Genie

Jerieth's page

289 posts. Alias of SCKnightHero1.


Full Name

Jerieth

Race

Undine

Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5

Classes/Levels

Bard (Watersinger) 2

Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Gender

Female

Size

5'9" 124 lbs.

Age

79

Alignment

Chaotic Neutral

Deity

Besmara, Calistria, and Desna

Occupation

Hedonistic Pirate seeking romance, fame, and fortune

Strength 13
Dexterity 14
Constitution 10
Intelligence 14
Wisdom 13
Charisma 16

About Jerieth

Stats:

Jerieth
Female Undine bard 2 Archetypes Watersinger,
CN Medium outsider (native)
Init +4, Senses darkvision (60 ft.); Perception +6
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DEFENSE
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AC 16, touch 13, flat-footed 14 (+4 armor, +2 Dex, )
hp 16 ((2d8)
Fort +1, Ref +6, Will +5, +4 vs. Bardic Performance, sonic, and language-dependent effects
Resistances cold 5,
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OFFENSE
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Speed 30 ft. Swim 30 ft.
Melee rapier +3 (1d6+2/18-20)
Special Attacks Distraction,

Bard Spells Known (CL 2nd; concentration +5)
1st(3/day)-cure light wounds(DC 14), ear-piercing scream(DC 14), summon monster i, slipstream(DC 14), hydraulic push
0th(at will)-daze(DC 13), detect magic, prestidigitation(DC 13), read magic(DC ), summon instrument, create water

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TACTICS
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STATISTICS
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Str 13, Dex 14, Con 10, Int 14, Wis 13, Cha 16,
Base Atk +1; CMB +2; CMD 14
Feats Aquatic Spell, Athletic, Persuasive
Skills Acrobatics +6, Bluff +7, Bluff (Perform (Act)) +7, Climb +7, Diplomacy +10, Disguise (Perform (Act)) +7, Knowledge (Arcana) +8, Knowledge (Geography) +7, Knowledge (History) +7, Perception +6, Perform (Act) +7, Perform (Dance) +8, Perform (Oratory) +7, Perform (Sing) +7, Profession (Sailor) +5, Spellcraft +6, Swim +15,
Traits Reactionary, Touched by the Sea,
Languages Aquan, Common, Elven, Kelish
SQ amphibious, amphibious, armored casting, bardic knowledge, bardic performance, bardic performance, cantrips, countersong, darkvision, energy resistance, inspire courage, versatile performance (act), water affinity, watersinger spells, watersong, well-versed, +1 bonus feat (2x), ,
Combat Gear rations (trail/per day) (3),
Other Gear rapier, outfit (explorer's), studded leather, belt pouch, spell component pouch, backpack, common, journal, bedroll, ink (1 oz. vial), inkpen, waterskin (filled), 46.3 gp
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SPECIAL ABILITIES
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Amphibious (Ex) You have the aquatic subtype, but you can survive indefinitely on land.

Amphibious (Ex) Gain aquatic subtype and amphibious special quality.

Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Background Skill (Knowledge (Geography), Perform (Dance), Perform (Oratory), Profession (Sailor))

Bardic Knowledge (Ex) You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 9 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Bardic Performance A watersinger has some unique bardic performances, which replace some of the standard bardic performances as listed in each entry. These bardic performances follow all the general rules and restrictions of a bard's bardic performances.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Darkvision

Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Energy Resistance (Ex) Undines have cold resistance 5.

Hedonistic You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

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.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Sea-Souled (Coastline or Island) You are at home at sea. You receive a +1 trait bonus on Swim checks, and you can always take 10 while Swimming.

Swim Undines can move in water at 30' speed

Touched by the Sea You've always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you're as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1. You came to Port Peril in search of your destiny, and after a few drinks at a tavern called the Formidably Maid, you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you.

Versatile Performance (Act) (Ex) You can use your bonus in the Perform (Act) skill in place of your bonus in the Bluff or Disguise skills. When substituting in this way, you use your total Perform (Act) skill bonus, including class skill bonus, in place of your Bluff or Disguise skill bonus, whether or not you have ranks in that skill or if it is a class skill.

Water Affinity (Ex) Undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 higher for all sorcerer spells and class abilities. Undine spellcasters with the Water domain use their domain powers and spells at +1 caster level.

Watersinger Spells A watersinger adds certain waterthemed spells to his spell list. He adds these abilities to his spell list as soon as his bard level allows him to cast spells of that spell level.

Watersong (Su) A watersinger can use bardic performance to manipulate and control the shape of water within 30 feet. A successful Perform check allows the bard to animate and control 7 5-foot-cubes of water (these cubes must be adjacent to each other). The watersinger can command the water to take various forms, bend, rise, fall, or sustain a shape, and can make it support weight as if it were solid ice. For example, the watersinger could create a pillar of water (to provide cover), ladder, channel, bridge, stairs, slide, and so on. The manipulated water is as slippery as normal ice. This ability cannot create forms more fragile or complex than what could be carved in normal ice. While under the bard's control, the water has hardness 0 and 3 hit points per inch of thickness. The manipulated water retains its shape for 1 round after the bard stops spending bardic performance rounds to maintain it.

Well-Versed (Ex) You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.

Automatic bonus progression
3rd Resistance +1
4th Armor attunement +1, weapon attunement +1

Background:

Jerieth’s early childhood was a harsh one, but that didn’t stop her from being a mischievous and fun-loving child. Being born on the streets of Absalom can be difficult one, even if you’re not an undine, but you make do with what you got. Jerieth was born the daughter of a Keleshite prostitute; she never knew her father, although she assumes that he was either some sort of trader or merchant who had taken Jerieth’s mother on as a mistress before he found another one, since Jerieth and her mother were able to live somewhat decently. While the wealth she had gained from Jerieth’s father would have been enough to have her live quite comfortably if she simply abandoned Jerieth, her loving mother made sure that Jerieth was well-educated, using that same money to buy books, many of which were about either magic or adventures. This led to her love of magic, not to mention her fascination of adventures and pirates. The undine girl always looked at the sea with a great longing. Her mother would simply smile at her daughter and pat her on the head. Jerieth eventually wanted to help her mother, but her mother would not allow it. This didn’t stop the undine from attracting a number of lovers, something that usually brought a laugh or giggle from her mother, especially when the undine had trouble shooing away her recent paramour.

Sadly, Jerieth’s mother made the mistake of flirting with the husband of a jealous wife, who later stabbed and gravely wounded her when the undine’s mother was discovered in the couple’s bedchambers. Luckily, Jerieth’s mother survived the attack, but the wound caused her great pain to move about. With her family’s livelihood in jeopardy, the undine decided to grow up a bit and help out. However, there were several things her mother made her promise: first, she was not to become a prostitute (being some noble’s mistress and or flirting around was okay as long as she wasn’t a prostitute); second, Jerieth was not to stop her training in magic nor the art of combat; third and finally, Jerieth was to find honest work. Puzzled by her mother’s requests, the undine promised to follow them. Looking around, Jerieth got a job working at the docks during the day, learning all that there was about the sea and being a sailor, while at night she worked as a dancer at the local bars and taverns, finding that she enjoyed the art of dancing as much as she loved working as a sailor. This went on for several years.

Eventually, Jerieth’s mother grew old. Then, the day came when her mother was to depart this life. It was a tearful moment and one that nearly broke Jerieth’s heart and soul. But somehow, her mother gave the undine the strength to carry on with her life without her. Her mother explained the origins of Jerieth’s birth. Her mother had once been a simple slave to a powerful merchant prince from Qadira. One day, while on his private ship, a rogue wave caused her to trip and spill food and wine onto her master’s new clothes and rugs. However, pirates attacked the ship just as the guards were whipping her mother. The pirate captain, taking offense at the harshness her mother was being put through, killed the guards and her mother’s master. The two became lovers before Jerieth’s father brought her to Absalom, promising to return. He never did, as he was captured and tortured to death by Chelish and Qadrian pirate hunters, just a couple of days before Jerieth was born. Her father wasn’t a merchant or trader; he was a pirate!

The story shocked Jerieth, who asked her mother why she had told her to promise to do honest work if her father was a pirate. Her mother weakly smiled and replied, “There are two types of pirates in the world my beloved: good pirates and just pirates. Your father was a good pirate. Good pirates are the ones who go about living on the sea, treasuring freedom, and living their lives as they want to. He was a good man, despite being a pirate. He kept his word and while he robbed and plundered many ships, mainly slave ships as he abhorred slavery, he always treated his prisoners fairly and mercifully. He was sometimes called the Goldheart Serpent, for he would strike his foes with the swiftness of a sea serpent, but his heart was pure as gold, well, as pure as gold as you can get being a pirate and all. Do remember that book I gave you as a little child, the one with no title and no author?”

“Yes, Mama,” Jerieth said.

“Those tales in that book were of your father. He wrote them for you. He wanted you to know what kind of man he was, in case he never saw you grow up. Now, it is my time to leave this world and be with him in the next. But know that we will be watching and we will be proud of you always…”

“Yes, Mama,” the undine said tearfully as she held her mother’s hand tightly.

“I…love…you…my little…seahorse…”

And with that, her mother passed away as Jerieth held her mother’s hand tightly telling her one last time that she loved her as well. The next day, she scattered her mother’s ashes into the wind and into the sea. Wiping away her tears, Jerieth took one last look at the sea and went off to find her destiny…

That was many years ago, and Jerieth has spent much of her life keeping her promises to her mother as well as traveling on the high seas, journeying far from her home in Absalom. The smart, and sometimes hedonistic, undine learned some useful skills in her travels and adventures. She also acquired several tattoos in her journeys in addition to a scar that runs across her left cheek. She soon found her way to Port Peril in the Shackles, having learned that her father was born here. While one would assume she had come here to find out more about her father, she was actually here to find work, and have some fun while she was at it. If she found out more about her father, then that was a bonus. While she would always be interested in her father's history, she wanted to seek out her own adventures, not to merely follow his footsteps.

At the Formidably Maid, she noticed something off about her second drink, and decided it was better to get going. As she looked at the sea once more, wondering about her life, Jerieth heard footsteps behind her. Just as she turned around, she was hit by a sap, sending her to the ground. Although, she did come to as her assailants were dragging her way. They had to knock her out again, but she was able to kick one of her attackers between the legs and break another’s nose. One thing was certain: whoever press-ganged Jerieth was about to find out that she was a fighter…the hard way!

Description:

Jerieth is an athletically built undine with turquoise colored skin and hair that is a dark sea green color that she keeps slicked back and tied in a short ponytail. She bears several tattoos on her body: on her right arm, she has a golden sea serpent snaking around her arm until the serpent’s head reaches her shoulder; on her upper left arm she has several stars forming a constellation of a sea horse. She also has a tattoo of a dagger with butterfly wings, symbolizing her worship for both Desna and Calistria. On her right calf, she has the holy symbol of Besmara tattooed on it. In addition she has small scar on her nose while a large star shaped scar runs across her left check, giving her a dashing look. She usually tries to wear as little as possible, both to accentuate her attractiveness and because she spends a lot of time in the water swimming. She always goes barefoot. She also has bright blue eyes as well as webbed hands and feet, in addition to finned ears. She also has gills as well, meaning she is amphibious. Jerieth is ambidextrous, which can be seen as she frequently switches hands while writing. Besides these characteristics, one can also noticed that Jerieth has several features common among Keleshite and Mwangi women in addition to aquatic elven women, giving her an unusual, yet exotically attractive, appearance, although she has a bit of Chelaxian in her due to her thin, arched eyebrows.

Personality:

If you were to ask someone to describe Jerieth in four simple words, those words would be: flirtatious, adventurous, friendly, and kindhearted. Having grown up reading books about adventurers and pirates, the undine is greatly fascinated with having adventures of her own and tends to be quite boisterous in seeking thrills and danger. She refuses to back down and will continue fighting no matter what.

She is also notorious at flirting with nearly everybody she meets, especially if it’s someone who catches her eye, regardless of race and gender, although she has a thing for redheads. Jerieth is also extremely friendly, attempting to make friends and allies wherever she goes. She has learned that you can never have too many friends. This makes her very likable, as she enjoys carousing and having a fun time with her friends and shipmates. However, she is also one who does not like to be crossed, and she will avenge any betrayal against her, although she does give the traitor a chance to redeem themselves.

She is also kindhearted, seeing herself as a good pirate like her father. The undine abhors slavery as it goes against her personal beliefs in freedom, and she has assisted attacks on slave ships (having found out that her father did some mercenary work as a privateer for Andoran attacking slave ships). Jerieth, despite her desire to become a pirate, has a moral compass, and it shows at times, although there are others where she tosses that out the window when it conflicts with her love of adventure. She refuses to allow harm to come to those she calls friend and her loyalty to them is stronger than steel.

The undine is also something of a romantic, which might explain her flirtatious behavior. She is a strong follower of both Desna and Calistria, although she prefers to follow Calistria’s hedonism aspect than the goddess’s revenge seeking aspect. Jerieth follows all of Desna’s aspects, especially her aspects concerning stars, travel, and freedom. She is also devout in her worship of Besmara as well, seeing the goddess as blessing her with a strong desire for adventure and thrills. She hopes to one day become a captain of her own ship like her father, sailing the high seas in search of fame, fortune, and romantic thrills. Like other undines, Jerieth has a strong love of water, especially the sea. Another thing that can be said of Jerieth is that she has a good sense of humor, and tries her best to cheer her companions and shipmates up.

The night before Jerieth was press ganged…:

Jerieth laughed as she down her second (or was it her third? She had lost count) mug of ale, before slamming it down, while she recounted a tale to three sailors and a half-elf barmaid sitting in the undine’s lap, while a half-orc sailor massaged Jerieth’s shoulders. The undine water singer was telling her fellow bar patrons about how after getting captured by a tribe of headhunters while marooned on the headhunters’ island, she was able to escape after seducing the chieftain’s daughter and then getting captured by another tribe of headhunters. She escaped this group after she wooed the young chieftain, before making a mad dash off the island before the island and everyone on it were destroyed by the erupting volcano!

”It was only after I made it to a ship willing to take me back to land, that I realized that I was completely naked! Now, I’m not ashamed of my body, but still it would be nice to have some coverage from time to time,” she laughed heartily as her listeners joined in.

”What I want to know is what happened to your clothes to begin with,” a crusty old fisherman asked.

”Ah, when I was captured, those headhunters decided to strip me naked and tied me up tighter than this wench’s corset! But I still got loose when I used my charms to seduce the chieftain’s daughter, just like I did in getting this fine lass out of her clothes,” the undine bragged, causing the half-elf woman in her lap to blush deep red.

”Guessing you did the same to that chieftain of that other tribe eh?”

[b]”You better believe me, old timer! I got him to drop his pants very quickly, although Bruno here drops his pants a bit more faster than that chieftain did,” she shouted out, which brought a deep blush and a cough from the half-orc sailor.

The undine suddenly realized that something was a bit off with her drink. She was started to feel a bit weird. Excusing herself, saying that she needed some fresh air, she walked outside. As she took in the view of the sea, she felt something hit her hard in the back of the head.

She came back to very quickly, but even though Jerieth saw stars, she knew that something was up. She began to struggle against whoever attacked her. It was only when she broke one man’s teeth and kicked another between the legs that she realized that she was probably outnumbered. Of course, she figured that out as soon as she was knocked again, and the waves of the sea rushed up to meet her…