Riftwarden

Morwenna Blue's page

16 posts. Alias of Ariarh Kane.


Full Name

Morwenna Blue

Gender

F Merg Tempest Druid |HP 12/12 |AC 17/T 15/FF 12 | F+3/R+5/W+5 | CMB + 0 | CMD 13 |init + 4 | Perc + 7 | Channel Energy 4/5

Size

M

Age

19

Alignment

NG

Deity

Guardians of the Deep

Languages

Common, Aquan, Druidic

Strength 10
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 16
Charisma 14

About Morwenna Blue

Image of Morwenna Blue

Physical Description: At first glance, Morwenna appears human. On closer inspection, her lithe build, long, cascading, cornflower-turquoise coloured hair, pointed, slightly ridged ears, gills slightly below the ears, minor/delicate webbed digits and light eyes which change with her moods give sign she carries the bloodline of the merfolk, although diluted by her human ancestry. She is 5'6' tall and her skin is light peach in colour. Her only accessories are the two silver hoops on the lobe of each ear and the small vial of sea water and tiny fragments of a conch shell tied around her neck with leather cord. The side of her face, neck and arms are tattooed in blue motifs - in part allowing her to camouflage the gills below her ears and pay homage to the ocean spirits - the Guardians of the Deep. Morwenna dresses in light and/or waterproofed clothing and favours daggers, spears and tridents to other weapons.

Personality: Adventurous, possesses calm confidence and enthusiasm, deep curiosity, driven, open-minded (although has her limits and can become seriously annoyed with sahuagin, orcs or gnolls), optimistic (although not naive), bold, and enjoys meeting people and learning about new cultures.

Tempest Druid:

Tempest Druid

A tempest druid has the following class features.

Armor and Weapon Proficiencies
A tempest druid is proficient with the trident. This is in addition to the armor and weapon proficiencies of a normal druid.

Spontaneous Domain Casting
A tempest druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower.

This replaces the druid’s normal ability to spontaneously cast summon spells.

Nature Bond (Ex): (Chosen Aquatic)
A tempest druid may not choose an animal companion, and must instead select a domain when she gains the Nature Bond ability. A tempest druid must choose the Air or Weather domain, the Cloud, Storms, or Wind subdomain, or the Aquatic or Swamp domain.

Sodden Shore Sense (Ex)
A tempest druid gains a +4 bonus on Knowledge (nature) and Survival checks in coastal and marshy lands.

This ability replaces nature sense.

Electrical Resistance (Ex)
At 3rd level, a tempest druid gains electricity resistance 5. As a standard action, she can transfer this resistance to another creature for 1 hour, after which time it reverts to her.

This ability replaces trackless step.

Eyes of the Storm (Ex)
At 4th level, a tempest druid can see through 10 feet of magical fog, mist, gas, wind, rain, or similar inclement weather conditions, ignoring any concealment it might grant. This distance increases by 5 feet for every 4 levels beyond 4th.

This ability replaces resist nature’s lure.

Bend Bolt (Su)
At 9th level, a tempest druid can redirect nearby electrical attacks. As an immediate action, the druid can shift the area or target of an electricity attack by 5 feet in any direction. If the electricity affects an area, the druid selects one square to be unaffected and an adjacent square to be affected (if this square is already in the area, this has no additional effect in that area). If the electricity affects a target, the druid selects an adjacent target. She cannot redirect electricity damage conducted to her by physical contact with an object or creature (such as a shocking grasp or a shock weapon). She can use this ability a number of times per day equal to her Charisma bonus. For example, if she were in the line of a wizard’s lightning bolt, she could have the spell skip her square and instead affect an adjacent square, even if this meant the spell did not form a continuous line. If another druid attacked her with call lighting, she could shift the targeted bolt to an adjacent square, hitting a creature in that square (if any).

This ability replaces venom immunity.

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Aquatic Domain:

Aquatic Domain

Granted Powers:

Sealord (Su): You can channel energy (as a cleric of your druid level) a number of times per day equal to 3 + your Charisma modifier, but only to heal creatures with the aquatic or water subtype or to command them (similar to using the Command Undead feat against undead). You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against this ability is equal to 10 + 1/2 your druid level + your Charisma modifier.

Seastrike (Su): At 6th level, as a free action, you may use natural and manufactured weapons in water as if you had continuous freedom of movement. As a standard action, you can throw a weapon underwater without the normal penalties for throwing weapons; if your target is in or under the water, the weapon also acts as a returning weapon for that attack.

Domain Spells: 1st—hydraulic push, 2nd—slipstream, 3rd—water breathing, 4th—freedom of movement, 5th—black tentacles, 6th—freezing sphere, 7th—animal shapes (aquatic creatures only), 8th—seamantle, 9th—tsunami.


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Backstory:

Born from a passionate albeit brief union of her Merman father, Jylan, and her Human mother, Lilika. They had loved each other, but decided to live separately - He in Stormshaal, the coral and stone city beneath the water along the edge of the Eye of Abendengo and she in Quent, in The Shackles. Morwenna Blue was named by her father, and the beautiful child grew and lived between two homes - one on land and one at sea. She loved both her parents and even though her parents loved one another Jylan had taken a wife from his own merfolk community and five years later they had a daughter together, Morea, Morwenna's Mermaid half sister. Her mother never married or had other children; concentrating instead on the welfare of her child when Morwenna was living with her and pining silently for her lost love, Jylan.

Morwenna loved travelling between her homes and meeting new and interesting people and creatures. It fostered her wanderlust and sense of adventure. When Morwenna became of age, she took on the mantle of tempest druid and her father taught her the ways of magic and the ocean and her mother taught her the way of people and how to fend off the land. As a child, she was brought up with love, respect and a certain amount of independence. Morwenna's wanderlust allowed her to roam the seas, caves and islands of Golarion, searching for ruins and other fascinating relics and creatures.

When news reached her of a lottery to sail to one of the isles of Azlant, she was intrigued to see what she could discover of the old Azlanti civilisation on the island of Ancorato. Perhaps she could find a home among the colonists of Talmandor's Bounty.


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Morwenna Blue
Merg Tempest Druid (Aquatic Domain),
NG Medium humanoid (human, water)
Init +3, Senses Low-light vision, Perception +7

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DEFENSE
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AC 17, touch 15, flat-footed 12 (+3 Dex, +2 dodge bonus, +2 armour)
hp 12 (1d8+1+3 GM boon)
Fort +3, Ref +5, Will +5

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OFFENSE
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Speed 30 ft (land), 30 ft (swim)

Melee M/W Darkwood Shortspear +4 (1d6x2, range 20ft when thrown, P)
Melee Dagger +3 (1d4, 19-20x2, range 10ft when thrown, P or S)

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MAGIC
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Prepared Spells

Druid (CL 1st; concentration +4)

1st-
CLW (1d8+1+1 Blessed Touch)
CLW (1d8+1+1 Blessed Touch)
Hydraulic Push (Domain Spell slot)

0th-
Create Water
Guidance
Stabilise

Channel Energy (DC 12) Only to heal or command creatures with aquatic or water subtypes, (1d6+1 Blessed Touch) 5 times/day ("Sṓizō")

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STATISTICS
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Str 10
Dex 16
Con 12
Int 10
Wis 16
Cha 14

(Racial modifiers: +2 DEX, +2 WIS, -2 CON)

Base Atk +0
CMB +0
CMD 13

Feats
Weapon Finesse

Skills

Background (2 per level):
• Handle Animal +6 (1 rank)
• Know. Geography +6 (1 rank, +2 racial bonus)

Adventuring (5+1FC=6):
• Heal +7 (1 rank)
• Know. Dungeoneering +5 (1 rank, +1 trait bonus from Expert Explorer)
• Know. Nature +6/+10 (1 rank, +2 racial bonus, +4 from Tempest Druid in coastal or marshy lands)
• Perception +7 (1 rank)
• Stealth +8 (1 rank, +1 Silent Hunter trait)
• Survival +8/+12 (1 rank, +1 from trait, +4 from Tempest Druid in coastal or marshy lands)
• Swim +8 (0 rank, +8 racial bonus due to swim speed, can move in water without making Swim checks)

Traits
Campaign: Expert Explorer: Choose one Knowledge skill when you gain this trait. You gain a +1 trait bonus to check with that Knowledge skill and Survival checks, and either that Knowledge skill or Survival is a class skill for you. In addition, you treat the machete as a simple weapon. (Chose Know. Dungeoneering for bonus and class skill.)
Regional: Silent Hunter: gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill.
Faith: Blessed Touch: Divine power flows through you like an ocean stream, making your healing touch more potent than that of others. You heal 1 additional point of damage when using lay on hands, channelling energy, or casting a cure spell.

Languages
Common, Aquan, Druidic

Gear
Starting Wealth: 120 gp
• Starts play with an Explorer's Outfit (This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.) Most days simply wears shirt or vest alone, leather breeches and boots. Keeps rest for when needed.)
• M/W Darkwood-hafted Shortspear (gifted by her Merfolk father, weighs 1 lbs)
• Dagger (2gp, 1 lbs)
• Lamellar Cuirass (lacquered leather) (light armour, Cost 15 gp; Weight 8 lbs, Armor Bonus +2; Max Dex Bonus +4; Armor Check Penalty 0)
• Waterproof Bag (is a leather sack sealed with tar or pitch and can carry 60 lbs) (5sp, 0.5 lbs)
• Canteen (2gp, 1 lbs)
• Kit, Grooming (Price 1 gp; Weight 2 lbs) (This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.)
• Blanket (5sp, 3 lbs)
• Mess Kit (Price 2 sp; Weight 1 lb.) (This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.)
• Rations, Merg Trail x 2 days (4gp, 2 lbs) (Consists of soft trail bread made of oats mixed with other grains, berries, and nuts and sweetened with honey. They supplement this trail bread with dried fruits and nuts. If you are a merg who subsists on nothing but these rations for at least 1 week, you receive a +2 bonus on checks and saves that benefit from the Endurance feat. This benefit lasts until you eat a meal other than the rations or go for a full day without eating a day’s worth.)
• Flint & Steel (1gp, - lbs)
• Hemp Rope (1 gp; 10 lbs.)
• Partial Wand of CLW (6 charges, 90gp, - lbs, 1d8+1 healing - ONLY 3 charges remain.)

Total Cost and Weight : Total Cost and Weight : 117 gp &2 sp out of 120 gp, Carrying Weight : 29.5 lbs (light load) (STR 10, Light Load 33 lbs. or less, Medium Load 34–66 lbs., Heavy Laod 67–100 lbs.)

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SPECIAL ABILITIES
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Racial:

RACIAL

Speed: Merg have a base speed of 30 feet. 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.

Low-light Vision (Ex) A merg can see twice as far as humans in dim light.

Flexible Bones (Ex) Merg are very flexible and able to move in ways that defy humanoid physiology. This makes them exceedingly agile. They gain a +2 dodge bonus to AC and Reflex saves as well as a +2 racial bonus to Escape Artist checks.

Aqua Favored (Ex) Spells with the water descriptor cast by the merg gain a +1 bonus to their caster level.

Step Back (Ex) Once per encounter, the merg may make a 5 -foot step as an immediate action, provided that the movement causes her to cease being adjacent to a hostile creature.

Firsthand Experience (Ex) Merg benefit from a +2 racial bonus to Knowledge (nature) checks, as well as one other type of Knowledge check (chosen at character creation).

Languages: Merg begin play speaking Common and Aquan. Merg with high Intelligence scores can choose from the following: Elven, Dwarven, Halfling, or Sylvan.

Class:

CLASS

Armor and Weapon Proficiency: A tempest druid is proficient with the trident, in addition to the armour and weapon proficiency of a normal druid.

Spontaneous Domain Casting: A tempest druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower. This replaces the druid’s normal ability to spontaneously cast summon spells.

Nature Bond (Ex): (Chosen Aquatic). A tempest druid may not choose an animal companion, and must instead select a domain when she gains the Nature Bond ability. A tempest druid must choose the Air or Weather domain, the Cloud, Storms, or Wind subdomain, or the Aquatic or Swamp domain.

Sodden Shore Sense (Ex): A tempest druid gains a +4 bonus on Knowledge (nature) and Survival checks in coastal and marshy lands. This ability replaces nature sense.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. (1+3=+4)

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Orisons (Sp): Druids can prepare a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spells: A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier (10+1+3=14).

A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Domain:

DOMAIN

Sealord (Su): You can channel energy (as a cleric of your druid level) a number of times per day equal to 3 + your Charisma modifier (2), but only to heal creatures with the aquatic or water subtype or to command them (similar to using the Command Undead feat against undead). You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against this ability is equal to 10 + 1/2 your druid level + your Charisma modifier (DC 12).