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Ħraan, the Kraken - Human Lookout, Gestalt Monk,Druid


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Main Sheet: Ħraan Evermeer
Second Sheet: The Kraken

Basics:
Name: Ħraan Evermeer, Daughter of Peleus and Ronove
Gender: Female
Race: Human (Nationality: Rodanese)
Classes: Monk 9 / Druid 9
Alignment: LN

Deity: Kanaloa
Role: Lookout, Runner, Tank, Healer, Support

Office: Lookout, Quartermaster, Doctor, Chaplain, Windmaster; Order of preference: left to right

Physical Description:

A moderately tall woman, with untamable, salt-strewn brunette hair. She carries herself as much like a dancer as a warrior, and her muscles are lithe and toned over bulging. She has an odd complexion, one that can't solely be attributed to her foreign nationality; her skin is a touch darker than the native Anderoni, even with the sailor's tan, and her features sit differently on her face.

Her clothes, though comfortable, are of the cheaper variety. There are no obvious weapons on her person, nor does she carry any sort of armour, but her hands and arms are visibly calloused up to her elbows where they are obscured by her sleeves. She has a number of postures that she unconsciously falls into, and all of them are confident and brazen.

Personality:

I'm hoping most of this will come out in the Purple Dolphin Inn, as it solidifies in my mind. Still, there are a few key considerations:

  • Carefree: Even as her past looms over her shoulder, she doesn't let it stop her from having a good time and enjoying her freedom.
  • Lawful: Under her quite chaotic surface lies an iron discipline, a desire for structure, and a deep loyalty to those she gives it to. Her desire for space and freedom was not to escape from lawful society, merely a want for more space. Her pirate years weren't driven by a distaste for community; instead, she had given her loyalty to a much smaller community, that of her cult.
  • Sharp: With several years of intense training, Ħraan's discipline and iron will has given her complete control of herself. She tends to prefer action over discussion, making decisions almost spontaneously. She has a dry wit that she ruthlessly abuses, but all with good humour.
  • Neutral: She's far from a good person, but she's definitely not evil. She's the smart kid with a good future who fell in with the wrong crowd and stuck with them out of loyalty and faith; no matter what, she never truly became one of them. She's friendly and cares deeply about those that are close to her, although she wouldn't give overly of herself for people beyond her little bubble.

Background:

Ħraan was born to a wealthy family in the middle of Rodana, a hundred leagues from the nearest ocean port. While her older siblings were being apprenticed in the family duties, Ħraan was sent to Altimacara, the most expensive library and Mage's College in central Rodana, with instructions to learn whatever she could to advance her family further into the upper echelons of the empire.

Ħraan quickly discovered how boring Magecraft really was; the lessons were dull and slow as she outpaced her classmates, the rooms were small and stuffy, and the daunting 25 year syllabus made her despair of ever actually doing anything with her life. She filled her time restoring and translating old scrolls, many of which detailed some form of physical magic and exercise regime; something new, that her instructors couldn't ruin with their dull droning voices.

Ħraan was only at Altimacara for a few months before she fell into the 'wrong crowd'. A few clerics of Kanaloa had come to the college to study water magic, and she instantly fell in love with their descriptions of the wide ocean, the freedom of travel and the rigid rules you have to follow to survive. It wasn't long before she escaped, smuggled away to who cares where to pursue her new dream with her new friends.

She travelled a lot over the next few years, mostly aboard 'The Sunken Squid' with a crew of Kanaloa priests. They were pirates in every sense of the word, unbeholden to the Rodanese Empire, sailing through Iverinian and Anderoni waters alike. It was easy enough to avoid facing the consequences of their actions, easy enough to avoid capture and imprisonment, until suddenly it wasn't. Left without a crew, stranded in Andaron, she heard rumour of a recruiting opportunity aboard the infamous Swift Vengeance; ironically not her first encounter with this particular ship. With little other choice and only 5 gp to her name, she set course for the Purple Dragon Inn with all of her not-inconsiderable speed.

 

Kanaloa
Intermediate/Greater deity
God of The Ocean, Sealife, Magic and the Underworld
Iconography: A dark squid or octopus

 

 

Edited by Arbuthnott (see edit history)
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19 Points: 15 in purchasing spells, 4 in stats

 

Stats:
Str 14, Dex 15, Con 18, Int 18, Wis 24, Cha 10
45 Point buy: 12, 13, 16, 16, 18, 8; +2 each per level, +4 Wis by equipment

 

Details:
HP: 108; AC: 28; BAB: +9/+9; Speed: 70 ft.
-Defense Bonus: +8; Unarmoured AC Bonus: +8
Fortitude: 10; Reflex: 8; Will: 13; +2 vs enchantment; +4 vs Fey
-Immune to Poison and Disease; Improved Evasion
Unarmed Strike: +11 to hit, 2d6+7 damage 2/rd+Flurry of Blows
Slow fall 40 ft.; Rage 2/day; Wild Shape 5/day; Draconic Fist 9/day; Stunning Fist 9/day; Heal 18 HP/day
Cannot be tracked; Pass through underwater difficult terrain with ease
 

Languages:
Rodanese, Druidic; Anderoni, Iverinan, Aquan, Runic (Draconic, read only)

 

Contacts:
Influence Contacts:
Captain Avamire, commander of The Sunken Squid and high druid of the cult of Kanaloa. Currently locked up in a Anderoni prison, but it's amazing how much influence you can retain behind bars.
Skill Contacts:
Gerard Jubilee
, a Rodanese smuggler operating in Anderoni waters. He was the one who got me away from Altimacara, and I had regular dealings with him while aboard The Sunken Squid.

 

Alternate Class Features:
Druidic Avenger: Replace animal companion (and debuff to wild empathy) for bonus speed and Rage 2/day
Aquatic Druid: Replace woodland stride with an equivalent in difficult aquatic terrain
Draconic Fist: Replace 1st lvl monk feat with swift action +2d6 electric dmg to the next unarmed attack 9/day

 

Feats:
Storm Magic
Natural Spell
Fast Wild Shape
Swift Wild Shape
Extra Wild Shapes
Aquatic Breath
Improved Natural Weapon: Tentacle
Weapon Focus: Tentacle
Multigrab (Unqualified until Wild Shape)
Greater Multigrab (Unqualified until Wild Shape)
Rock Hurling (Only when Large or above)
Weapon Finesse
Power Attack
Bonus
Improved Unarmed Strike
Superior Unarmed Strike
Improved Grapple
Deflect Missiles
Snatch Missiles
Combat Reflexes
Stunning Fist
Improved Rock Hurling
Throw Ally
Throw Enemy
Weapon Specialisation: Tentacle
Cleave
Great Cleave
Improved Bull Rush
Improved Overrun
Improved Sunder

Skill Tricks: 10/144
Clarity of Vision
Extreme Leap
Quick Swimmer
Speedy Ascent
Walk the Walls
 

Skill Ranks Purchased: 134/144
Balance 12
Bluff 5 (10 points)
Climb 12
Handle Animal 5
Heal 8
Hide 5
Jump 12
Knowledge (arcana) 5
Knowledge (nature) 5
Move Silently 5
Perform (dance) 5 (10 points)
Spellcraft 5
Spot 12
Swim 12
Tumble 12
Use Rope 2 (4 points)
 

Skills:

Appraise Int NCS 4
Balance Dex CS 16
Bluff Cha NCS 5
Climb Str CS 14
Concentration Con CS 4
Craft (none) Int CS 0
Decipher Script Int NCS 4
Diplomacy Cha CS 2
Disable Device Int NCS 4
Disguise Cha NCS 2
Escape Artist Dex CS 2
Forgery Int NCS 4
Gather Information Cha NCS 0
Handle Animal Cha CS 5
Heal Wis CS 15
Hide Dex CS 7
Intimidate Cha CS 2
Jump Str CS 39
Knowledge (Arcana) Int CS 9
Knowledge (Nature) Int CS 11
Knowledge (Religion) Int CS 4
Listen Wis CS 7
Move Silently Dex CS 7
Open Lock Dex NCS 2
Perform (Dance) Cha CS 5
Profession (none) Int CS 0
Ride Dex CS 4
Search Int CS 4
Sense Motive Wis CS 7
Sleight of Hand Dex NCS 4
Spellcraft Int CS 11
Spot Wis CS 19
Survival Wis CS 11
Swim Str CS 14
Tumble Dex CS 16
Use Magic Device Cha NCS 2
Use Rope Dex NCS 4

 

Equipment:
On Body:
Head:
Face:
Neck: Periapt of Wisdom +4 (Wilding clasp) 16,000 + 4,000 gp
Body: Loose shirt and vest
Waist: Belt of Battle (Wilding clasp) 12,000 + 4,000 gp
Legs: Loose breeches
Feet: Sandals
Arms:
Hands:
Fingers:
 

Periapt of Wisdom +4 (DMG)

Belt of Battle (MIC)

Wilding Clasp (MIC)

Edited by Arbuthnott (see edit history)
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Spell List: (the spell page in Sheets is too small, so I'll reserve that for spells memorised.

0 level 1st level 2nd level 3rd level 4th level 5th level
           
Create Water Animate Fire (Sc) Align Fang Affliction Air Walk Animal Growth
Cure Minor Wounds (Stabilize) Animate Water Animal Messenger Air Breathing Antiplant Shell Atonement
Dawn Animate Wood Animal Trance Align Fang, Mass Arc of Lightning Awaken
Detect Magic Aquatic Escape Animalistic Power Alter Fortune Bite of the Wereboar Baleful Polymorph
Detect Poison Aspect of the Wolf Animate Fire (CAr) Arctic Haze Blast of Sand Binding Winds
Flare Aura Against Flame Avoid Planar Effects Attune Form Blight Bite of the Weretiger
Guidance Babau Slime Balancing Lorecall Aura of Cold, Lesser Blinding Beauty Blackwater Tentacle
Know Direction Beast Claws Barkskin Beast Claws Blindsight, Greater Bleed
Light Beastland Ferocity Bear's Endurance Binding Snow Boreal Wind Blizzard
Mending Beget Bogun Binding Winds Bite of the Werewolf Bottle of Smoke Blood Creepers
Purify Food and Drink Blockade Bite of the Wererat Blindsight Burrow, Mass Call Avalanche
Read Magic Breath of the Jungle Blackrot Bottle of Smoke Call of Stone Call Lightning Storm
Resistance Buoyant Lifting Blinding Spittle Call Lightning Camouflage, Mass Choking Sands
Virtue Calm Animals Blood Frenzy Capricious Zephyr Chain of Eyes Cloak of the Sea
  Camouflage Blood Snow Charge of the Triceratops Command Plants Cold Snap
  Charm Animal Body of the Sun Circle Dance Contagious Touch Commune with Nature
  Claws of the Bear Body Ward Column of Ice Contingent Energy Resistance Conjure Ice Beast V
  Climb Walls Brambles Conjure Ice Beast III Conjure Ice Beast IV Contagion, Mass
  Climbing Tree Branch to Branch Contagion Control Currents Control Winds
  Cloak of Shade Briar Web Control Sand Control Water Cure Critical Wounds
  Cloudburst (Sc) Brumal Stiffening Control Temperature Creeping Cold, Greater Dance of the Unicorn
  Cold Fire Bull's Strength Corona of Cold Cure Serious Wounds Dancing Web
  Conjure Ice Beast I Burrow Creaking Cacophony Dispel Magic Death Ward
  Crabwalk Camouflage, Mass Crown of Clarity Dispel Water Dire Hunger
  Crunchy Snow Cat's Grace Crumble Energy Vortex Echo Skull
  Cure Light Wounds Chameleon Cure Moderate Wounds Enhance Wild Shape Energetic Healing
  Deep Breath Chill Metal Daylight Essence of the Raptor Fireward
  Delay Disease Cloud Wings Dehydrate Eye of the Hurricane Flaywind Burst
  Detect Animals or Plants Cloudburst (CD) Diminish Plants Flame Strike Flesh to Salt
  Detect Snares and Pits Conjure Ice Beast II Dominate Animal Forestfold Flowsight
  Ease of Breath Conjure Ice Object Downdraft Freedom of Mevement Fuse Sand
  Endure Elements Countermoon Energize Potion Freeze Armour Hallow
  Enrage Animal Creeping Cold Energy Vortex Frostfell Slide Heal Animal Companion
  Entangle Daggerspell Stance Entangling Staff Giant Vermin Heart of Fire
  Eyes of the Avoral Decomposition Evard's Menacing Tentacles Healing Spirit Hibernate
  Faerie Fire Delay Poison Favourable Wind Heart of Earth Ice Flowers
  Foundation of Fire Desiccate Fire Wings Hibernal Healing Ice Shield
  Goodberry Divine Presence Fly, Swift Ice Storm Inferno
  Hawkeye Drifts of the Shalm Forest Eyes Iconic Manifestation Insect Plague
  Healthful Rest Earthbind Forest Voice Jaws of the Wold Jungle's Rapture
  Hide from Animals Earthen Grace Forestfold Land Womb Longstrider, Mass
  Horrible Taste Earthfast Giant's Wrath Languor Magic Convalescence
  Ice Skate Easy Trail Girallon's Blessing Last Breath Mantle of the Icy Soul
  Impede Sun's Brilliance Embrace the Wild Haboob Lay of the Land Memory Rot
  Invisibility to Animals Estanna's Stew Heart of Water Magic Fang, Superior Owl's Insight
  Ivory Flesh Evergreen Heatstroke Meteoric Strike Panacea
  Jump Fins to Feet Hypothermia Miasma of Entropy Pass through Ice
  Kuo-toa Skin Fire Trap Icelance Moon Bolt Phantom Stag
  Locate Water Flame Blade Ice Shape Murderous Mist Plant Body
  Longstrider Flaming Sphere Infestation of Maggots Perinarch Poison Thorns
  Low-Light Vision Flash Freeze Jagged Tooth Planar Tolerance Quill Blast
  Magic Fang Fog Cloud Junglerazer Poison Vines Radiance
  Magic Stone Freedom of Breath Lion's Charge Reincarnate Rejuvenation Cocoon
  Obscuring Mist Frost Breath Magic Fang, Greater Renewed Vigor Seed of Life
  Omen of Peril Frost Weapon Meld into Ice Repel Vermin Sirine's Grace
  Pass Without Trace Gust of Wind Meld into Stone Resistance, Greater Sleep Mote
  Produce Flame Halo of Sand Nature's Balance Rushing Waters Spear of Valarian
  Quickswim Healing Lorecall Nature's Favour Rusting Grasp Stone Shape, Greater
  Raging Flame Healing Sting Nature's Rampart Sandform Stoneskin
  Ram's Might Heart of Air Neutralize Poison Scrying Summon Desert Ally V
  Rapid Burrowing Heartfire Plant Growth Searing Exposure Summon Nature's Ally V
  Raptor's Sight Heat Metal Poison Shadowblast Swamp Stride
  Remove Scent Hold Animal Prickling Torment Sheltered Vitality Transformation of the Deeps
  Resist Planar Alignment Hydrate Primal Form Skin of the Cactus Transmute Mud to Rock
  Sandblast Interfaith Blessing Protection from Elements Slipsand Transmute Sand to Glass
  Shillelagh Jaws of the Moray Protection from Energy Spark of Life Transmute Sand to Stone
  Silvered Claws Kelpstrand Quench Spike Stones Transmute Stone to Sand
  Slow Burn Linked Perception Quillfire Stars of Arvandor Tree Stride
  Snake's Swiftness Listening Lorecall Remove Disease Starvation Unhallow
  Snowdrift Local Tremor Resist Energy, Mass Sudden Stalagmite Unicorn Blood
  Snowshoes Mark of the Outcast Rusted Blade Summon Desert Ally IV Vigor, Greater
  Snowsight Master of Air Scales of the Sealord Summon Elementite Swarm Wall of Coldfire
  Speak with Animals Metal Fang Sink Summon Nature's Ally IV Wall of Fire
  Spore Field Mountain Stance Sleet Storm Surefooted Stride, Mass Wall of Sand
  Summon Desert Ally I Nature's Favour Snakebite Swim, Mass Wall of Thorns
  Summon Nature's Ally I Numbing Sphere Snare Thalassemia Wind Tunnel
  Sunstroke Obscuring Snow Snowshoes, Mass Vortex of Teeth Wood Rot
  Surefooted Stride One with the Land Soul of the Waste Wake Trailing  
 

Thunderhead

Owl's Wisdom Speak with Plants Wall of Salt  
  Traveler's Mount Peaceful Serenity of Io Spiderskin Wall of Sand  
  Updraft Pressure Sphere Spike Growth Wall of Water  
  Vigour, Lesser Protection from Dessication Spikes Wild Runner  
  Vine Strike Reduce Animal Spiritjaws Wind At Back  
  Wall of Smoke Remove Addiction Standing Wave Wings of Air, Greater  
  Waste Strider Resist Energy Stone Shape Wood Rot  
  Webfoot Restoration, Lesser Storm Mote    
  Winged Watcher Saltray Summon Desert Ally III    
  Wings of the Sea Scent Summon Nature's Ally III    
  Winter Chill Scimitar of Sand Thornskin    
  Wood Wose Share Husk Thunderous Roar    
    Smoke Stairs Treasure Scent    
    Snake's Swiftness, Mass Tremor    
    Snow Walk Unicorn Horn    
    Soften Earth and Stone Vigor    
    Soul Ward Vigor, Mass Lesser    
    Spider Climb Vine Mine    
    Splinterbolt Walk the Mountain's Path    
    Summon Desert Ally II Wall of Vermin    
    Summon Dire Hawk Water Breathing    
    Summon Nature's Ally II Weather Eye    
    Summon Swarm Whispering Sand    
    Swim Wind Wall    
    Tern's Persistence Winter's Embrace    
    Thaw      
    Thin Air      
    Tiger's Tooth      
    Tojanida Sight      
    Train Animal      
    Tree Shape      
    Urchin's Spines      
    Warp Wood      
    Wings of Air      
    Winter's Embrace      
    Wood Shape      
    Woodland Veil      
    Wracking Touch      
    Zone of Glacial Cold      

 

Edited by Arbuthnott (see edit history)
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I kind of prefer to see things in a thread rather than on an often hard-to-read sheet, so your second post is a good idea. I will think about what is the minimum that must go in each place. For example, the sheet needs to have enough for generating a statblock.

Some kind of "officer" position is essential for treasure distribution but we can invent one suited to your character concept. For example one person proposed a Sea Speaker position. Once again I will need to clarify this somewhere.

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Awesome. I prefer having the sheet be on a thread as well, although I try to have a traditional sheet for completeness. I'll probably update both as the game goes on. Is there anything obvious you think I've forgotten to include?

I've revised my position on the Officer; left my preferred position, and included the rest I'd happily fill. I've also included a brief description of her Deity, the Hawaiian god of the ocean; let me know if you need more on that. Otherwise, I just need that last darn feat and a few sentences about her personality and then I'm complete.

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Glossary of Useful Nautical Terms:

Bow: The front of the ship
Freeboard: The height between sea level and a ship's deck
Hull: The main body of the ship
Port: The left side of the ship
Starboard: The right side of the ship
Stern: The rear of the ship

 

Prep for Level 10

Points:
1 for Feats, Save 1

Feats:
Battle Jump

Improved Critical
Pharoah's Fist (Only when Str is 15 or higher)
Track

 

Questions for dalamb if I get in

  • Owl's Insight notably does not specify that it doesn't grant additional spell slots, the way Owl's Wisdom does. If this 5th level spell does provide me with additional spells, how do I determine what spells fill those slots? Do I assign them upon gaining them?
  • Does Animal Growth work on a druid wildshaped into an animal? The spell doesn't mention the subject needing the [animal] subtybe, only that it must be cast upon an animal.
  • How does a giant octopus' Constrict ability interact with Animal Growth, Improved Unarmed Strike, Improved Natural Weapon: Tenticle and Weapon Specialisation: Tenticle? Similarly, do INW:T and WS:T affect grapple checks?
  • What are the rules around healing quickly using Swift Wild Shape to expend wild shape charges?
Edited by Arbuthnott (see edit history)
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  • 2 weeks later...

I haven't seen any problems. If you consider it complete, could you add a prefix (edit the first post, add complete tag, select it from the prefix dropdown list)?

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  • 2 weeks later...

If you’re accepted, we’ll need to work out a bit more about Kanaloa; are they from a supplement I didn’t list (not necessarily a problem).

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Posted (edited)

Hooo boy, I misremembered that.

For context, you said you weren't interested in creating new lore for deities and I asked if you'd be willing to open the game up to real world deities from established mythology and all the lore that comes with them. I could have sworn you answered with a yes, but looking back I 100% assumed that and it was missed. Kanaloa is the god of The Sea, Magic and the Underworld in old Hawaiian mythology.

More than happy changing that to some other less well known water God. Ulutiu (frostburn) might work, although I'd need to work out why a pirate cult would follow him. Yeathan (stormwrack) makes more sense, but his alignment is more than 1 step away from mine... @dalamb If you're unhappy with Kanaloa, let me know and I'll rearrange things into something suitable

Edited by Arbuthnott (see edit history)
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