Undine

Typhus Ebbtide's page

No posts. Organized Play character for Rusty Ironpants (RPG Superstar 2015 Top 16).


About Typhus Ebbtide

Typhus Ebbtide
Male undine cleric of Gozreh 2 (Pathfinder RPG Bestiary 2 275)
NG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 18 (2d8+5)
Fort +5, Ref +1, Will +6
Resist cold 5
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Offense
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Speed 30 ft. (20 ft. in armor), swim 30 ft.
Melee dagger +0 (1d4-1/19-20) or
. . trident +0 (1d8-1)
Special Attacks ocean/sea/water variant channeling 6/day (DC 13, 1d6 plus 1 channel bonus)
Spell-Like Abilities (CL 2nd; concentration +4)
. . 1/day—hydraulic push[APG]
Domain Spell-Like Abilities (CL 2nd; concentration +5)
. . 6/day—icicle (1d6+1 cold), storm burst (1d6+1 nonlethal)
Cleric Spells Prepared (CL 2nd; concentration +5)
. . 1st—bless, liberating command[UC], obscuring mist[D], remove fear
. . 0 (at will)—create water, detect magic, enhanced diplomacy, stabilize
. . D Domain spell; Domains Water, Weather
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Statistics
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Str 8, Dex 13, Con 14, Int 12, Wis 17, Cha 14
Base Atk +1; CMB +0; CMD 11
Feats Selective Channeling
Traits exalted of the society, seeker
Skills Acrobatics -5 (-9 to jump), Heal +7, Knowledge (religion) +5, Perception +9, Spellcraft +6, Swim +5
Languages Aquan, Common, Vudrani
Combat Gear alchemist's fire; Other Gear scale mail, heavy steel shield, dagger, trident, backpack, bedroll, belt pouch, flint and steel, signal whistle, trail rations (7), waterskin, whetstone, winter blanket, 1,430 gp
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Special Abilities
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Cleric Domain (Water) Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Cleric Domain (Weather) Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Icicle 1d6+1 cold (6/day) (Sp) As a standard action, ranged touch attack deals cold dam to foe in 30 ft.
Ocean/Sea/Water Variant Channeling (±1 Sacred) Climb & Swim bonus/enhanced harm for aquatic creatures
Ocean/Sea/Water Variant Channeling 1d6 plus 1 channel bonus (6/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Selective Channeling Exclude targets from the area of your Channel Energy.
Storm Burst 1d6+1 nonlethal (6/day) (Sp) As a standard action, ranged touch attack deals 1d6+1 nonlethal dam to foe in 30 ft. & inflicts a -2 to att for 1 rd.
Swim (30 feet) You have a Swim speed.

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