Member of the Whispering Way

Orocrinos NPC's page

8 posts. Alias of Peet.


Race

Undine

Classes/Levels

Warpriest 4 / Rogue 2 (Gestalt 1.5)

Gender

F

Size

Medium

Alignment

NG

Deity

Pharasma

Strength 9
Dexterity 20
Constitution 15
Intelligence 15
Wisdom 18
Charisma 8

About Orocrinos NPC

Race: Undine

Undine Abilities:

+2 Dexterity, +2 Wisdom, –2 Strength: Undines are both perceptive and agile, but tend to adapt rather than match force with force.
Native Outsider:
Mostly Human: A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.
Medium: Undines are Medium creatures and receive no bonuses or penalties due to their size.
Normal 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.
Darkvision: Undines can see in the dark up to 60 feet.
Spell-Like Ability:
Amphibious: Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait.
Energy Resistance:
Terrain Chameleon: Some undines can change their coloration to blend in with underwater terrain, mixing browns, grays, and greens to resemble kelp or other natural water plants. As a standard action, an undine with this racial trait can change her coloration, gaining a +4 bonus on Stealth checks in underwater environments. She can return to normal as a free action. This racial trait replaces energy resistance.
Water Affinity:
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.
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.

Primary Class: Warpriest
Archetype: Champion of the Faith
Blessings: Good, Knowledge
Favored Class Bonus: 4/6 of bonus feat

Secondary Class: Unchained Rogue
Archetype: Knife Master

Class Abilities:
Good Aura
Blessings: 5/day
Sacred Weapon (1d6 damage, counts as good)
Sneak Attack: +1d8 with daggers, +1d4 with other weapons
Fervor 1d6 6/day
Evasion
Smite Evil 1/day (+4 damage)

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HP: 31 (4d8 + 8 CON)
AC: 21 (10 +5 DEX, +5 Armor, +1 Dodge)
Saves:
Fortitude: +6, Reflex: +6, Will: +8
BAB: +3; CMB: +2 (+8 with finesse); CMD: 17
Initiative: +5
Move: 30', Swim 30'

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Combat:

Melee: (+3 BAB, +5 DEX)
Mwk Dagger: +12, 1d6 (+1d8 sneak) (To hit: +1 Mwk, +1 W.Focus, +2 Sacred)
TWF Mwk Daggers: +10/+10, 1d6 (+1d8 sneak)
Fighting Defensively (+3 AC) Mwk Dagger: +8, 1d6 (+1d8 sneak)
Fighting Defensively (+3 AC) TWF Mwk Daggers: +6/+6, 1d6 (+1d8 sneak)
Unarmed Strike: +8, 1d4-1 (+1d4 sneak)

Ranged: (+3 BAB, +5 DEX)
Darkwood Light Underwater Crossbow +9, 1d8 (+1d4 sneak)
Thrown Dagger +11, 1d6 (+1d8 sneak)

Combat Gear: (5000 gp, Light Load Carrying Capacity 30 lbs.)
+1 Mithral Chain Shirt 2100 gp, 12.5 lbs.
Mithral Dagger 500 gp 0.5 lbs
Mwk Cold Iron Dagger 304 gp 1 lb
Darkwood Light Underwater Crossbow 410 gp 2 lbs.
6 x Cold Iron Dagger 24 gp, 6 lbs.
10 x Cold Iron Crossbow bolts 2 gp, 1 lb.

Total: 3340 gp, 23 lbs.

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Traits:
Fate's Favored (faith)
River Rat (region)
___ (drawback)

Feats & Rogue Talents:
1st Level: Dodge
1st Level Warpriest Bonus Feat: Weapon Focus (dagger)
2nd Level Unchained Rogue Bonus Feat: Weapon Finesse
3rd Level Feat: Deific Obedience (Pharasma)
3rd Level Bonus Combat Feat: Two-Weapon Fighting
4th Level Rogue Talent: Ninja Trick (Improved Unarmed Strike)

Feat/Talent Plan:
5 Feat: Crane Style
6 Bonus Combat Feat x2: Weapon Specialization, Piranha Strike
7 Feat: Two-weapon defense
8 Talent: Combat Trick: Improved TWF
9 Feat + Bonus Combat Feat: Double Slice, Greater Weapon Focus
11 Feat: __
12 Bonus Combat Feat x 2: Greater Weapon Specialization, ___
12 Talent: ___
13 Feat: ___
15th Bonus: Two Weapon Rend, Greater TWF

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Skills

Adventuring Skills:
(2/Level x 2 + 8/Level x 2 + 8 INT = 28 ranks)

Acrobatics: +12 (4 ranks, +5 DEX, +3 Class)
Climb: +3 (1 ranks, -1 STR, +3 Class)
Disable Device: +14 (4 ranks, +5 DEX, +3 Class, +2 Mwk Tools)
Escape Artist: +10 (2 ranks, +5 DEX, +3 Class)
Knowledge (religion): +8 (3 ranks, +2 INT, +3 Class)
Perception: +11 (4 ranks, +4 WIS, +3 Class)
Sense Motive: +8 (1 rank, +4 WIS, +3 Class)
Stealth: +12 (4 ranks, +5 DEX, +3 Class)
Swim: +12 (1 rank, -1 STR, +3 Class, +1 Trait, +8 Swim Speed)
Use Magic Device: +6 (4 ranks, -1 CHA, +3 Class)

Background Skills:
(2/Level = 8 Ranks)

Profession (sailor): +11 (4 ranks, +4 WIS, +3 Class)
Sleight of Hand: +12 (4 ranks, +5 DEX, +3 Class) +13 to conceal light blades

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Magic

Blessings 5/day DC 16:
* Good: touched weapon glows and deals +1d6 damage to evil creatures for 1 minute
* Knowledge: With a touch attack, gain info about a creature as if you made a knowledge DC 23 check

Fervor: 6/day
* Touch: Heal 1d6 or harm undead
* Self (SWIFT): Heal 1d6
* Spell (SWIFT): Cast a spell you have prepared but it targets only self

Smite Evil: (SWIFT) 1/day +4 damage (+8 first round if target us undead, dragon, or evil outsider), ignore DR

Spells:

Spells per day: 0th level: 4, 1st level: 4, 2nd level: 2

Prepared Spells:
0th Level (DC 14): create water, detect magic, mending, read magic
1st Level (DC 15): barbed chains, divine favor, hide from undead, libreating command
2nd Level (DC 16): burst of radiance, status

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Miscellaneous Gear

(remaining: 1660 gp, 7 lbs. capacity)

Pearl of Power I 1000 gp
Scroll of remove paralysis 150 gp
Scroll of remove fear 25 gp
Scroll of endure elements 25 gp
Scroll with 2 x protection from evil 50 gp
Scroll of obscuring mist 25 gp
Scroll of Hanspur's flotsam vessel 150 gp
Scroll of resist energy 150 gp

1575 gp