Giant Frog

Kip Blacklake's page

474 posts. Alias of Raisse.


Full Name

Kip Blacklake

Race

Grippli

Classes/Levels

Shaman 7 |59/59 | Fort +7, Ref +6, Will +10 | AC 19, T 14, FF 16, CMD 14 | Perc. +6 | Init +3

Gender

Male

Size

Small

Age

15

Alignment

Chaotic Good

Languages

Common, Grippli, Azlanti, Aquan

Strength 8
Dexterity 17
Constitution 14
Intelligence 7
Wisdom 18
Charisma 14

About Kip Blacklake

Tracked Resources:
Wand of Goodberry: 21/50
Wand of Cure Light Wounds: 13/50
Pearl of Power (Lvl 1): 1/1
Wave Strike: 4/5
Channel Energy: 3/3
Spirit Magic (1st): 1/1
Spirit Magic (2nd): 1/1
Spirit Magic (3rd): 1/1
Spirit Magic (4th): 1/1
Spells (1st): bless, burning hands, cure light wounds, frostbite x2
Spells (2nd): barkskin, cure moderate wounds, spiritual weapon, winter's grasp
Spells (3rd): cure serious wounds x2, fly
Spells (4th): cure critical wounds, ball lightning

Appearance:

Background:
Kip Blacklake. Daring explorer. Master sailor. While not many who have met him consider his two foot stature particularly tall, the same cannot be said about the tales that he often spins. While it is true that he was the first in his tribe to cross Black Pond, the swampy body of water he once called home, and it is true that he has since spent his time traveling across any body of water he can find, the details are frequently stretched and distorted nearly beyond recognition. Kip loves to recount the tales of his harrowing crossing of the vast expanse of Black Lake, a body of water that grows in size with each telling. The stories he tells of his time fighting (and joining) river pirates are among his favorite, despite the fact that the closest he ever got to pirates was his time spent working a river barge and they smuggled a halfling out of Cheliax. And of course, no night of loosened tongues would be complete without an elaborate retelling of his heroics in Twisttree Bay, when Kip saw a wayward sea monster thrashing about, devouring everything in sight. Naturally, our hero baited the creature into swallowing him whole, only to slash his way out with his rapier, and accidentally rescuing Gerald in the process.

While his stories frequently have only the smallest grain of truth within them, Kip is well-liked and a fierce friend. His constant companion, Gerald the pufferfish, can frequently be spotted poking his face out from behind the lip of Kip's cap, his water-less survival vexing many of his former crew. Recently, Kip heard of an expedition to a far away land, across the sea - the largest body of water Kip has ever seen. Eager to experience such a thing, Kip quickly signed up, and now he has taken the first step to discovering what sort of discoveries have been driving him to the deep water.

Character Sheet:
Kip Blacklake
Male grippli shaman (deep shaman) 7 (Pathfinder Campaign Setting: Aquatic Adventures 51, Pathfinder RPG Advanced Class Guide 35, Pathfinder RPG Bestiary 2 149)
CG Small humanoid (grippli)
Init +3; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 size)
hp 59 (7d8+21)
Fort +7, Ref +6, Will +10
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Offense
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Speed 30 ft., climb 20 ft., swim 30 ft.
Melee dagger +9 (1d3-1/19-20) or
. . kunai +9 (1d3-1) or
. . rapier +10 (1d4+3/18-20) or
. . shortspear +5 (1d4-1)
Special Attacks channel positive energy 3/day (DC 15, 4d6), hexes (crashing waves, deep heart), wandering hex (water sight)
Shaman (Deep Shaman) Spells Prepared (CL 7th; concentration +11)
. . 4th—ball lightning[APG] (DC 18), cure critical wounds; restoration[S] or wall of ice[S] (DC 18)
. . 3rd—cure serious wounds (2), fly; neutralize poison[S] or water breathing[S]
. . 2nd—barkskin, cure moderate wounds, spiritual weapon, winter grasp[UW]; lesser restoration[S] or slipstream[S,APG] (DC 16)
. . 1st—bless, burning hands (DC 15), cure light wounds, frostbite[UM] (2); detect undead[S] or hydraulic push[S,APG]
. . 0 (at will)—create water, detect magic, read magic, stabilize
. . S spirit magic spell; Spirit Waves Wandering Spirit Life
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Statistics
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Str 8, Dex 17, Con 14, Int 7, Wis 18, Cha 14
Base Atk +5; CMB +3; CMD 16
Feats Agile Tongue[ARG], Alertness, Fencing Grace[UI], Weapon Finesse, Weapon Focus (rapier)
Traits expert explorer, fast-talker
Skills Bluff +7, Climb +7, Diplomacy +12, Fly +9, Handle Animal +8, Heal +9, Intimidate +4, Knowledge (nature) +2, Linguistics +0, Perception +6, Profession (cook) +12, Profession (gardener) +9, Profession (sailor) +9, Sense Motive +6, Survival +10, Swim +12; Racial Modifiers +2 Diplomacy, +2 Intimidate
Languages Aquan, Azlanti, Common, Grippli
SQ aquatic hexes, aquatic spirit abilities, jumper[ARG], spirit animal (pufferfish named Gerald), water breathing, wave strike
Combat Gear oil of bless weapon, pearl of power (1st level), potion of cure light wounds, scroll of bless (2), scroll of comprehend languages (2), scroll of darkness, scroll of delay poison, scroll of delay poison, scroll of entangle, scroll of hairline fractures, scroll of hide from animals (5), scroll of protection from evil, scroll of remove fear (2), scroll of remove paralysis (2), scroll of restoration (2), scroll of warp wood, scroll of wood shape, wand of cure light wounds, wand of goodberry (49 charges), acid, alchemist's fire (2); Other Gear +1 mithral chain shirt, dagger (2), kunai, rapier, shortspear, cloak of resistance +1, figurine (pearl dolphin), handy haversack, masterwork backpack[APG], scroll of aquatic cavalry (2), scroll of instant clot, scroll of reinvigorating wind, scroll of waterproof, silk rope (50 ft.), spell component pouch, wrist sheath, spring loaded (2), water globe atonement focus (worth 500 gp), 337 gp, 21 sp, 6 cp
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Special Abilities
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Agile Tongue Your long pink tongue is capable of manipulating small items and even stealing objects.
Aquatic Hexes (Su) Beckoning chill hex causes fatigue & entangle, crashing waves hex applies to spirit abilities.
Aquatic Spirit Abilities (Su) Wave strike does lethal B dmg & pushes 10 ft. Fluid Mastery torrent does 7d6 dmg in 30 ft cone.
Climb (20 feet) You have a Climb speed.
Crashing Waves (DC 17) (Su) Water spells that deal dam knock foe prone (Fort neg).
Darkvision (60 feet) You can see in the dark (black and white only).
Deep Heart (Su) Gain the ability to breathe underwater & a swim speed equal to her unmodified base land speed.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 on Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Fencing Grace Use Dexterity on rapier damage rolls
Jumper You always are considered to have a running start when jumping.
Shaman Channel Positive Energy 4d6 (3/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spirit Animal (spirit animal (pufferfish named Gerald)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Swim (30 feet) You have a Swim speed.
Water Breathing You can breathe water as well as air.
Water Sight (7 rounds/day) (Su) See through fog and mist. Can use a calm pool of water for scrying.
Wave Strike (5/day) (Su) As a standard action, melee touch drenches and pushes 5 ft.

Gerald's Stats:
Gerald CR –
Pufferfish (Ultimate Wilderness 203)
N Tiny magical beast (animal)
Init +6; Senses low-light vision; Perception +5
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Defense
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AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 29 (1d8+2)
Fort +4, Ref +4, Will +6
Defensive Abilities improved evasion, spines
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Offense
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Speed swim 20 ft.
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells, poison
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Statistics
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Str 4, Dex 14, Con 15, Int 9, Wis 12, Cha 9
Base Atk +5; CMB +5; CMD 12
Feats Improved Initiative, Mobility
[b]Skills
Bluff +0, Diplomacy +4, Fly +10, Handle Animal +2, Heal +3, Linguistics +1, Perception +5, Survival +3, Swim +15
Languages speak with animal (same kind only), speak with master
SQ amphibious, empathic link, spirit animal (waves)
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Special Abilities
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Amphibious (Ex) You can survive indefinitely on land.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Poison (DC 15) (Ex) Spines—injury; save Fort DC 15; onset 1; frequency once; effect staggered for 1 round; cure 2 consecutive saves. The save DC is Constitution-based.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Spines (Ex) Creatures attacking you unarmed or with nat. attacks tag 1 hp damage and must save vs. poison.
Spirit Animal (Waves) The spirit animal can breathe underwater.
Swim (20 feet) You have a Swim speed.