill from the pit, trying to make another
two-handed shot:
sling: 1d20 + 7 ⇒ (11) + 7 = 18
damage: 1d4 + 7 ⇒ (3) + 7 = 10
(rage, mw sling bullet, both hands)

Grand Lodge

Male Half-Orc Bloodrager (inactive)

I was wondering that myself

Grand Lodge

Male Half-Orc Bloodrager (inactive)

Not at all friendly that one, is she? :o

Grand Lodge

Male Half-Orc Bloodrager (inactive)

About all Gruugdúrz right now is wait :P

Grand Lodge

Male Half-Orc Bloodrager (inactive)

Good thing too! With me stuck in a pit I can't climb out of.

Grand Lodge

Male Half-Orc Bloodrager (inactive)

Round 10
Gruugdúrz, cursing his misfortune under his breath gingerly gets up.
He knows in his battered condition trying to climb out of the pit won't end well.
He does, however, see the Xill overing above.
"Things are looking up!!" he jokes silently.
He grabs a masterwork sling bullet, hoping for a good two-handed shot:
sling: 1d20 + 5 ⇒ (1) + 5 = 6
damage: 1d4 + 11 ⇒ (2) + 11 = 13
(Trying to go all out: rage, mw sling bullet, both hands, deadly aim)

… but in his sorry state, his shot missed and hits the ceiling.

"SHIT! I spent good money on that bullet!"

Infernal Healing, no change of course, round 3/10, +1 HP

Grand Lodge

Male Half-Orc Bloodrager (inactive)

The only option I have from where I am is try shooting at the Xill with a bow or a sling.
If it's obliging enough to be flying right over the pit.
Would I be able to stand up and take one shot?

I have +14 climb skill (ring of climbing, etc).
However It would take me two rounds.
I'd probably get knocked out by the 1d6 damage/round trying to climb out of a spiked pit.

Grand Lodge

Male Half-Orc Bloodrager (inactive)

That looks about right for HP (ow!)

Grand Lodge

Male Half-Orc Bloodrager (inactive)

Reflex: 1d20 + 3 ⇒ (1) + 3 = 4 (ouch!)

Grand Lodge

Male Half-Orc Bloodrager (inactive)

I'm fine with it either way.
If I do hit whatshername, that's fine.
If not, that's fine too.
I reckon Gruugdúrz just being there might throw her off her stride.

Grand Lodge

Male Half-Orc Bloodrager (inactive)

Ooops! Hadn't though of that.
I'll let everyone else decide.
It wouldn't be quite right if I voted on my own intentions.

Grand Lodge

Male Half-Orc Bloodrager (inactive)

@ terraleon: I will revise my action. Thanks for that.

Round 9
Gruugdúrz, greatly impressed by Sickly's attack, does something subtle.
Subtle for him. He walks through the warehouse door in front of him.
He then walks up to the woman causing the fuss and attacks with his falchion.
kagaz (+1 falchion): 1d20 + 9 ⇒ (6) + 9 = 15
damage: 2d4 + 14 ⇒ (3, 2) + 14 = 19 (rage and power attack)

I'm assuming I do NOT get a flanking bonus because Sidney's Eagle is kind of preoccupied with the Xill.

Infernal Healing, no change of course, round 2/10, +1 HP

Grand Lodge

Male Half-Orc Bloodrager (inactive)

Round 9
Gruugdúrz, still able to move very quickly, moves over by the fountain in
the courtyard. He then fires a sling bullet, with both hands, at the new daemon.
sling: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 1d4 + 11 ⇒ (1) + 11 = 12
(rage, mw bullets, 2-handed shot, and deadly aim)

Infernal Healing, round 2/10, +1 HP

@ terraleon:
The cunning plan is to draw his attention, from a distance.
Even though the chances of hitting with ranged attack aren't so great.
At least he can add his strength bonuses to any sling bullets that do hit.
Gruugdúrz is still hurting, otherwise I would've closed in already.

Grand Lodge

Male Half-Orc Bloodrager (inactive)

♩ ♫ ¡Good Morning, Sunshine! ♪ ♬

Sorry for being a bit tardy.
I was in Vancouver visiting my Mum for about a week.
I should be back to normal now.
Normal for me, anyway! :D

Grand Lodge

Male Half-Orc Bloodrager (inactive)

Round 8
Hearing Miyako's cries for help, Gruugdúrz legs it back to the ladder to go and help out.
He quickly downs one of his potions of Infernal Healing as he gets to the bottom of the ladder.
"Phahhh! Never did like that stuff."

Infernal Healing, round 1/10, +1 HP
Two more vials of the stuff left.

Grand Lodge

Male Half-Orc Bloodrager (inactive)

Round 7
Gruugdúrz moves along the top of the warehouse toward the guards on the southeast corner.
He yells at the two of them to encourage them to take themselves out of the fight like their comrade just did:
"Jump! NOW!"
intimidate: 1d20 + 12 ⇒ (3) + 12 = 15

Full Name

Water Spout

Race

Undine

Classes/Levels

Monk 3 | HP 10/10 | AC 18 | T 18 | FF 14 | CMB +4 (+6Trip) | CMD 18 (19 grapple) | Fort +4 | Ref +6 | Will +6 | DR 5/Cold | Init +6 | Darkvision 60 | Perc +8

Age

78

Strength 16
Dexterity 17
Constitution 12
Intelligence 11
Wisdom 17
Charisma 6

About Water Spout

Water Spout
Male Undine Monk (Quiggong Monk of the Four Winds)
CG Medium Outsider (Native)
Init +6; Senses Darkvision 60ft;Perception +8
--------------------
Defense
--------------------
AC 18, touch 18, flat-footed 14 (+4 dex, +4 wis)
hp 21 (3d8+3)
Fort +4, Ref +6, Will +6
Defensive Abilities Energy Resistance Cold 5
--------------------
Offense
--------------------
Speed 30 ft. Swim 30ft.
Melee Unarmed +4 (1d6)
Ranged Shortspear +4 (1d6)
Special Attacks Hydraulic Push, Elemental Fist
--------------------
Statistics
--------------------
Str 16, Dex 17, Con 12, Int 11, Wis 17, Cha 6
Base Atk +0; CMB +4 (+6 Trip); CMD 18 (19 Grapple)
Feats: Elemental Fist (Monk), Agile Maneuvers
Traits: Touched by the Sea, Honored Fist of the Society, Reactionary
Skills:
(4/level+1(int)+1(FC) = 6)
Acrobatics +8
Climb +4
Escape Artist +8
Perception +8
Sense Motive +8
Swim +5
Languages common, Aquan
--------------------
Equipment
--------------------
Shortspear
--------------------
Special Abilities
--------------------
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Flurry of Maneuvers: At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.

Elemental Fist (Su): Benefit: When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an Elemental Fist attack once per day for every four levels you have attained (see Special), and no more than once per round.

Special: A monk of the four winds receives Elemental Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an Elemental Fist attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Improved Trip Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.

Weapon Finesse Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Agile Maneuvers: Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus.
--------------------
Racial Traits
--------------------
Ability Score Racial Traits: Undines are both perceptive and agile, but tend to adapt rather than match force with force. They gain +2 Dexterity, +2 Wisdom, and –2 Strength.

Type: Undines are outsiders with the native subtype.

Size: Undines are Medium creatures and thus receive no bonuses or penalties due to their size.

Base 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.

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. See the Linguistics skill page for more information about these languages.

Energy Resistance: Undines have cold resistance 5.

Spell-Like Ability (Sp): Undines can use hydraulic push 1/day (caster level equals the undine's level).

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.
--------------------
Backstory
--------------------
Aven Mahar was born to a community of Undine that lived in close proximity to a human port town. The Undine kept the city forewarned against severe whether and malignant sea creatures. It is because
of this relationship that most of the humans that lived their were able to survive when a tsunami threatened their town. The Undine were able to warn the townspeople ahead of time so that most were able to escape to higher ground. Unfortunately the tsunami was far greater than either could have predicted. When the waters receded, the Undine could not account for everyone. Aven was barely more than an infant when he awoke to find he was floating on a piece of drift wood farther to sea than he had ever been with his family. Just as he was about to succumb to starvation a human ship founded him. At first he thought he was saved until they through him in the brig. As the days in the ship's prison rolled by, he began to wonder if dying at see might not have been better. The pirates were cruel, the food was awful, and there was barely enough room to stretch his legs. He didn't know how long he was in there until one day he heard a commotion above deck. The sounds of shouting and clanging steel filtered down through the boards. Eventually the commotion ended and the ship was eerily quiet. A man he had never seen on the ship then came down to the brig. Aven cowered in the corner, expecting to be tormented as the pirates liked to do. Instead the man opened the door and offered him food. The human led him above deck where he saw what the commotion was earlier. Pirate hunters had attacked the ship and taken most of the pirates hostage. Now they were about to tow the ship to port and turn over the pirates to the authorities. Aven's second time on a human ship couldn't have been anymore different than the first. With the pirate hunters he was treated like a VIP guest. The captain offered his own cabin to rest in and the rest of the crew taught him much about life on a ship. He was too young to remember his name but after his first demonstration of his race's unique abilities, the crew decided to name him water spout. After several more days at sea they finally hit port. Unfortunately he was a long way from home and had now idea how to get back. So Aven began his life in the human port. For a while he wandered the streets, confused and alone, until a very unique halfling took him in. The halfling said his name was Kennen but most of the populous called him the Halfpint Hammer. It wasn't too long Before Water Spout found out why. One day as Kennen was showing Water Spout around the town, they witnessed a man trying to bully money out of some local traders. Kennen stepped in and the man quickly found himself lying on the ground. Water Spout had never seen anything like it. Seeing his interest, Kennen decided to teach him what he knew. For the next few years Water Spout lived and learned under the tutelage of Kennen. Water Spout turned out to be quite the fast learner. He even surprised his teacher by incorporating his race's unique affinity for water into his style. Kennen had learned through trial and error how to use the size of others against them. Using that as a basis, Water spout learned to move and flow around his opponents like water, making all of their movement as difficult as moving through raging water. When Kennen had taught him all he could, Water Spout knew it was time to leave. It was time to find his family and his home.