Boggard Champion

Prince Likitt's page

65 posts. Alias of Enoich.


Full Name

Prince Likitt

Race

Daily Abilities:
Wave Strike 5/5; Lv.0: Daze; Create Water; Touch of Fatigue; Lv.1 Hydraulic Push 1/1; Cure Light Wounds 0/1; Cause Fear 0/1;

Classes/Levels

Grippli Shaman 1

Gender

HP: 5/10 | AC: 13; T: 13; FF: 11; CMD: 10 | Fort: +1; Ref: +2; Will: +6 | Int: +4; Perc: +9

Size

Small

Age

14

Alignment

True Neutral

Deity

The Spirits

Languages

Common, Grippli

Occupation

Sailor, Lookout

Homepage URL

Character Sheet

Strength 9
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 18
Charisma 14

About Prince Likitt

Grippli Shaman of the Waves 1
N Small Humanoid
Init +4; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 13, touch 13, flat-footed 11
HP 10/10
Fort +1, Ref +2, Will +6
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Offense
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Speed 30 ft.
Climb Speed 20 ft.
Melee Rapier +0 (1d4 18-20 x2)
Melee Touch Wave Strike +0 (1d6 Nonlethal)
Ranged Light Crossbow +3 (1d6 19-20 x2)
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Statistics
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STR 9, DEX 14, CON 12, INT 10, WIS 18, CHA 14
Base Atk +0; CMB -2; [b]CMD 10
Feats Agile Tongue
Traits Observant, Touched by the Sea, Reactionary
Drawback Power Hungry
Skills Acrobatics +2, *Diplomacy +11,*Heal +4 , Intimidate +4, *Perception +9, *Profession (Sailor) +8, Sense Motive +4, Stealth +4, Survival +4, *Swim +2
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Special Abilities
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Darkvision: Gripplis can see perfectly in the dark up to 60 feet.
Jumper Gripplis with this trait are always considered to have a running start when making Acrobatics checks to jump.
Princely The grippli gains proficiency with rapiers and a +2 racial bonus on Diplomacy and Intimidate checks.
Spirit (Su) A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features. At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features. At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit. If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform.
Spirit Animal (Ex) At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch's familiar does, the spirit animal serves as her conduit to divine power. If a shaman's spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.
By communing with the incredible powers of her spirit, the shaman forges a cherished bond with one specific servant of that spirit—known as a spirit animal. A spirit animal is a creature chosen by a shaman to serve as a conduit, allowing her to more fully access the magic of her spirit on a daily basis. The shaman's spirit animal also grants her special powers. This ability uses the same rules as the wizard's arcane bond class feature and is treated as a familiar, except as noted below. A shaman uses her level as her effective wizard level when determining the abilities of her spirit animal. A shaman can select any familiar available to wizards to serve as her spirit animal, although her spirit animal is augmented by the power of her chosen spirit. Once selected, the spirit animal cannot be changed. Although a shaman's spirit animal uses the statistics of a specific animal, it is treated as an outsider with the native subtype for the purposes of spells and abilities that affect it. Levels of different classes that are entitled to familiars stack with shaman levels for the purpose of determining any spirit animal abilities that depend on the shaman's level. If a shaman possesses such levels in other classes, her spirit animal always uses the shaman rules for spirit animals, not those used by familiars of other classes (such as witches, wizards, or sorcerers with the arcane bloodline). If the shaman has witch levels, her spirit animal also serves as the conduit to her patron and stores her witch spells. The shaman's spirit animal is treated as a familiar for the purposes of all spells, effects, and abilities that affect familiars. If a spirit animal is lost or dies, it can be replaced after 24 hours through a special ritual that consumes material components worth 500 gp per shaman level. The ritual takes 8 hours to complete. The new spirit animal must be of the same sort of creature as the previous one. At 1st level, a shaman's spirit animal gains specific abilities, depending upon the type of spirit selected by the shaman using her spirit class feature. These abilities affect the animal's appearance and grant it special abilities that can aid it in serving the shaman and the spirit it represents and is connected to. These abilities are described in the spirit animal section of each individual spirit description.

Equipment:

Armor Coat
Rapier
Light Crossbow
Crossbow Bolts (30)
Spell Component Pouch

Familiar:

Toucan

N Tiny animal
Init +2; Senses low-light vision; Perception +6
DEFENSE

AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 3 (1d8–1)
Fort +1, Ref +4, Will +2
OFFENSE

Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS

Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Perception +6
SPECIAL ABILITIES
Familiar

The master of a Toucan familiar gains a +3 bonus on Diplomacy checks.

Description:
Likitt approves of this picture, though shabby

Although diminutive at barely two feet, Prince Likitt prefers a stately posture to suit his self-tailored title. With wide, dextrous hands that gleam faintly of moisture, he cuts a decent bit of strength for his size, especially in his legs, which are capable of considerable bounds. Large glassy eyes are all-too-prone to staring at things until discomfort but are keen at spotting details in the distance. Likitt's oversized mouth holds a tongue that almost has a mind of its own, snapping out and grabbing loose food, knickknacks, and even delivering a magical lick or two, to many sailor's chagrin.

Dressed in sturdy clothes fit for months at sea, he wears a rapier proudly, though he lacks the strength to use it effectively, preferring to trust the spirits and a crossbow bolt or two to solve things. At his hips hang powders, dusts, and reagants of all sorts to invoke magical spells as well as a small flip-lidded tankard which seems to always be sloshing around with sea water despite never actually emptying.

All the while, Likkit moves with purpose, believing that he is actually the seeker of a fallen kingdom of the Grippli and is eager to tell others about his sworn duty. While he isn't often responsive to the needs of others, if it helps to further his own ambitions, he is more than happy to help people with their troubles, or deprive them of their savings... Either way, it's for the good of the Grippli culture, right?


Backstory:
"Prince" Likitt was born the last living spawn of the Grippli Village Chieftain in one of many icky bogs riddling the various isles of Shackles. Ever since he lost his tail, Likitt aspired for something more than his humble home, hoped for greater than the several dozen frogs he could oversee and lead. Deep in his heart, he wanted more, but could never properly convey it. Often times when he could get away with it, the young Grippli would watch the Tall people, observe their ways, and pick up bits of their language in the mean time. Fascinated by the ways of man and their command over the sea in their wooden boats, he watched from the muck.

One day, a ship came into port, no abnormal thing, but from the booty that was hauled came a massive segment of stone plated with tarnished gold, strange symbols glimmering in the mid-morning light. As the Tall Ones discussed and deliberated price, Likitt noticed that the symbols looked a lot like his native script, just... Different. Stepping out of the shadows, Likitt must have looked a sight, but as his little froggy form stepped up and translated the Stela, he realized he had a greater destiny than a simple bog Grippli. There was an ancient culture that wrote with his language, possibly even precursors to the Grippli, who had the capability to plate gold on their monuments. This changed everything.

Two days after finding the Stile, he abandoned his home, leaving without a word on the Thunder Kraken. a vessel that was not entirely honest, but hardly as cutthroat as many buccaneers. Mainly, they operated a fast ship that could hide a great deal of cargo while passing itself off as a simple trading vessel. As the weeks and months passed, he not only trained a sailor, but actually developed a kindred connection with the ocean, something he only stared at before. With some training, he actually learned enough to serve as a medic, channelling his spirit-compelled water to heal wounds.

After a particularly short night of drinking with his sailor friends, Prince Likitt stumbles back to his quarters, not quite certain where he is going. In the land of Pirates, he is truly a stumbling fool.