| Full Name |
Wahhe |
| Race |
Undine Adept [HP 32/32 AC 16 T 13 FF 13 | CMD 15 | BAB +3 | CMB +2| Fort +4, Ref +4, Will +8 | Init +3 Perc +9] |
| Gender |
Female |
| Size |
Medium |
| Age |
85 |
| Alignment |
Neutral |
| Deity |
animism |
| Languages |
Aquan, Druidic, Common |
| Occupation |
fisherman |
| Strength |
8 |
| Dexterity |
16 |
| Constitution |
10 |
| Intelligence |
13 |
| Wisdom |
18 |
| Charisma |
12 |
About Wahhe
Wahhe
Neutral undine druid (undine adept) 5
===ABILITIES AND OTHER STATISTICS===
Str 8 (-1)
Dex 16
Con 10
Int 13
Wis 18 (+4)
Cha 12
(20 Point Buy, +2 to Dex and Wis and -2 to Str from race, +1 to DEX from gaining 4th level)
===SENSES AND MOVEMENT===
Darkvision 60 ft.; Perception +
Initiative +2 (2]); Base Speed 30 ft. (swim 30’)
Nature’s Sense +2 survival / Knowledge nature
===OFFENSE===
BAB + 6| CMB +5 ([i]BAB 6 + Str -1)
Melee - Unarmed Strike +2 (1d3-1/20x2) (unarmed-provokes AOOs vs armed opponents)
Melee - 2 scimitar +1 +6-1str + (1d6+1 (-1 STR) /crit range 18-20/x2)
Melee - 2 masterwork dagger +6 -1str (1d4-1 + a-1 STR /crit range 19-20/x2)
Ranged - 5 darts +6 +3dex (d4 -1 STR / crit range 20/x2) Range 20 ft.
===DEFENSE===
HP 32
AC 16 (Armor +2 Dexterity +3 Shield +2) | touch 13 FF 13
CMD 15 (10 + CMB + Dex)
Fort +4 (base +4 + Con +0) Ref +4 (base +1 + Dex +3) Will +8 (base 4 + Wis +4)
Resistance Cold 5
==Weapon and Armor Proficiency==
Club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear; Natural attacks (claw, bite, and so forth) of any form she assumes with wild shape. Light and medium armor and shields, but these cannot be made of metal.
A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
===SKILLS===
acrobatics +2, appraise +1, bluff +1, climb +2, craft +6, diplomacy +1, disguise +1, escape artist +2, fly +6, handle animal +8, heal +10, intimidate +1, knowledge (geography) +6, knowledge (nature)+8, perception +9, perform +1, profession: Fisherman +9, ride +6, sense motive +4, spellcraft +6, stealth +2, survival +11, swim +10
Spellcasting related abilities
Full Druid Spell list here
Domain: Community
Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per druid level (4 points). This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier (7/day).
Domain Spells: 1st—bless, 2nd—shield other, 3rd—prayer, 4th—imbue with spell ability, 5th—telepathic bond, 6th—heroes' feast, 7th—refuge, 8th—mass cure critical wounds, 9th—miracle.
Amphibious (Su): At 2nd level, the undine adept gains the aquatic subtype and the amphibious universal monster ability, allowing her to breathe water or air. This ability replaces woodland stride.
Resist Water's Call (Su): 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. This ability replaces resist nature's lure.
Nature Sense A druid gains a +2 bonus on Knowledge (nature) and Survivalchecks.
Spell-like Abilities
1/day: hydraulic push (CL = Character level)
1/day:Wild Shape (Su): At 6th level, an undine adept gains the ability to use wild shape. When an undine takes the form of a creature with the aquatic or water subtype, this ability functions at her class level + 1. For all other forms, her effective druid level for the ability is equal to her actual undine adept level. This ability otherwise functions as and replaces wild shape. The druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke anattack of opportunity. The form chosen must be that of an animal with which the druid is familiar.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
Augment Summoning (Su): 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. Summoned creatures gain +4 Str and Con
Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.
Amphibious (trait type): At 2nd level, the undine adept gains the aquaticsubtype and the amphibious universal monster ability, allowing her to breathe water or air. These creatures always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survivalchecks.
Druid Spells
Caster level 5; Concentration +8
Spells Prepared
0-level spells (prepare 4/day, cast these 4 endlessly at will)
Resistance
Subject gains +1 bonus on saving throws.
Detect Poison
Detects poison in one creature or object.
Stabilize
Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.
Virtue
Subject gains 1 temporary hp.
1st level spells (cast 4/day, incl Wis bonus)
Cure Light Wounds
frost bite
entangle
barkskin
2nd level spells (cast 3/day incl Wis bonus)
Delay Poison
Stops poison from harming subject for 1 hour/level.
Restoration Lesser
Dispels magical ability penalty or repairs 1d4 ability damage.
3rd level spells (cast 1/day incl Wis bonus)
cure moderate wounds
Cures 2d8 damage + 1/level (max +10).
[call lightning]
Calls down lightning bolts (3d6 per bolt) from sky.
==Feats ==
Spell Focus Conjuration (1st level): Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
Natural Spell (3rd level): Prerequisite: Spell Focus (conjuration).
Benefit: ou can cast spells even while in a form that cannot normally cast spells.
Prerequisites: Wis 13, wild shape class feature.
Benefit: You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.
You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while using wild shape.
==Traits==
Water-Touched (Magic) You share an affinity with elemental water. You gain DR 1/— against creatures and attacks with the water type.
Devotee of the Green (Magic) Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.
==Skills==
(Ranks per level: 4 class + 0 Int = 4)
Skill Name Total Modifier (Ability Score Modifier + Ranks 0 + Class Bonus + Any modifiers)
((Below is an example, presuming you have spent a rank in Perception))
Perception +8 (Wis +4 + Ranks 1 + Class +3)
Languages: Common, Aquan, Druidic, Auran
==Special Qualities==
Amphibious (Su): At 2nd level, the undine adept gains the aquatic subtype and the amphibious universal monster ability, allowing her to breathe water or air. This ability replaces woodland stride.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This works within 30 feet and normally takes 1 minute. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level (4) and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Add a +1 bonus on wild empathy checks to influence animals and magical beasts with the aquatic subtype
The below does not apply yet
A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken.
At 6th level, a druid can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.
At 8th level, a druid can also use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I.
At 10th level, a druid can also use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II.
At 12th level, a druid can also use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body IV. When taking the form of a plant, the druid's wild shape now functions as plant shape III.
===GEAR===
=Worn=
SHAWL OF LIFE KEEPING: This magical shawl is woven from silken, diaphanous material. Once per day, the wearer can speak a command word to transfer some of her life energy into the shawl (up to 10 hit points). If she is wearing the shawl and is reduced to –1 hit points or below, the shawl immediately heals her an amount equal to the number of hit points stored in the shawl. This healing cannot prevent the wearer from being killed. The life energy stored in the shawl lasts for 24 hours or until it heals the wearer, whichever comes first. If the shawl is destroyed, the stored life energy is lost.
While the shawl is storing a creature's life energy, it retains a connection to that creature. If another creature holds the shawl in hand, the creature whose life energy is stored in the shawl takes a –2 penalty on Fortitude and Reflex saving throws against all effects from the current bearer of the shawl.
=Equipped=
Scimitar+1 (4#)
Light wooden quickdraw shield +1 (6#)
Masterwork lamellar cuirass (8#)
=Carried=
10’ chain
=I10’ chain=
- dagger with sheath (1#)
- Compass (½#)
- Hip flask (½#)
-bone dice (gaming)
-druid holy symbol (carved whale bone)
=in Duffell bag=
- brass knife with sheath (1#)
- Twine (50 ft.) (½ #)
- Healer's kit (1#)
- potion mage armor (3#)
=Stowed on Ship=
-waterproof bag
- Blanket
- Grooming Kit
- Gear Maintenance Kit -
- Mess kit
- 2 candle rods
- 2 potions cure light wounds
- potion remove sickness
-fishing rod, tackle box
- Waterskin (4#)
=in waterproof bag=
Journal, inkpen, blotter, etc. in small case (1#)
- A masterwork sailor's duffel bag (4#)
- 1 bag tanglefoot
=Coinage=
95 gp
Total weight: 24(0 Max light load 26 lbs)
===DESCRIPTION===
Appearance
Wahle is a petite, graceful adult undine. Her skin is the color of blue clay, her eyes a limpid aquamarine, her hair midnight blue, almost black; indeed unless it’s in the sun, it looks black. While she’s quite pretty, her caution around humans makes her seem stand-offish. She holds her head up high, probably higher than she should, to overcome her insecurities as a peasant; but also because she’s plain proud of being Undine. Her gaze is especially piercing which is mesmerizing to some and off-putting to others. She loves the water and has a soft spot for wounded creatures). She wears very little. While a druid, she wears druid’s robes made of a sheer fabric -- one can see clearly through them -- though she does cover what needs covering, underneath. Mosquitos and other insects are kept off her beautiful skin, but the sea air touches her at all times. She usually knows what to say in a situation, but her life as a dock fisherman left her with little schooling, so she’s only mildly interesting.
Background
Wahhe (pronounced WAH-Heh) grew up with a brother and two parents, all of whom are alive. Her parents are indentured to a lord on Dagon’s Palp. The Lord, while not cruel, takes advantage of everyone beneath him and rarely lets anyone out of servitude. There were almost no other undine there; her parents got wrapped up with someone affiliated with the Lord; but Wahhe was never told the story; it brought too much shame. Wahhe was told many stories about her race, and learned to be proud of her race.
Still, the humans around her were so desperate that it was every person for herself in her community, and she didn’t have a positive impression of humans. The wandering gnome or elf who mistakenly passed through the forsaken town was always nice. They would inevitably find her fishing along the banks, piers or docks or selling her fish at the market. She never met an elf she didn’t like.
Wahhe would tend to every hurt creature she should find. From the time she was able to crawl, she would bring wounded rodents and birds home and try to make them better. Her parents taught her the value of an animal’s sacrifice if they were to be food. Her family did not believe in gods, or did not worship them, but often spoke to their ancestors. Wahhe would always pray to the animal’s spirit if she killed it for food, or out of mercy.
Her parents would blame it on those pesky gnomes. Some time in her mid-40s, a group of gnome “traders” came ashore. Covered in jewels and flaunting their gold, these gnomes bought all the fish (fresh, not-so-fresh, pickled and dried) that was to be sold. Following a young pretty gnome and her companion, Wahhe heard all she needed to -- and too much it would seem. The gnomes, upon realizing they had a curious blue thing who had heard too much, lured Wahhe to their ship, and took her away.
While away she fell in love with the sea; and she turned a blind eye to the smuggling that went on. She came to admit that because trade agreements failed due to the injustices of the ruling classes, smuggling was necessary (and, she learned,lucrative). Laws never benefited her anyway, but she wasn’t bent on breaking them either.
It was aboard a ship from one island whose name she couldn’t recall (or didn’t know) to another, where she befriended an elf who could talk to the animals in the sea, to the seagulls who flew overhead. The Elf took particular notice of her and one day approached Wahhe. “The beasts like you,” he smiled.
There began Wahhe’s training. For nearly 40 years Wahhe would be trained by Erlwynn the Druid, and he would introduce her to other druids; almost all elves, gnomes and occasionally Undine. Her training was slow with Erlwynn. It seemed he saw no rush.
When Erlwynn disappeared eight years ago, an Undine Adept somehow found Wahhe at her small home in Lilywhite. Sedalu was an ancient Undine whose skin was so wrinkled she looked like ripples on puddle. Sedalu schooled Wahhe to the Druid she is now.
Sedalu was killed about a year ago by an evil sea hag named "Mother Grund", a longtime rival who was known to corrupt nearby sea creatures and sailors alike. Wahhe came upon her too late to save her, and Sedalu wanted to move on to the next phase in the cycle of life. Grund herself had been wounded badly by Sedalu and fled, but recently Wahhe has seen scarring and distorted growths on fish and some of the other life, which she believes is a sign of her return.
Wahhe’s greatest desire is to get back to the sea, and to use her druidic powers to advance HER cause: the poorest towns and islands will not be forgotten: whether through legal or illegal means, (or illegal profiteering off of legally established routes that she or her compatriots actually help create), wealth will be spread; and so will the size of her own pockets.