Undine

Jamakor Brightwater's page

4 posts. Alias of Roycilo.


Alignment

Chaotic Neutral

Deity

Quell

Occupation

Ship's Medic, Carpenter, and Water Witch

Strength 10
Dexterity 16
Constitution 14
Intelligence 16
Wisdom 22
Charisma 8

About Jamakor Brightwater

Backstory:

Spoiler:

Jamakor was born to a lonely fisherman's wife. Brandwaith was a soft spoken, dark-haired woman. Her husband was often off at see for weeks at a time, and she was stuck waiting at home. Even in the rainy seasons, he would often pick up odd carpentry jobs, mostly repairing roofs. He would buy and stockpile wood in the dry season, and turn it into cash. The family never wanted for money, though Brandwaith always felt something missing.

Statistics

Spoiler:

Jamakor Brightwater

Undine Adept Druid
HP: 50

AC:

Touch:

Flat-Footed:

Initiative: +2

Speed: 30 feet Land and Sea

Base Attack Bonus: +3

Melee: +3

Combat Maneuver Bonus: +3

Combat Maneuver Defense: 16

Fort: +6

Ref: +4

Will: +9

Skills:
Craft: (Carpentry): +8 = 1 Ranks, +3 Class Bonus, +3 Int, +1 Trait
Fly: +6 = 1 Rank, +3 Class Bonus, +2 Dex
Handle Animal: +7 = 5 Ranks, +3 Class Bonus, -1 Cha
Heal: +14 = 3 Ranks, +3 Class Bonus, +5 Wis, +1 Trait, +2 from Kit
Knowledge: Nature: +13 = 5 Ranks, +3 Class Bonus, +3 Int, +2 from Druid
Perception: +13 = 5 Ranks, +3 Class Bonus, +5 Wis
Profession: Sailor: +13 = 5 Ranks, +3 Class Bonus, +5 Wis
Sense Motive: +13 = 5 Ranks, +3 Class Bonus, +5 Wis
Spellcraft: +11 = 5 Ranks, +3 Class Bonus, +3 Int
Survival: +15 = 5 Ranks, +3 Class Bonus, +5 Wis, +2 from Druid
Swim: +21 = 5 Ranks, +3 Class Bonus, +5 Wis, +8 Racial

Racial Traits:
Darkvision: Undines can see perfectly in the dark up to 60 feet.
Spell-Like Ability (Sp): Undines can use Hydraulic Push 1/day (caster level equals the undine's level).
Water Affinity: Undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level.
Water Sense: Undines with this racial trait can sense vibrations in water, granting them blindsense 30 feet against creatures in contact with the same body of water.

Favored Class Benefit:
Add a +1 bonus on wild empathy checks to influence animals and magical beasts with the aquatic subtype. Taken all 5 levels.

Feats:
Aquatic Spell
Glorious Heat
Hydraulic Maneuver
Natural Spell
Water Skinned

Class Features:
Community Domain (Cooperation Subdomain)
Water Domain (Flotsam and Rivers Subdomains)
Weather Domain (Seasons and Storm Subdomains)
Channel Positive Energy 3d6
Nature Sense
A druid gains a +2 bonus on Knowledge (nature) and Survival checks
Wild Empathy (Currently +4, or +9 versus animals and magical beasts with the aquatic subtype)
Amphibious
The undine adept gains the aquatic subtype and the amphibious universal monster ability, allowing her to breathe water or air.
Augment Summoning
Any creature with the water subtype the undine adept summons with either summon monster or summon nature's ally gains the benefits of the Augment Summoning feat.
Wild Shape 1/day, 5 hours
Resist Water's Call
An undine adept gains a +4 bonus on saving throws against the spell-like and supernatural abilities of outsiders with the aquatic or water subtype, fey with the aquatic or water subtype, and spells and effects with the [water] descriptor.

Domain Powers:
Current Flow:
As a free action, you can increase either your land or swim speed by 10 feet. While swimming, you gain a bonus on Swim checks equal to your 1/2 your cleric level (minimum 1). These effects last for a number of rounds equal to your Wisdom modifier (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Synergistic Touch:
You can touch a creature as a standard action to confer upon it the benefits of any one Teamwork feat that you possess. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Untouched by the Seasons:
By touching a creature, you can grant it the benefits of endure elements, which last for 1 hour per cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Favored Class Option:

Traits:
Ship's Surgeon
Wisdom in the Flesh (Swim)

Spells

Spoiler:

Cleric Spells Prepared:

Orisons: Detect Magic, Detect Poison, Light, Read Magic
1st Level: Air Bubble, Cure Light Wounds x2, Hydraulic Push, Shield of Faith
2nd Level: Cure Moderate Wounds, Lesser Restoration, Path of Glory, Track Ship
3rd Level: Cure Serious Wounds, Remove Disease

Cleric Domain Spells Prepared:

1st Level: Hydraulic Push
2nd Level: Slipstream
3rd Level: Call Lightning

Druid Spells Prepared:

Orisons: Create Water, Enhanced Diplomacy, Flare, Purify Food and Drink
1st Level: Abstemiousness, Call Animal, Burning Disarm, Goodberry, Wave Shield
2nd Level: Elemental Speech, Flotsam Vessel, Resist Energy, Wild Instinct
3rd Level: Greater Longstrider, Hydraulic Torrent

Druid Domain Spells Prepared:

1st Level: Borrow Skill
2nd Level: Share Language
3rd Level: Coordinated Effort

Equipment

Spoiler:

Healer's Kit

Adventuring Gear:
Headband of Inspired Wisdom +2

Currency Carried:

Gold Expendatures:
-4,000 to Headband of Inspired Wisdom +2