Boggard

Nava Mugtal's page

13 posts. Alias of Cuàn.


Race

Grippli

Classes/Levels

Sorcerer 5 - (Arcane) HP:30/30 AC: 18 FF: 15 T: 15 F: +5 R:+4 W: +6 Ini: +3 P:+4 Swim: -1

Gender

Male

Alignment

Neutral

Languages

Common, Draconic, Grippli

Strength 8
Dexterity 16
Constitution 13
Intelligence 12
Wisdom 14
Charisma 20

About Nava Mugtal

Base Stats:

HP: 30
Initiative: +3
Speed: 30 ft Climb 20 ft

Attack
BAB: +2
Attack bonus: +2 (+6 with Light or Natural)
CMB: +0

Defenses
AC: 18 FF: 15 T:15
CMD: 13
Fort: +5
Ref: +4
Will: +6

Attacks:

Cestus: +7, 1d3-1, 19-20/2x
Heavy Crossbow: +6, 1d8, 19-20/2x, 120 ft

Skills:

[ ] Acrobatics +3
[C] Appraise +1
[C] Bluff +13 (trained)
[ ] Climb +7
[C] Craft [ ] +1
[ ] Diplomacy +5
[ ] Disable Device +3
[ ] Disguise +5
[ ] Escape Artist +3
[C] Fly +3
[ ] Handle Animal +5
[ ] Heal +2
[C] Intimidate +5
[C] Knowledge [Nature] +9 (trained)
[ ] Linguistics +1
[ ] Perception +4
[ ] Perform [ ] +5
[C] Profession [] +2
[ ] Ride +3
[ ] Sense Motive +4
[ ] Sleight of Hand +3
[C] Spellcraft +9 (trained)
[ ] Stealth +7
[ ] Survival +2
[ ] Swim -1
[C] Use Magic Device +5

Traits & Feats:

Traits
Magical Lineage: Shocking Grasp
Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

Resilient:
+1 Fortitude

Feats
Level 1: Weapon Finesse
Class 1: Eschew Materials
Familiar: Alertness
Level 3: Agile Tongue
Level 5: Empower Spell

Racial Abilities:

Swamp Stride (Ex):
A grippli can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a grippli normally.

Camouflage:
Gripplis receive a +4 racial bonus on Stealth checks in marshes and forested areas.

Weapon Familiarity:
Gripplis are proficient with nets.

Darkvision 60 ft

Class Abilities:

Favored Class: Sorcerer Bonus: +5 HP

Weapon Proficiency: Simple
Armor Proficiency: None

Eschew Materials:
Eschew materials bonus feat

Bloodline: Arcane
Class Skill: Knowledge (any one).

Bonus Spells:

Spoiler:
identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th).

Bonus Feats:

Spoiler:
Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.

Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Arcane Bond - Familiar: Sea Krait
At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.

Metamagic Adept (Ex): 1/day
At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.

Spells:

Spells per Day:
Level 0: Unlimited DC:14
Level 1: 7 DC: 15
Level 2: 4 DC: 16

Spells Known:
Level 0: 6
Arcane Mark
Detect Magic
Ghost Sound
Jolt
Mage Hand
Prestidigitation

Level 1: 4+1
Identify (bl)
Color Spray
Mage Armor
Magic Missile
Shocking Grasp
Vanish

Level 2: 2+1
Frigid Touch
Invisibility (bl)
Levitate

Familiar:

Name: Carin
Species: Sea Krait
Gender: Male
Size: Tiny
Speed: 20 ft, Climb 20 ft, Swim 20 ft

Stats:
HP: 15
AC: 19 FF: 16 T: 15

Str: 4 Int: 8
Dex: 17 Wis: 13
Con: 8 Cha: 2

Saves:
Fort: +1
Ref : +5
Will: +5

Attacks:
Bite: +5 1d2-2+poison

Poison (Ex):
Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.

Skills:

Bluff: +1
Climb: +11
Knowledge (nature): +4
Perception: +9 (trained)
Spellcraft: +4 (trained)
Stealth: +15
Swim: +11

Feats:
Weapon Finesse

Special Qualities:
Alertness, Deliver Touch Spells, Empathic Link, Improved Evasion, Low-light vision, Scent, Speak with Master.

Equipment:

Weapons:
Masterwork cestus
Spoiler:

DMG: 1d3
Type: Bludgeoning or Slashing
Crit: 19-20/2x
Weight: 0.5 lbs

Heavy Crossbow
Spoiler:

DMG: 1d8
Type: Piercing
Range: 120 ft
Crit: 19-20/2x
Weight: 4 lbs

Armor:
Armored Kilt +1
Spoiler:

Type: Light
AC: +1
ACP: +0
ASF: 0%
Max Dex: +6
Weight: 5 lbs

Shield:
Mithral Buckler
Spoiler:

AC: +1
ACP: 0
ASF: 0%
Weight: 2.5 lbs

Headband:
Headband of Alluring Charisma +2

Finger:
Ring of Protection +1

Other Equipment:
Explorer's Outfit

Handy Haversack
Waterproof Bag
Waterskin

Crossbow Bolts (80)

Waterproof Miner's Lantern
Lamp Oil (10 flasks)

Hanging Tent

73 G[/b[ 5 [b]S

Background:

Born in the mangroves of Southern Galiar on the Eastern edge of the South Seas, Nava spawned high up in the canopy. There, high up in the trees, his tribal village was built and the spawning pools there were filled with fresh rainwater very much unlike the brackish water down below and without the predation of all the beasts down there. While an adult Grippli had nothing to fear of anything but the largest crocodiles and maybe the occasional lost shark, tadpoles were far from safe and good food for many creatures.

The moment he climbed out of the pools, his tail still not completely vanished, he started manifesting strange quirks. Things moved around him of their own volition, doors opened and closed and all kinds of similar weird things. The tribal shamans and elders could not figure out what was going on and as such decided to keep an eye on him, come up with a solution and in the mean time just raise him like any other.

When he grew older the things happening around him became ever stranger, weird noises coming out of nowhere, things vanishing and reappearing hours later in a different location, all kinds of objects developing a static charge. Even weirder was when he started developing weird markings on his body, like tattoos but no one ever placed them there. When one tattoo in the shape of a snake actually rose from his body and crawled around to settle elsewhere the elders decided to sent Nava away. The youth himself was highly troubled by what happened to him, but to the elders only the fact that the tribe as a whole was suffering because of him counted. They handed him a map pointing him further inward to the home of the Exile as he might be able to help him and maybe, just maybe, if he could control his magic, he could return.

The journey inland was harsh. The foliage thickened and crocodiles became more common, though those present were smaller than in the mangrove. When he finally arrived at the location marked as the home of the Exile all he found was an empty hut and a Grippli skeleton seated on a chair: The Exile had long since passed away, likely from either disease or old age. Saddened by the loss of any chance to return home Nava simply moved on into the thick jungle.

The jungles proved to be far worse than the mangroves. There were no crocodiles but they were replaced by weird, furred creatures of various kinds, which he later learned were called jaguars (there was a profound lack of mammals in the mangrove, with the exception of manatees, who actually served as mounts and draft animals, but those differ vastly from the creatures inland) and snakes without venom but ten times the size of those he knew. And without the bright colors, making them hard to see. As if the animals weren't enough the locals also attacked him on sight, either mistaking him for some giant frog demon or considering him a healthy snack. Time and again his weird abilities got him out of all kinds of situations and he was actually starting to get the hang of it. It took him two years to make his way out of the jungle.

What awaited him beyond the jungle was even stranger. There were enormous town where people of different breeds lived next to each other without any real problems. There people only looked at him weird but none attacked him. Well, someone tried to mug him on the street but gave up when he realised Nava didn't understand a word he was saying and besides didn't carry much beyond his kilt and a simple bag. It was here that he also came into contact with what the people there called "money" and that you needed it for everything.

Not having any of this "money" Nava was doomed to a life on the streets and living on stolen food and he even contemplated returning to the jungle, or even to the mangrove so he could become the new Exile. It was then that an ugly, fat, hairy creature called a "Dwarf" approached him. He offered Nava a place in his travelling freak show which Nava accepted without fully understanding.

On this freak show Nava met a creature that called herself a Kobold who worked as an engineer for the caravan. By chance the woman, named Carginac, spoke Grippli, albeit a vastly different dialect. Apparently another Grippli had been part of the show until recently when he had returned to his tribe. From her he learned the language of the people in the cities and perfected his Draconic, which she was surprised he knew but was the language his tribe used to record their history.
Nava travelled with the show for years, being strange not only for being a Grippli but also because of his abilities and mobile snake tattoo.

It didn't last though as eventually the caravan was attacked by bandits and even though they eventually killed their attackers the leader and several performers had died as well. The remaining group moved on to the next city and split up. From there on out Nava has been doing all kinds of jobs, though most people were estranged by his looks.

Recently he travelled to the isle of Lacroix, a place that somehow reminded him of home. He was hired to function as a go between with some natives but by the time Nava arrived all natives had passed due to some curious illness probably brought along by the explorers.