JHIV (Undine Druid/Rogue 1)
[sblock=Level One]
Joseph Gault
Male Undine druid/rogue
N medium outsider (native, aquatic [amphibious])
Height: 6'2" Weight: 190 lbs Age: 72 years Hair: Deep Blue Skin: Blue Eyes: Blue
Favored Class: druid/rogue Religion: Besmara Alignment: Neutral
Strength: 11 (+0) [13 (3 points) - 2 (racial)]
Dexterity: 18 (+4) [16 (10 points) + 2 (racial)]
Constitution: 10 (+0) [10 (0 points)]
Intelligence: 12 (+1) [12 (2 points)]
Wisdom: 18 (+4) [16 (10 points) + 2 (racial)]
Charisma: 14 (+2) [14 (5 points)]
Initiative: +4 [+4 (dexterity)]
Speed: 30 ft. [30 ft. (base racial)], Swim 30 ft. [30ft. (base racial)]
Senses: Darkvision 60ft. (racial)Languages: Common (racial), Aquan (racial), Druidic (class)
Hit Points: 8 [1d8 (max rogue HD) + 0 (constitution)] Hit Die: 1d8 (rogue)
Armor Class: 16 [10 (base) + 4 (dexterity) + 2 (leather)]
Touch: 14 [10 (base) + 4 (dexterity)]
Flat-footed: 12 [10 (base) + 2 (leather)]
Fortitude: +2 [+2 (class) + 0 (constitution)]
Reflex: +6 [+2 (class) + 4 (dexterity)]
Will: +6 [+2 (class) + 4 (wisdom)]
Combat Maneuver Bonus: +0 [+0 (base attack bonus) + 0 (strength)]
Combat Maneuver Defense: 14 [10 (base) +0 (BAB) + 0 (strength) + 4 (dexterity)]
Base Attack Bonus: +0 [+0 (rogue 1)] Space: 5 ft. Reach: 5 ft.
Rapier: Critical 18-20 (x2); Piercing damage
-Melee Attack: +4 [+0 (BAB) + 4 (dexterity)] Damage: 1d6 + 0 [0 (strength)]
Sap: Critical (x2); Bludgeoning damage
-Melee Attack: +4 [+0 (BAB) + 4 (dexterity)] Damage: 1d6 + 0 [0 (strength)] (nonlethal)
Dagger: Ranged 10/20/30/40/50 ft.; Critical 19-20 (x2); Piercing or slashing damage
-Melee Attack: +4 [+4 (BAB) + 4 (dexterity)] Damage: 1d4 + 0 [0 (strength)]
-Ranged Attack (10 ft.): +4 [+4 (BAB) + 4 (dexterity)] Damage: 1d4 + 0 [+0 (strength)]
Shortbow: Ranged 60/120/180/240/300/360/420/480/540/600 ft.; Critical (x3); Piercing damage; Load (free action)
-Ranged Attack (60 ft.): +4 [+0 (BAB) + 4 (dexterity)] Damage: 1d6
Skill Ranks: 10 [(8 (rogue) + 1 (intelligence) + 0 (racial)) x 01 (level) + 1 (favored class)]
Max Ranks: 1 (level) Armor Check Penalty: -0 [-0 (leather)]
Acrobatics: +10 [+1 (ranks) + 4 (dexterity) + 3 (class) + -0 (ACP) + 2 (Sea Legs)] (Dexterity, ACP, class skill)
Appraise: +1 [+0 (ranks) + 1 (intelligence)] (Intelligence, class skill, untrained)
Bluff: +2 [+0 (ranks) + 2 (charisma)] (Charisma, class skill, untrained)
Climb: +6 [+1 (ranks) + 0 (strength) + 3 (class) + -0 (ACP) + 2 (Sea Legs)] (Strength, ACP, class skill, untrained)
Craft ( ): +1 [+0 (ranks) + 1 (intelligence)] (Intelligence, class skill, untrained)
Diplomacy: +6 [+1 (ranks) + 2 (charisma) + 3 (class)] (Charisma, class skill)
Disable Device: +4 [+0 (ranks) + 4 (dexterity) + -0 (ACP)] (Dexterity, trained only, ACP, class skill, untrained)
Disguise: +2 [+0 (ranks) + 2 (charisma)] (Charisma, class skill, untrained)
Escape Artist: +4 [+0 (ranks) + 4 (dexterity) + -0 (ACP)] (Dexterity, ACP, class skill, untrained)
Fly: +4 [+0 (ranks) + 4 (dexterity) + -0 (ACP)] (Dexterity, ACP, class skill, untrained)
Handle Animal: +2 [+0 (ranks) + 2 (charisma)] (Charisma, trained only, class skill, untrained)
Heal: +4 [+0 (ranks) + 4 (wisdom)] (Wisdom, class skill, untrained)
Intimidate: +2 [+0 (ranks) + 2 (charisma)] (Charisma, class skill, untrained)
Knowledge (Arcana): +1 [+0 (ranks) + 1 (intelligence)] (Intelligence, trained only, untrained)
Knowledge (Dungeoneering): +1 [+0 (ranks) + 1 (intelligence)] (Intelligence, trained only, class skill, untrained)
Knowledge (Engineering): +1 [+0 (ranks) + 1 (intelligence)] (Intelligence, trained only)
Knowledge (Geography): +1 [+0 (ranks) + 1 (intelligence)] (Intelligence, trained only, class skill, untrained)
Knowledge (History): +1 [+0 (ranks) + 1 (intelligence)] (Intelligence, trained only, untrained)
Knowledge (Local): +5 [+1 (ranks) + 1 (intelligence) + 3 (class)] (Intelligence, trained only, class skill)
Knowledge (Nature): +3 [+0 (ranks) + 1 (intelligence) + 2 (Nature Sense)] (Intelligence, trained only, class skill, untrained)
Knowledge (Nobility): +1 [+0 (ranks) + 1 (intelligence)] (Intelligence, trained only, untrained)
Knowledge (Planes): +1 [+0 (ranks) + 1 (intelligence)] (Intelligence, trained only, untrained)
Knowledge (Religion): +1 [+0 (ranks) + 1 (intelligence)] (Intelligence, trained only, untrained)
Linguistics: +1 [+0 (ranks) + 1 (intelligence)] (Intelligence, trained only, class skill, untrained)
Perception: +9 [+1 (ranks) + 4 (wisdom) + 3 (class) + 1 (trait [Besmara's Blessing])] (Wisdom, class skill)
Perform ( ): +2 [+0 (ranks) + 2 (charisma)] (Charisma, class skill, untrained)
Profession (Sailor): +9 [+1 (ranks) + 4 (wisdom) + 3 (class) + 1 (trait [Besmara's Blessing])] (Wisdom, trained only, class skill)
Ride: +4 [+0 (ranks) + 4 (dexterity) + -0 (ACP)] (Dexterity, ACP, class skill, untrained)
Sense Motive: +4 [+0 (ranks) + 4 (wisdom)] (Wisdom, class skill, untrained)
Slight of Hand: +4 [+0 (ranks) + 4 (dexterity) + -0 (ACP)] (Dexterity, trained only, ACP, class skill, untrained)
Spellcraft: +5 [+1 (ranks) + 1 (intelligence) + 3 (class)] (Intelligence, trained only, class skill)
Stealth: +8 [+1 (ranks) + 4 (dexterity) + 3 (class) + -0 (ACP)] (Dexterity, ACP, class skill)
Survival: +10 [+1 (ranks) + 4 (wisdom) + 3 (class) + 2 (Nature Sense)] (Wisdom, class skill)
Swim: +15 [+1 (ranks) + 0 (strength) + 3 (class) + -0 (ACP) + 8 (racial) + 2 (Sea Legs) + 1 (trait [Shackles Seafarer])] (Strength, ACP, class skill)
Use Magic Device: +2 [+0 (ranks) + 2 (charisma)] (Charisma, trained only, class skill, untrained)
Traits: Besmara's Blessing, Abendego Spellpiercer, Shackles Seafarer
Feats: Weapon Finesse (level 1), Sea Legs
(rogue [pirate])
Weapon Proficiencies: Druid (club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, spear
), Rogue (simple weapons, hand crossbow, rapier, sap, shortbow, short sword)
Armor Proficiencies: Druid (padded armor, leather armor, or hide armor
), Rogue (light armor)
Human Features: Undine (all included in statistics), Alternate Racial Traits (Amphibious, Hydrated Vitality)
Druid Features: Hit Die, Class Skills, Skill Ranks, Weapon and Armor Proficiency, Nature Bond, Nature Sense (Weather Domain), Orisons, Wild Empathy, Spells, Archetype (Storm Druid)
Rogue Features: Hit Die, Class Skills, Skill Ranks, Weapon and Armor Proficiency, Sneak Attack +1d6, Archetype (Pirate)
Druid Spells Known: All
Spells Per Day
1st-Level Druid Spells: 3 per day (Prepared spells, Domain spell, Obscuring Mist) Save DC: 15 [10 (base) + 1 (spell level) + 4 (wisdom)]
0th-Level Druid Spells: At-will (3 Prepared Orisons) Save DC: 14 [10 (base) + 0 (spell level) + 4 (wisdom)]
Caster Level Check: +1 [+1 (druid level)] Concentration Check: +7 [+1 (druid level) + 4 (wisdom) + 2 trait (Abendego Spellpiercer)]
Storm Burst (SP): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two druid levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability
7 times per day (3 [base] + 4 [wisdom]).
Starting Wealth: 240 gp (max, 4d6 x 10 gp)
Equipment
Explorer's Outfit (10 gp (free), 8 lbs)
Leather Armor (10 gp, 15 lbs, +2 armor, +6 max dex, -0 ACP, 10% arcane spell failure, speed 30 ft.)
Rapier (20 gp, 2 lb, 1d6 damage, critical 18-20/x2, piercing)
Sap (1 gp, 2 lb, 1d6 damage, critical x2, bludgeoning, nonlethal)
Dagger (2 gp, 1 lb, 1d4 damage, range 10 ft., critical 19-20/x2, piercing or slashing)
Shortbow (30 gp, 2 lbs, 1d6 damage, range 60 ft., critical x3, piercing)
20 Arrows (1 gp, 3 lbs)
Belt Pouch
(1 gp, 0.5 lbs)
Backpack, Masterwork
(50 gp, 2 lbs)
Small Steel Mirror
(10 gp, 0.5 lbs)
Fishhook (1 sp, - lbs)
Tools, Thieves' (30 gp, 1 lbs)
String/Twine (1 cp, 0.5 lbs)
Sprig of Holly (divine focus) (-,-)
Mineral Prism (divine focus) (-,-)
Coins: 8 pp, 4 gp, 8 sp, 9 cp (0.5 lb) Gems and Other Wealth: None Equipment Value: 155.11 gp Total Wealth: 250 gp
Total Weight: 34.0 lbs Light Load: 0-43 lbs [11 (strength), Masterwork Backpack] Medium Load: 44-86 lbs Heavy Load: 87-130 lbs
Overhead Lift: 130 lbs [max x 1] Ground Lift: 260 lbs [max x 2] Push or Drag: 650 lbs [max x 5]
[/sblock][sblock=Appearance and Personality]Jhiv stands 6’2” tall and is slender as a reed. He is very nimble and gracefull in his movements. Jhiv is fairly easy to spot as his skin is
a rich blue color reminiscent of the deep oceans after a storm has passed and his hair is a darker inky blue shade of the night sky over the open sea. Jhiv has human features and a swimmers build with the exceptions of his ears being normal sized but with a slight fin shape to them and webbing of a paler blue color on his hands and feet that doesn’t quite reach the first knuckle.
Jhiv is fairly easygoing and tries not to let the depravities of others ruin his day. He has understood from an early age that the world is not fair and people often don’t get what they deserve so he tries to enjoy the simple pleasures in life when he can. Jhiv does not believe in a fixed fate but he does not spend much time planning out his future, rarely giving much thought to anything more than a few months down the road unless it is momentous. Jhiv believes that one should make the most out of today and the actions and choices before us now instead of worrying about a future that is as fickle as the seas. Jhiv rarely starts a fight unless provoked but will not hesitate to defend himself and his own if the need arises. [/sblock][sblock=Background]Joseph Gault is the son of Renet Gault, owner of Renet's Steel. Joseph has lived in town his whole life and works at his father's smithy as well as being a member of the town guard. Joseph is one of the few members of the town guard that does not dislike Wisslo as he believes that discipline is necessary to work and life. He stays disciplined at the smithy as well as when on guard duty, accepting the somewhat boring nature of the shifts as the price for peace and security in the town.[/sblock][sblock=Current Status]
Joseph Gault (Male human fighter 1)
LN medium humanoid (human)
Str 18 Dex 13 Con 13 Int 12 Wis 12 Cha 10
Key Skills Acrobatics -3, Bluff +0, Climb +4, Diplomacy +0, Escape Artist -3, Handle Animal +4, Heal +1, Intimidate +0, Knowledge (Any) +1, Knowledge (Dungeoneering) +5, Perception +1, Sense Motive +1, Stealth -3, Survival +5, Swim +4
Init +1 Spd 20 ft. Senses Normal vision (bright light); Perception +1
AC 16,
touch 11,
FF 15
HP 11/11
Temp HP 0
Fort +3
Ref +1
Will +1
CMB +5
CMD 16
Melee Attack greatsword +5 (2d6 + 6/19-20) [honed, +1 damage with first strike]
Melee Attack morningstar +5 (1d8 + 6)
Melee Attack dagger +5 (1d4 + 4/19-20) [honed, +1 damage with first strike]
Melee Attack sap +5 (1d6 + 4) [non-lethal]
Ranged Attack dagger (10 ft.) +2 (1d4 + 4/19-20) [honed, +1 damage with first strike]
Ranged Attack shortbow (60 ft.) +2 (1d6/x3)
-Arrows: 20/20
Currently Wielding Nothing (hands free)
Current Armor Scale Mail
Stowed on Person (Sheaths, straps, pockets, etc.) Greatsword, morningstar, dagger, dagger, sap, shortbow, 20 arrows, Belt Pouch, Belt Pouch
Stowed in Packs (Backpacks, belt pouches, saddle bags, etc.) Flint and Steel (Belt Pouch), Whetstone (Belt Pouch),
11 gp, 3 sp, 2 cp (Belt Pouch)
Current Encumbrance 55 lbs (light load)
Medium Load 100.01 lbs Heavy Load 200.01 lbs Max 300 lbs
Active Abilities
Combat Options: Charge (full round action), Power Attack (standard action), Cleave (standard action), Quick Draw (free action)
Combat Maneuvers: Bull Rush, Dirty Trick, Disarm, Drag, Grapple, Overrun, Reposition, Steal, Sunder, Trip
Current Effects and Conditions: Flat-footed[/sblock]