Pwyoolp "Morph" Ripplepond, slyth druid/vermin keeper
Pwyoolp "Morph" Ripplepond
Male Slyth Druid 5/ Vermin Keeper 2
Alignment: Neutral Good
Patron Deity: Chauntea
Region: Underdark (Fluvenilstra)
Height: 6' 1''
Weight: 189lbs
Hair: none
Eyes: pale yellow
Age: 44
Skin Tone: Orangy Brown
Str: 12 (+1) [6 points, -2 racial]
Dex: 12 (+1) [2 points, +2 racial]
Con: 14 (+2) [6 points]
Int: 12 (+1) [4 points]
Wis: 19 (+4) [10 points, +2 racial, +1 level 4]
Cha: 12 (+1) [4 points]
Class and Racial Abilities:
- Racial Abilities: -2 Str, +2 Dex, +2 Wis, +4 Escape Artist, +4 Disguise, +4 Survival;
- Alternate form (Su): standard action, amorphous form. cannot be flanked, immune to crits, cant attack or cast spells. fluid and boneless. Can remain in amorphous form for 10 min per level.;
- Water Breathing;
- Immunities: immune to polymorphing, poison;
- Resistances: sonic resistance 5;
- Animal Companion (Ex): Ping the dire bat;
- Nature Sense (Ex): +2 Knowledge (nature), Survival;
- Wild Empathy (Ex): improve the attitude of animals [roll 1d20+level(5)+cha(1)];
- Woodland Stride (Ex): move through any sort of natural undergrowth at normal speed, without taking damage;
- Trackless Step (Ex): leaves no trail and cannot be tracked;
- Resist Nature's Lure (Ex): +4 save vs. spell-like abilities of fey;
- Wild Shape (Su): 3/day turn into any small or medium animal, lasts 5 hours;
- Handle Vermin (Ex): use handle animal on vermin as well;
- Vermin Empathy (Ex): as Wild Empathy with vermin;
- Vermin Form (Small, Tiny) (Su): can use wild shape to assume the form of vermin.
Hit Dice: 7d8 + 14
HP: 70
AC: 26 (+1 Dex, +10 armor, +5 shield)
Init: +1 (+1 Dex)
Speed: 20ft (base 30ft.), 30 ft swim in amorphous shape
Saves:
- Fortitude +9 [+7 base, +2 Con]
- Reflex +2 [+1 base, +1 Dex]
- Will +13 [+7 base, +4 Wis, +2 Iron Will]
BAB: +4
Melee Atk: +5 (1d6/x2 quarterstaff) OR +6 (2d6/x2 shillelagh)
Ranged Atk: +5 (1d8/19-20/x2/80 ft./P, light crossbow)
Skills: (50sp, 10/5)
- Concentration +9 [7 ranks, +2 Con]
- Handle Animal +10 [9 ranks, +1 Cha]
- Heal +7 [3 ranks, +4 Wis]
- Knowledge (nature) +10 [9 ranks, +1 Int, +2 class]
- Listen +7 [3 ranks, +4 Wis]
- Spellcraft +4 [3 ranks, +1 Int]
- Spot +7 [3 ranks, +4 Wis]
- Survival +20 [10 ranks, +4 Wis, +4 racial, +2 class]
- Swim +4 [3 ranks, +1 Str]
- Escape Artist +5 [+1 Dex, +4 racial]
- Disguise +5 [+1 Cha, +4 racial]
Feats:
- Iron Will (1st)
- Track (3rd)
- Extra Wild Shape (6th)
Languages: Common, Undercommon, Sylvan
Spells per day - 6/5/4/3/2, base save DC 1d20+4
- 0th - detect magic, detect poison, light, resistance, cure minor wounds, create water.
- 1st - faerie fire, jump, longstrider, magic stone, shillelagh, speak with animals.
- 2nd - blindsight(UND), scent(MAG), summon swarm, soften earth and stone.
- 3rd - magic fang (greater), infestation of maggots(MAG), daylight.
- 4th - spike stones , flame strike
Equipment:36000gp
- Dragonhide Plate +2 7,300gp
- Darkwood Shield +3 9,257gp
- 2 Wands of Cure Light Wounds(50) 1,500gp
- Daylight Pellet(UND) 750gp
- Figurine of Wonderous Power (Jasper Spider)(UND) 5,000gp
- The Darkhidden(MAG) 6,700gp
- 2 Amber Amulets of Vermin(MAG) 1,400gp
- Scorpion's Sting(see below) 1,900gp
- Handy Haversack 2,000gp
- Bedroll 5sp
- Backpack 2gp
- Waterskin 1gp
- Silver Dagger 10gp
- Belt pouch 1gp
- Flint and Steel 1gp
- Grappling Hook 1gp
- Rope, silk (50)ft 10gp
- Signal whistle 8sp
- 2 torches 2sp
- light crossbow 35gp
- 20 crossbow bolts 2gp
- Quarterstaff 0gp
Money
128gp 5sp
Scorpion's Sting:
Keyed Spell Item of
snakebite(MAG). Enhancements: Appearance (arm changes into a scorpion's stinger instead of a snake), Duration (doubled). Scarlet ring worn on the left hand features 3 small pieces of inset amber. Faint Transmutation; CL 5th; Craft Rod,
snakebite; Price: 1,900gp
Ping, dire bat: Large animal; HD 4d8+12: hp 30; Init +6; Spd 20ft. 40 ft. fly (good); AC 20, touch 15, flat-footed 14; Base Atk +3; Grp +10; Atk +5 melee (1d8+4); Space/Reach 10ft./5ft.; SQ Blindsense 40ft.; AL N; SV Fort +7, Ref +10, Will +6; Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6.
Skills and Feats: Hide +4, Listen +12*, Move Silently +11, Spot +8*; Alertness, Stealthy
Blindsense (Ex): A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.
Skills: Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
Appearance: Morph is a orangy-brown pile of goo, in humanoid form though he appears to be a large male humanoid with the same color skin. His features are very soft and rounded, looking a little like moulded clay. He is completely bald and has pale yellow eyes. He usually wears his black dragon plate armor and carries his shield slung over his back. His staff in hand he always wears his two rings. Outside large Underdark communities he is joined by his companion Ping, the dire bat.
Personality: Morph is a quiet good-natured individual who enjoys the company on insects and animals more than that of people. He is very in tune with the natural environment of the Underdark and does what he can to help the plants and animals survive. He also takes time to instruct communities on how to grow sustainable crops and maintain a balance with nature.
Background: Having welled up from the life pool of the Slyth, Morph set out on his own to commune with the natural surroundings. He spent most of his time speaking with the animals and insects and even the plants.
After a time he met a young svirfneblin community who were having trouble with the mushroom crops which they subsisted on. The plants were often plagued by draughts and sometimes even insects. Morph joined a group of the towns best and went in search of the problem.
They soon found that a group of drow had been poisoning the mushrooms to bring about starvation, hoping to make the community ripe for invasion. Morph and the others were able to defeat the small number of drow, but not without loss of life. Two of the deep gnomes fell to the malicious elves. Pained by the loss of his friends, Morph did his best to help heal the community. He taught them how to care for the plants and get the make the most of their small water supply.
After a time however he felt that he needed to move on, that the community was in good shape and he still felt like an outsider among them. He has spent the last few years wandering the Underdark looking for people to help.