Full Name |
Water Spout |
Race |
Undine |
Classes/Levels |
Monk 3 | HP 10/10 | AC 18 | T 18 | FF 14 | CMB +4 (+6Trip) | CMD 18 (19 grapple) | Fort +4 | Ref +6 | Will +6 | DR 5/Cold | Init +6 | Darkvision 60 | Perc +8 |
Age |
78 |
Strength |
16 |
Dexterity |
17 |
Constitution |
12 |
Intelligence |
11 |
Wisdom |
17 |
Charisma |
6 |
About Water Spout
Water Spout
Male Undine Monk (Quiggong Monk of the Four Winds)
CG Medium Outsider (Native)
Init +6; Senses Darkvision 60ft;Perception +8
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Defense
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AC 18, touch 18, flat-footed 14 (+4 dex, +4 wis)
hp 21 (3d8+3)
Fort +4, Ref +6, Will +6
Defensive Abilities Energy Resistance Cold 5
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Offense
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Speed 30 ft. Swim 30ft.
Melee Unarmed +4 (1d6)
Ranged Shortspear +4 (1d6)
Special Attacks Hydraulic Push, Elemental Fist
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Statistics
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Str 16, Dex 17, Con 12, Int 11, Wis 17, Cha 6
Base Atk +0; CMB +4 (+6 Trip); CMD 18 (19 Grapple)
Feats: Elemental Fist (Monk), Agile Maneuvers
Traits: Touched by the Sea, Honored Fist of the Society, Reactionary
Skills:
(4/level+1(int)+1(FC) = 6)
Acrobatics +8
Climb +4
Escape Artist +8
Perception +8
Sense Motive +8
Swim +5
Languages common, Aquan
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Equipment
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Shortspear
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Special Abilities
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AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
Flurry of Maneuvers: At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.
Elemental Fist (Su): Benefit: When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an Elemental Fist attack once per day for every four levels you have attained (see Special), and no more than once per round.
Special: A monk of the four winds receives Elemental Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an Elemental Fist attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
Improved Trip Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Weapon Finesse Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Agile Maneuvers: Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus.
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Racial Traits
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Ability Score Racial Traits: Undines are both perceptive and agile, but tend to adapt rather than match force with force. They gain +2 Dexterity, +2 Wisdom, and –2 Strength.
Type: Undines are outsiders with the native subtype.
Size: Undines are Medium creatures and thus receive no bonuses or penalties due to their size.
Base 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.
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. See the Linguistics skill page for more information about these languages.
Energy Resistance: Undines have cold resistance 5.
Spell-Like Ability (Sp): Undines can use hydraulic push 1/day (caster level equals the undine's level).
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.
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Backstory
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Aven Mahar was born to a community of Undine that lived in close proximity to a human port town. The Undine kept the city forewarned against severe whether and malignant sea creatures. It is because
of this relationship that most of the humans that lived their were able to survive when a tsunami threatened their town. The Undine were able to warn the townspeople ahead of time so that most were able to escape to higher ground. Unfortunately the tsunami was far greater than either could have predicted. When the waters receded, the Undine could not account for everyone. Aven was barely more than an infant when he awoke to find he was floating on a piece of drift wood farther to sea than he had ever been with his family. Just as he was about to succumb to starvation a human ship founded him. At first he thought he was saved until they through him in the brig. As the days in the ship's prison rolled by, he began to wonder if dying at see might not have been better. The pirates were cruel, the food was awful, and there was barely enough room to stretch his legs. He didn't know how long he was in there until one day he heard a commotion above deck. The sounds of shouting and clanging steel filtered down through the boards. Eventually the commotion ended and the ship was eerily quiet. A man he had never seen on the ship then came down to the brig. Aven cowered in the corner, expecting to be tormented as the pirates liked to do. Instead the man opened the door and offered him food. The human led him above deck where he saw what the commotion was earlier. Pirate hunters had attacked the ship and taken most of the pirates hostage. Now they were about to tow the ship to port and turn over the pirates to the authorities. Aven's second time on a human ship couldn't have been anymore different than the first. With the pirate hunters he was treated like a VIP guest. The captain offered his own cabin to rest in and the rest of the crew taught him much about life on a ship. He was too young to remember his name but after his first demonstration of his race's unique abilities, the crew decided to name him water spout. After several more days at sea they finally hit port. Unfortunately he was a long way from home and had now idea how to get back. So Aven began his life in the human port. For a while he wandered the streets, confused and alone, until a very unique halfling took him in. The halfling said his name was Kennen but most of the populous called him the Halfpint Hammer. It wasn't too long Before Water Spout found out why. One day as Kennen was showing Water Spout around the town, they witnessed a man trying to bully money out of some local traders. Kennen stepped in and the man quickly found himself lying on the ground. Water Spout had never seen anything like it. Seeing his interest, Kennen decided to teach him what he knew. For the next few years Water Spout lived and learned under the tutelage of Kennen. Water Spout turned out to be quite the fast learner. He even surprised his teacher by incorporating his race's unique affinity for water into his style. Kennen had learned through trial and error how to use the size of others against them. Using that as a basis, Water spout learned to move and flow around his opponents like water, making all of their movement as difficult as moving through raging water. When Kennen had taught him all he could, Water Spout knew it was time to leave. It was time to find his family and his home.