Winter-Touched Sprite

Wisp Waverider's page

15 posts. Alias of Winter Phoenix.


Full Name

Wisp Waverider

Race

Halfling

Classes/Levels

Aquatic Packlord 1 | HP 9/9 | AC18/T14/FF15 | F3/R3/W6 | Int+3 | Perc +6

Skills:
Acro+2 (-6 to jump), Cmb+4, HandAni+6, Heal+8, Know(G)+8, Know(Na)+8, Surv+12, Swm+3

Gender

Female

Size

Small

Age

23

Strength 12
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 18
Charisma 14

About Wisp Waverider

Quill and Remy Rosebowers had embarked on many business ventures throughout their early lives. Some were lucrative for a short time, others fell through completely. The family was constantly on the move whether for trade or to flee from angry former business investors. The couple was never malicious...just not as financially savvy as they could have been. By the time the third child was born, the parents decided to set sail on one last business plan: a trade route between the mainland and a small, prosperous island called Sieben Inseln. They quickly set up as a tourist transport, offering luxurious travel to the isles for a paradise getaway. As business grew and the children got older, the halflings bought a small home in the island community.

Little Wisp was the middle of three children. Her parents weren't neglectful but Wisp grew up a distant and lonesome child. When her parents were asked about Wisp's quiet nature, they would simply reference a great earthquake that "shook the spirit out of her" when she was only 4. Frequently, Wisp would be seen a dozen steps away from the rest of the family, stamping points on the ground as if it would betray her at any moment. Her parents did take notice that when traveling on the sea with their estranged child, she would be at much more ease. Something about the water drew her and the girl would be found by the water whenever she was in distress. That was how she met her mentor.

Little Wisp sat at the edge of the dock, staring down into the water mesmerized but afraid of its depth. She barely noticed the lizard's figure hovering close by.
"Izzz beautiful, yesss?" The girl looked up to the lizardman. She nodded in agreement.
"It is ssscarey azzz well?
Another nod.
"Izz not ssscarey if you knowsss how to ssspeaksss to it," He leaned down as if to listen to the water. his body was decorated with totems and seagreen tattoos. The girl tilted her head curiously then followed his lead as if she would hear something.
"I don't hear nuffin'" she whispered.
"Thatsss fine...I teach youss to hearsss it."

Under Seatongue's tutelage, Wisp learned how to attune herself to the sea that had called her even as a child. She learned to swim, to channel the oceans power, and to revere the god of the seas: Gozreh. Wisp grew to not only love the water and its ebb and flow of energy, but also the creatures that dwell there. As part of her initiation into a full fledged druid, she called out to Gozreh and the seas for a companion, for a totem creature with whom to share her spirit. As if on queue, a dolphin began to leap out of the water just off from where Wisp sat in the tide. The dolphin responded to her call and danced upon the water as it neared. It was a moment of beauty when the two met. The day Wisp met Squeeks was the day that Wisp found the joy that had been lost to her as a child...and they danced on the waves together.

As a initiated druid, her charge was to keep the peace between nature and the many tourists her parents brought to the island. She felt annoyed by their presence, but did not despair it. Wisp and her companion Squeeks would even entertain the rare special guest. But a measure of mirth disappeared when ships began to disappear at sea. She worried for her family and her fears were realized when her parents' ship was added to that list. The druid picked up her spear and gear, ready to face what dangers lurked in the sea she loved so much to discover the fate of her parents.

Sheet:

Wisp Waverider
Halfling druid (aquatic druid) 1
NG Small humanoid (halfling)
Init +3; Senses Perception +6
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Defense
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AC 18, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 shield, +1 size)
hp 9 (1d8+1)
Fort +3, Ref +3, Will +6
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Offense
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Speed 20 ft. (15 ft. in armor)
Melee dagger +2 (1d3+1/19-20) or
shortspear +2 (1d4+1)
Druid (Aquatic Druid) Spells Prepared (CL 1st; concentration +5)
1st—hydraulic push[APG], wave shield[ACG]
0 (at will)—create water, detect poison, purify food and drink (DC 14)
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Statistics
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Str 12, Dex 16, Con 12, Int 14, Wis 18, Cha 14
Base Atk +0; CMB +0; CMD 13
Feats Combat Expertise
Traits helpful, mystery initiate
Skills Acrobatics +2 (-6 to jump), Climb +4, Handle Animal +6, Heal +8, Knowledge (geography) +8, Knowledge (nature) +8, Perception +6, Survival +12, Swim +3; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Druidic, Elven, Halfling, Sylvan
SQ doubt, improved empathic link, nature sense, pack bond, wanderlust, wild empathy +3
Other Gear wooden armor, light wooden shield, dagger, shortspear, backpack, belt pouch, blanket, feed (per day) (5), flint and steel, holly and mistletoe, soap, spell component pouch, torch (10), trail rations (5), waterskin, 110 gp
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Special Abilities
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Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Doubt -4 for an hour on any skill or ability check after you fail that type of check
Helpful Aid another grants allies a +3 bonus (instead of usual +2).
Improved Empathic Link (Su) Swift, shift perception to one animal companion within 1 mile.
Mystery Initiate (1/day) Reroll a Knowledge check after first roll is made but before results revealed.
Pack Bond (Ex) Can have multiple animal companions, dividing druid level bonuses among them.
Wanderlust +1 CL for spells that provide or enhance movement.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.