The Golarion Gambit
Half-elf Druid and Sailor
Male half-elf druid (aquatic druid) 3 (Pathfinder RPG Advanced Player’s Guide 98)
LN Medium humanoid (elf, human)
Init + 2 (+ 3 in aquatic terrain); Senses low-light vision; Perception + 9 (+ 10 in aquatic terrain)
AC 15, touch 12, flat-footed 13 (+ 3 armor, + 2 Dex)
hp 24 (3d8+ 6)
Fort + 5, Ref + 3, Will + 5; + 2 vs. enchantments
Speed 30 ft., swim 15 ft.
Melee scimitar + 4 (1d6+ 2/18-20) or
spear + 4 (1d8+ 3/×3) or
unarmed strike + 4 (1d3+ 2 nonlethal)
Domain Spell-Like Abilities (CL 3rd; concentration + 5)
5/day—icicle (1d6+ 1 cold)
Druid (Aquatic Druid) Spells Prepared (CL 3rd; concentration + 5)
2nd—barkskin, cat’s grace, fog cloudD
1st—entangle (DC 13), entangle (DC 13), obscuring mistD, touch of the seaAPG (DC 13)
0 (at will)—know direction, light, sparkAPG (DC 12), stabilize
D Domain spell; Domain Water domain
Str 14, Dex 14, Con 12, Int 10, Wis 15, Cha 10
Base Atk + 2; CMB + 4; CMD 16
Feats Amateur SwashbucklerACG, Arcane Armor Training
Traits resilient, touched by the sea
Skills Climb + 5, Handle Animal + 4, Heal + 6, Knowledge (geography) + 4 (+ 5 in aquatic terrain), Knowledge (nature) + 6, Linguistics + 1, Perception + 9 (+ 10 in aquatic terrain), Profession (sailor) + 6, Spellcraft + 4, Stealth + 1 (+ 2 in aquatic terrain), Survival + 8 (+ 9 in aquatic terrain, + 10 to avoid becoming lost when using this), Swim + 19 (+ 20 in aquatic terrain); Racial Modifiers + 2 Perception, + 4 Swim, derring-do, water child
Languages Common, Druidic, Elven, Gnome
SQ aquatic adaptation, elf blood, nature bond (Water domain), nature sense, wild empathy + 3
Combat Gear potion of cure light wounds; Other Gear wooden armorAPG, scimitar, spear, backpack, bedroll, belt pouch, compassAPG, flint and steel, hemp rope (50 ft.), pot, soap, torch (10), trail rations (5), waterskin, whetstone
Icicle 1d6+ 1 cold (5/day) (Sp) – 0/5
Panache Pool (1/day) – 0/1
Potion of cure light wounds – 0/1
Spear – 0/1
Torch – 0/10
Trail rations – 0/5
Amateur Swashbuckler Although you are not a swashbuckler, you have and can use panache.
Aquatic Adaptation (+ 1) (Ex) Initiative checks and Knowledge (geography), Perception, Stealth, Survival, and
Swim checks in aquatic terrain.
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Deed: Derring-Do (Ex) Spend 1 panache to add 1d6 when making Escape Artist, Fly, Ride, or Swim check.
Druid (Aquatic Druid) Domain (Water) Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities – Sleep You are immune to magic sleep effects.
Icicle 1d6+ 1 cold (5/day) (Sp) As a standard action, ranged touch attack deals cold dam to foe in 30 ft.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a + 2 bonus on Knowledge (nature) and Survival checks.
Swim (15 feet) You have a Swim speed.
Water Child You may always take 10 on Swim checks.
Wild Empathy + 3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Marlin Nightwater has always felt more comfortable on or in the ocean than on land.
Since he could remember, Marlin was drawn to the ocean. Growing up, he became a druid and grew to learn about the mysterious powers of water. So naturally, he became a professional sailor.
Having served aboard a few ships in the Inner Sea, Marlin found himself in Port Peril in The Shackles after leaving his last ship. While in the port city, he made his way to the Formidably Maid, a well-known tavern highly recommended by his former shipmates.
Upon entering the tavern, he was lucky enough to find an empty table where he had a vantage view of a pit fight between a half-orc and a human was underway.
Later two sailors asked if he would share his table with them. He generously agreed to which they offered to buy him a few rounds of spiced rum.
The next morning, he found himself pressed into service aboard the pirate ship, Wormwood.