BudroThePious
First Post
Assuming that nothing more happens out of the ordinary, Jhiv gets up and reports for duty on deck on time and well rested.[sblock=Current Status]Jhiv Viratek (Male undine druid/rogue 1)
N medium outsider (native, aquatic [amphibious])
Str 11 Dex 18 Con 10 Int 12 Wis 18 Cha 14
Key Skills Acrobatics +10, Bluff +2, Climb +6, Diplomacy +6, Escape Artist +4, Heal +4, Intimidate +2, Knowledge (Any) +1, Knowledge (Local) +5, Perception +9, Profession (Sailor) +9, Sense Motive +4, Stealth +8, Survival +10, Swim +15
Init +4 Spd 30 ft., Swim 30 ft. Senses Darkvision (normal light); Perception +9
AC 14, touch 14, FF 10 HP 8/8 Temp HP 0
Fort +2 Ref +6 Will +6 CMB +0 CMD 14
Hero Points 1/3
Melee Attack Unarmed Strike +4 (1d3/x2) [nonlethal]
Currently Wielding Nothing (hands free)
Current Armor None (Explorer's Outfit)
Stowed on Person (Sheaths, Straps, Pockets, etc.) [8 pp, 4 gp, 20 sp, 9 cp], Sprig of Holly, Mineral Prism, Footlocker Key
Stowed in Packs (Backpacks, Belt Pouches, Saddle Bags, etc.) Belt Pouch (Nothing)
Stored (Footlockers, etc.) Leather Armor, Rapier, Sap, Dagger, Arrows (20), Backpack (Masterwork), Mirror (Small Steel), Fishhook, Thieves' Tools, Twine (50 ft.)
Current Encumbrance 9 lbs (light load) Medium Load 39 lbs Heavy Load 77 lbs Max 115 lbs
Active Abilities
1st-Level Spells: 1/1 (Cure Light Wounds/Obscuring Mist), 1/1 (Remove Sickness/Obscuring Mist), 1/1 (Obscuring Mist)
Cantrips: ~/~ (Create Water, Purify Food and Drink, Mending)
Spell-like Abilities: 7/7 Storm Burst
Combat Options: Charge (full round action), Sneak Attack (+1d6)
Combat Maneuvers: Bull Rush, Dirty Trick, Disarm (Weapon Finesse), Drag, Grapple, Overrun, Reposition, Steal, Sunder (Weapon Finesse), Trip (Weapon Finesse)
Defensive Abilities
Resistances: Cold Resistance 5 (racial)
Situational Modifiers
Shackles Seafarer, Fast Healing 2 (Hydrated Vitality)
Current Effects and Conditions: Flat-footed[/sblock]
N medium outsider (native, aquatic [amphibious])
Str 11 Dex 18 Con 10 Int 12 Wis 18 Cha 14
Key Skills Acrobatics +10, Bluff +2, Climb +6, Diplomacy +6, Escape Artist +4, Heal +4, Intimidate +2, Knowledge (Any) +1, Knowledge (Local) +5, Perception +9, Profession (Sailor) +9, Sense Motive +4, Stealth +8, Survival +10, Swim +15
Init +4 Spd 30 ft., Swim 30 ft. Senses Darkvision (normal light); Perception +9
AC 14, touch 14, FF 10 HP 8/8 Temp HP 0
Fort +2 Ref +6 Will +6 CMB +0 CMD 14
Hero Points 1/3
Melee Attack Unarmed Strike +4 (1d3/x2) [nonlethal]
Currently Wielding Nothing (hands free)
Current Armor None (Explorer's Outfit)
Stowed on Person (Sheaths, Straps, Pockets, etc.) [8 pp, 4 gp, 20 sp, 9 cp], Sprig of Holly, Mineral Prism, Footlocker Key
Stowed in Packs (Backpacks, Belt Pouches, Saddle Bags, etc.) Belt Pouch (Nothing)
Stored (Footlockers, etc.) Leather Armor, Rapier, Sap, Dagger, Arrows (20), Backpack (Masterwork), Mirror (Small Steel), Fishhook, Thieves' Tools, Twine (50 ft.)
Current Encumbrance 9 lbs (light load) Medium Load 39 lbs Heavy Load 77 lbs Max 115 lbs
Active Abilities
1st-Level Spells: 1/1 (Cure Light Wounds/Obscuring Mist), 1/1 (Remove Sickness/Obscuring Mist), 1/1 (Obscuring Mist)
Cantrips: ~/~ (Create Water, Purify Food and Drink, Mending)
Spell-like Abilities: 7/7 Storm Burst
Combat Options: Charge (full round action), Sneak Attack (+1d6)
Combat Maneuvers: Bull Rush, Dirty Trick, Disarm (Weapon Finesse), Drag, Grapple, Overrun, Reposition, Steal, Sunder (Weapon Finesse), Trip (Weapon Finesse)
Defensive Abilities
Resistances: Cold Resistance 5 (racial)
Situational Modifiers
Shackles Seafarer, Fast Healing 2 (Hydrated Vitality)
Current Effects and Conditions: Flat-footed[/sblock]