Mermaid

Immana Arvina's page

58 posts. Alias of theasl.


Full Name

Immana Arvina

Race

Undine [ HP: 20/20 | AC: 17 (TAC: 15, FFAC: 12) | CMB: +2, CMD: 15 | Fort: +5, Ref: +6, Will: +1 | Init: +3 | Perception +6 ]

Classes/Levels

Water Dancer UnMonk 2 [ Speed 30 ft | Hydrated Vitality: 1/1 | Nereid Fascination: 1/1 | Burn: 0/5 | Waveblade +5/1d6; Unarmed Strike +5/1d6; Water Blast +5/1d6+1+2 | Active conditions: none ]

Gender

F

Size

Medium

Age

92

Alignment

LN

Deity

Hanspur

Languages

Common, Aquan, Sylvan, Hallit

Homepage URL

Mythweavers sheet

Strength 10
Dexterity 16
Constitution 14
Intelligence 13
Wisdom 12
Charisma 14

About Immana Arvina

Creation Rules:
20 point buy, 60 starting gp (max), background skills, basic feat tax
Background and Description:
Immana is one of the growing number of undines born in the vicinity of the strange half-submerged city of Outsea in the River Kingdoms. Despite her watery heritage, Immana came from a mostly human family, and as such was classified as a landlubber. Resenting her second-class status in a city of people that seemed to be just like her, Immana left as soon as her family let her - which, being a longer-lived undine, was much earlier than she should have. Still very much a child despite her siblings' maturity, Immana wandered the rivers for a while, somehow managing to avoid too much trouble, before making it to the Stolen Lands. There, feeling compelled to follow a stream deep in the forest, she came to a large pond next to an austere but large hut. From this pond emerged several creatures whose beauty dazzled Immana - several nereids, followed by a frazzled-looking naiad. Instead of drowning the girl, though, the nereids decided to shelter and raise her, to the relief of the friendly naiad. As it turned out, the hut housed a little-known school of martial arts, whose followers trained in the water fey's ways. Immana was initiated as soon as she grew enough, and proved to be a quick study, combining her natural gifts with those of the fey.

Over the next few decades, Immana trained with the nereids and their few disciples in near isolation, with few followers coming and leaving. She had never thought of leaving, with any who would remember her in Outsea likely gone. However, news of the outside world still makes its ways to even the darkest nooks and crannies, and the new rulers of the Stolen Lands didn't escape their notice - and nor did their little forest enclave escape theirs. The kingdom sent a carefully-chosen envoy to the school with gifts and a promise to protect their turf and not meddle in their affairs. In return, the nereids assigned Immana, their most distinguished pupil, to assist the kingdom, should they need her help. And so, Immana found herself with a new group of adventurers, setting off to clear what the heroes of the Stolen Lands were too busy to finish themselves...

Living alongside nereids has forced Immana and her fellow disciples to be extremely careful with their words and actions, lest the capricious fey decide that they should be lunch. This, along with the discipline needed to learn the ways of the nereids, means that she isn't used to expressing herself in a way that's easily understandable by outsiders. Leaving the nereids, however, has allowed Immana to come out of her shell a little, sometimes exposing a more cheerful and playful inner persona.

Immana looks somewhat more human than many of her kin, but it's still clear on a glance where her ancestry lies, with fins sprouting out of her face and a distinctly blue-green hue covering most of her body. Immana tends to be rather expressionless, with a severe look almost always on her face, but moves with a somewhat strange but somewhat captivating sense of grace. She travels light, wearing little and carrying only what she needs to get along - which isn't much.

Statistics and Skills:
F Water Dancer (modified) Unchained Monk 1
LN Medium Outsider (native)

Languages Common, Aquan, Sylvan, Hallit

HP 20/20 Initiative +3 Speed walk 30 ft swim 30 ft Senses darkvision, perception +6

STR 10(+0) DEX 16(+3) CON 14(+2) INT 13(+1) WIS 12(+1) CHA 14(+2)

Acrobatics +8 Knowledge (Geography) +2 Knowledge (History) +6 Knowledge (Nature) +7 Knowledge (Religion) +5 Linguistics +2 Perception +6 Sense Motive +6 Stealth +8 Swim +4

Offense:
BAB +2 Melee +2 Ranged +5 CMB +2

Weapons
Waveblade (+5, 18-20/x2, 1d6 P or S)
Unarmed Strike (+5, 20/x2, 1d6 B)
Water Blast (+5, 20/x2, 30 ft, 1d6+1+2 B)

Defense:
AC 17 TAC 15 FFAC 12
CMD 15 FFCMD 12
Fort +5 Reflex +6 Will +1
Damage Resistance none
Energy Resistance cold 5
Spell Resistance none

Armor/Shield
none

Feats and Traits:
Feats
Improved Unarmed Strike [Monk]
Precise Shot

Traits
Nature's Mimic
Outsea Native

Special Abilities:
Race
Energy Resistance
Nereid Fascination (Su)
Hydrated Vitality
Darkvision

Class
Weapon Proficiency (monk)
AC Bonus (Ex) +1
Nereid’s Grace (Su)
Elemental Focus (Su/Sp)
Unarmed Strike (Ex)
Burn (Ex)
Wild Talents
-Kinetic Healer (Sp)

Favored Class Monk: +2 skill points

Gear:
pp 0 gp 19 sp 0 cp 0

Weight 24 (20 in backpack)
Carrying Capacity 33/66/100

Monk's Outfit
Waveblade
Common Backpack
-Blanket
-Silk Rope (50 ft)
-Waterskin
-Trail Rations x5
-Compass
-Small Steel Mirror