Seoni

Meherio the Water Ghost's page

32 posts. Alias of Tirion Jörðhár.


Full Name

Meherio

Race

Human

Classes/Levels

Oracle(Spirit Guide) (Waves mystery)/4 - Swashbuckler/1-- [HP 45/45); AC23,T15,FF18; F+7,R+12,W+10; Per+6; Init +4]

Gender

Female

Size

5' 2" - 105lbs

Age

24

Alignment

Neutral

Languages

Common

Strength 12
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 10
Charisma 21

About Meherio the Water Ghost

___________________________________________________________
Offense:
___________________________________________________________
+4 Initiative (+4 Dex)
+4 BAB (+3 Oracle, +1 Swashbuckler)

+5 CMB (+4 BAB, +1 Str)
+20 CMD (+4 BAB, +1 Str, +4 Dex, +1 Dodge, +10)
+24 vs. bull rush, drag, grapple, reposition, and trip <-- Fluid Nature

+9 Cutlass (+4 BAB, +4 Dex, +1 Enhancement) [Damage: 1d6+5] (18-20x2)
+8 Crossbow, light (+4 BAB, +4 Dex) [Damage: 1d8] (19-20x2)

____________________________________________________________
Defense:
____________________________________________________________
Current hp: 45

Max hp: 45 (+8+8+8+8+8; +5 Con, +0 FC)
AC 23 [+4 Dex, +5 Armor, +3 Shield, +1 Dodge, +10]
Flatfoot AC 18 [+5 Armor, +3 Shield, +10]
Touch AC 15 [+4 Dex, +1 Dodge, +10]
--> Crits take -4 penalty due to Fluid Nature revelation

+7 Fort (+1 base, +1 Con, +5 Divine Protection) (+1 Oracle, +0 Swashbuckler)
+12 Ref (+3 base, +4 Dex, +5 Divine Protection) (+1 Oracle, +2 Swashbuckler)
+10 Will (+4 base, +0 Wis, +5 Divine Protection, +1 Trait) (+4 Oracle, +0 Swashbuckler)

Special Abilities

Oracle Spells:
0th Level - Unlimited
1st Level - 8/8
2nd Level - 5/5

Skills:
+10 Acrobatics (Dex +4, Ranks 3, Class Skill +3)
+0 Appraise (Int +0, Ranks 0)
+9 Bluff (Cha +5, Ranks 1, Class Skill +3)
+5 Climb (Str +1, Ranks 1, Class Skill +3)
+* Craft, Alchemy (Int +0, Ranks 0, Class Skill +3)
+9 Diplomacy (Cha +5, Ranks 1, Class Skill +3)
+5 Disable Device (Dex +4, Ranks 1)
+5 Disguise (Cha +5, Ranks 0)
+8 Escape Artist (Dex +4, Ranks 1, Class Skill +3)
+* Fly (Dex +4, Ranks 0)
+* Handle Animal (Cha +5, Ranks 0)
+4 Heal (Wis +0, Ranks 1, Class Skill +3)
+5 Intimidate (Cha +5, Ranks 0, Class Skill +3)
+4 Knowledge, Arcana (Int +0, Ranks 1, Class Skill +3)
+4 Knowledge, Dungeoneering (Int +0, Ranks 1, Class Skill +3)
+* Knowledge, Engineering (Int +0, Ranks 0, Class Skill +3)
+4 Knowledge, Geography (Int +0, Ranks 1, Class Skill +3)
+4 Knowledge, History (Int +0, Ranks 1, Class Skill +3)
+4 Knowledge, Local (Int +0, Ranks 1, Class Skill +3)
+4 Knowledge, Nature (Int +0, Ranks 1, Class Skill +3)
+4 Knowledge, Nobility (Int +0, Ranks 1, Class Skill +3)
+4 Knowledge, Planes (Int +0, Ranks 1, Class Skill +3)
+8 Knowledge, Religion (Int +0, Ranks 5, Class Skill +3)
+* Linguistics (Int +0, Ranks 0)
+5 Perception (Wis +0, Ranks 2, Class Skill +3)
+5 Perform, Untrained (Cha +5, Ranks 0, Class Skill +3)
+4 Profession, Sailor (Wis +0, Ranks 1, Class Skill +3)
+4 Ride (Dex +4, Ranks 0, Class Skill +3)
+4 Sense Motive (Wis +0, Ranks 1, Class Skill +3)
+* Sleigh of Hand (Dex +4, Ranks 0, Class Skill +3)
+4 Spellcraft (Int +0, Ranks 1, Class Skill +3)
+8 Stealth (Dex +4, Ranks 1, Class (trait) Skill +3) [+2 in swamp terrain]
+0 Survival (Wis +0, Ranks 0)
+2 Swim (Str +2, Ranks 1, Class Skill +3)
+6 Use Magic Device (Cha +5, Ranks 1)

Each level skill points gained:
Oracle -- 6 = 4 + 1(race) + 1(campaign bonus) + FC
Swashbuckler -- 6 = 4 + 1(race) + 1(campaign bonus)

Favored Class:

Favored Class: Oracle
Lvl 1 - Swashbuckler 1 ()
Lvl 2 - Oracle 1 (Skill)
Lvl 3 - Oracle 2 (Skill)
Lvl 4 - Oracle 3 (Skill)
Lvl 5 - Oracle 4 (Extra Level 1 Spell)

------
Abilities:
Str: 14 (Base 16)
Dex: 16 (Base 16)
Con: 12 (Base 12)
Int: 14 (Base 14)
Wis: 10 (Base 10)
Cha: 20 (Base 18, Racial +2, Level 4 +1)

Traits:

Swamp(Jungle?) Rebel
You grew up hiding in the swamps from the monstrous overlords who enslaved you and your people.
Benefit: You gain a +2 trait bonus on Stealth checks in swampy terrain, and Stealth becomes a class skill for you.

Carefully Hidden (Human)
Your life as a member of an unpopular ethnic group has given you an uncanny knack for avoiding detection.
Benefit: You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.

Feats:

Extra Revelation(Fluid Nature) - (Campaign Bonus)
Weapon Focus(Cutlass) (Inspired Blade Bonus)
Weapon Finesse (Swashbuckler Finess ability)
Combat Expertise (Human Bonus)
Butterfly Sting (Level 1)
Slashing Grace(Cutlass) (Level 3)
Dodge(Fluid Nature bonus @ Level 5)
Divine Protection - (Level 5)

------
Simple Weapon Proficiency

Light Armor Proficiency
Medium Armor Proficiency
Shield Proficiency (except tower shields)

Racial - Human:

Ability Modifiers: +2 Cha

Bonus Feat
+1 Skill point/level
Type: Humanoid(human)
Size: Medium
Base Speed: Humans have a base speed of 30 feet.

*******

Swashbuckler(Inspired Blade, cutlass version):

Class Skills - Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.

Class Features

Weapon and Armor Proficiency:
Simple and martial weapons.
Light armors and bucklers.

Panache (Ex):
More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to 5 accomplish deeds (see below), and regains panache in the following ways.

Inspired Panache (Ex)
Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier.

Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier cutlass.
This ability alters the panache class feature.

Deeds:
Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a monetary bonus or effect, but some provide longer- lasting effects. Some deeds remain in effect as long as the swashbuckler has at least 1 panache point. A swashbuckler can any deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, Swim check to roll d6 and add the result to the check. She must choose to do this before she rolls. If the d6 roll is a natural “6,” she rolls another d6 and add it to the check. She can continue to do this as long as she rolls natural “6s” up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, she can spend 1 panache point to move 5 feet as an immediate action; doing so grants the swashbuckler a bonus to AC equal to her Charisma bonus against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler was in the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no more than a light load.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and can expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on her attack roll. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before that attack roll is made. Immediately after a swashbuckler performs a successful parry, as long as she has 1 panache point she can make an attack as an immediate action against the creature whose attack she blocked, provided that creature is within her reach.

Inspired Finesse (Ex)
At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (cutlassrapier) as a bonus feat.
This ability replaces swashbuckler finesse.

Oracle(Spirit Guide) - Waves Mystery:

Channel Positive Energy

Spirit Guide - Archetype
Through her exploration of the universe's mysteries, a spirit guide opens connections to the spirit world and forms bonds with the entities that inhabit it.

Class Skills: A spirit guide gains all Knowledge skills as class skills. This replaces the bonus class skills gained from the oracle's mystery.

Bonded Spirit (Su):
At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman's wandering spirit class feature. She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM's discretion).

A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level and her Charisma score instead of Wisdom for the purpose of determining its effects.

At 4th level, she adds the bonded spirit's spirit magic spells to her oracle spells known for that day, but only of spell levels she can cast. At 7th level, she gains the spirit ability of her current bonded spirit. At 15th level, she gains the greater spirit ability of her current bonded spirit.
This ability replaces the revelations gained at 3rd, 7th, and 15th levels.

Oracle’s Curse (Ex) --> Unchained [3PP]

Some force has severed you from the normal realms of morality and ethics. Freedom can be a burden, and angels and devils alike mistrust you.

Effect

You have no aura for spells that detect alignment, such as detect evil. You suffer a -2 circumstance penalty with Charisma-based skills against outsiders with an alignment subtype. Casting a spell on you that gives you an illusory alignment aura requires a Concentration check with a DC of 10 +double the spells level or the spell fails.

At 5th level: you have no alignment. You can become a member of any class, even one with an alignment requirement, and can never lose your membership because of a change in alignment. If you violate the code of ethics of any of your classes, you might still lose access to certain features of such classes, subject to GM discretion. Attempts to detect your alignment don't return any results. If a class restricts you from casting spells with an alignment descriptor, you can cast such spells without restrictions or repercussions. If you're the target of a spell or effect that is based on alignment, you're treated as the most favorable alignment when determining the spell's effect on you. Any effects that alter alignment have no effect on you.

At 10th level: add break enchantment to your spells known.

At 15th level: you learn one of blasphemy, dictum, holy word, or word of chaos (your choice).

---------
Mystery --> Waves

Bonus Spells: Bonus Spells: touch of the sea (2nd), slipstream (4th), water breathing (6th), wall of ice (8th), geyser (10th), fluid form (12th), vortex (14th), seamantle (16th), tsunami (18th).

-->Revelations
Unless otherwise noted, activating the power of a revelation is a standard action.
Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.

Fluid Nature (Ex): You receive a +4 bonus to your Combat Maneuver Defense against bull rush, drag, grapple, reposition, and trip attempts. A creature trying to confirm a critical hit against you has a –4 penalty on its confirmation roll. At 5th level, you gain Dodge as a bonus feat. You do not need to meet the prerequisite to gain this feat.

Fluid Travel (Su): You can walk on liquid as if it were a solid surface. Walking on the liquid does not harm you; you can walk on acid or even lava (as if walking on a solid temporary crust), though you would still take fire damage from being near the lava. You can move across this surface at your normal land speed. At 7th level, while this ability is in effect, you can instead go underwater, gaining a swim speed of 60 feet and the ability to breathe water. You can use this ability for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Oracle Spells:

0th Level
Read Magic
Detect Magic
Purify Food and Drink
Guidance
Mending
Light

1st Level
Cure Light Wounds
Obscuring Mist
Bless
Endure Elements
Shield of Faith
Comprehend Languages
*Touch of the Sea
&Burning Hands

2nd Level
Cure Moderate Wounds
Make Whole
Restoration, Lesser
*Slipstream
&Resist Energy

* - Mystery Spell
& - Bonded Spirit Spell

Bonded Spirit - Flame:

A shaman who selects the flame spirit has a radiant light behind her eyes and the faint smell of smoke about her. When she calls upon one of this spirit's abilities, a hungry spectral flame dances around her body.

Spirit Magic Spells: Burning hands (1st), resist energy (2nd), fireball (3rd), wall of fire (4th), summon monster V (fire elementals only, 5th), fire seeds (6th), fire storm (7th), incendiary cloud (8th), fiery body (9th).

Hexes
A shaman who chooses the flame spirit can select from the following hexes.

Fire Nimbus (Su): The shaman causes a creature within 30 feet to gain a nimbus of fire. Though this doesn't harm the creature, it does cause the creature to emit light like a torch, preventing it from gaining any benefit from concealment or invisibility. The target also takes a –2 penalty on saving throws against spells or effects that deal fire damage. The fire nimbus lasts for a number of rounds equal to the shaman's level. A successful Will saving throw negates this effect. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.

Equipment:

Arms, Armor, and Clothing
(2100) Mithral Shirt +1, 10 lbs
(2020) Heavy Mithral Shield +1, 5lbs
(2315) Cutlass +1, 4lbs
(35) Crossbow, Light
(2000) Feather Step Slippers
Bolts, x40
25lbs

(2000) Handy Haversack, 5 lbs
(75) Ioun Torch
(200) Traveler's Anytool, 2 lbs
(720) Campfire Bead

Total: 11,465
Scrolls

Potions

In Backpack

Backpack, Masterwork - 50gp
Rope, silk - 10gp
Case, Scroll - 1gp
Spell Component Pouch - 5gp
Bag, Waterproof - 5sp
Alchemist Fire - 20gp
Oil, lamp - 5 flasks - 5sp
Tinderwig x3 - 3gp
Tea & equipment to make - 1gp

Kit, Pathfinders (This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone.) - 10gp (not including backpack)

0 lbs

Belt Pouch

Chalk, 0 pieces
0 p.p.
10 g.p.
0 s.p.
0 c.p.

Carrying Capacity

Current Weight: 66 lbs

Light Load: x < 76 lbs.
Medium Load: 77 < x < 153 lbs.
Heavy Load: 154 < x < 230 lbs

Appearance:

Although attractive with her short well toned body, the first, and usually only, thing that others notice is the pale blue color of her hair, with a similarly pale complexion. While this might be expected in some northern lands, it is unusual for one whose bone structure clearly marks her as of Tulita birth.

With light armor and a cutlass swinging at her side, Meherio appears to be recently off a ship. Perhaps she is. The hard look in her eyes tells others that she is not one to be messed with. However, there is a strange spark of both intellect and insanity in her eyes. It is as though she truly would be just as likely to heal a child, as she would be to slay the child's mother.

Background:

Meherio lay on the small section of sand pinched between the rocks that comprised the majority of the island, if this rocky protrusion which barely rose above the sea could be called such. The water was as glass this morning, she could see the reflection of Port Shaw rising from the water and stretching up into the jungle like a festering boil. She would soon have to make her way back to the town to gather supplies as her stock was once more running low. She had been spotted crossing the stretch of water more than a few times. Some locals now referred to her as the Water Ghost. Meherio smiled as she thought of the name. Yes, the Water Ghost, a fitting name.

She turned around and sighed as she looked at the camp she had been living in for the past year. It was nothing special, and was not the most waterproof, although the gifts of the gods had enabled her to seal the majority of the holes so that the driftwood, and fronds, from the single palm that somehow managed to survive on the barren outcropping, made for a reasonably comfortable place to call home. She then turned around once more and wondered who had been on the various ships that had wrecked on the shoal over the years. None had crashed here in the past year, but it was clear that more than a dozen had seen their end her since the invaders first arrived.

Meherio continued to lay there, mostly concealed from anyone who might be looking her way. A ripple suddenly broke the placid morning water. It would be a calm day, but still with enough wind to bring ships in and out of the port, though for those with enough slaves, wind was not a necessity. The sun suddenly broke out, rising above the morning fog which was quickly burning off. It would be another hot day, Meherio considered using her gifts to block the heat, but then decided that she would enjoy the warmth, the gift of Pele. If the shamans of Pele could stand near the volcano, then she could suffer through a warm day.

Suddenly her sharp ears heard a snap which caused her head to jerk around and look out of the bay. There, several hundred yards away and much closer than any practiced pilot would venture to the rocky island, was a huge invader galley. From either side of the galley stretched twenty oars and the snap was clearly the whip of the overseer forcing the slaves to row the vessel into the harbor.

After watching the ship slowly make its way into the port, Meherio’s memories drifted back to how she had come to be here. It was more than ten years ago now that the raiders had invaded her village. Her Moamasu village was well away from where the invaders had desecrated the holy places of the Tulita. The elders had not thought that the invaders would venture this far, were they wrong. It was early morning when they had struck. Her friends, family and fellow villages had called for help from the Three. They had lit brands ablaze and beseeched Pele for aid, but none had come. Being only eleven, young Meherio had not been able to struggle for more than a few moments before being bound.

The next period is a blur, but one which ingrained her hatred for the invaders. Being young as she was, she did not seem to be of great value and after several days on the invaders’ ship, she was thrown in the slave pens in Port Shaw and thence sold to a pirate. Perhaps it was luck, but rather than what many purchase young Tulita women for, Captain Silas purchased her believing that she could aid with cooking and cleaning on his ship.

Meherio spent six long years aboard the Bounty’s Claw. First she worked aiding the the man for whom being called a cook would be a complement. As all on pirate vessels are expected to defend and fight, Meherio slowly learned to fight with the preferred weapon of the ship, the cutlass. Although nowhere as strong as the much larger men and women who comprised the majority of the ship, Meherio’s agility enabled her to spar with the best, and even win duel at times.

She wondered whether she would still be aboard the ship if it were not for that fateful storm. The ship had just struck a merchant vessel and was heading back to port to offload the booty when a storm suddenly struck. It was strange at best, the weather went from a breezy afternoon to a raging tempest in a matter of minutes. The crew fought to drop the sails, but even at top speed, they were not fast enough and a rogue gust of wind snapped the foresail. As the mast fell, Meherio attempted to dodge out of the way, but was struck and caught in the lines. As the mast fell over and into the churning waters, Meherio was dragged over and down into the blackness below. The last she recalls of the Bounty’s Claw were shouting voices calling to throw a line, but it was too late.

She should be dead at the bottom of the ocean, of that Meherio is sure. Instead, she awoke to a splash of water on her face. She opened her eyes and could not believe what she saw. She was on, not in, the water, with the rigging from the destroyed sail still tied around her legs. While water splashed her as waves broke over her, the water beneath her felt, well, it was almost solid. Hesitantly she struggled out of the ropes, which quickly fell beneath her and into the water, quickly sinking out of sight. Warily standing up, she looked about and could see almost nothing but the unbroken blue of the sea about her. As she turned, she was relieved, if relieved can be right word, to see a small island in the distance. Not knowing what else to do, the young lady carefully placed one foot before her, and then another, feeling the odd sensation as each, rather than sinking into the water, settled solidly on top. To say that the rolling waves made her footing tricky is an understatement, nonetheless, Meherio carefully began to head for the island.

By the time she reached the island, she was exhausted and coated in sweat. While the island was not large, it was big enough that she was able to find a small pool of clean water. Knowing that she would need water and food to survive, she leaned down to take a drink, and then jumped back in surprise. The reflection looking back at her was her, but was not her. While the face looked similar, her complexion had changed from the deep tan of the Tulita to a pale white, almost a whitish blue. Furthermore, her hair. Her beautiful long black hair was now a pale blue, like shallow ocean water over the whitest sand.

After recovering from the shock of her changed appearance, Meherio drank some of the water and then found a coconut and some other things to eat. Although not all she needed, having fresh food in her stomach allowed her to sit down and contemplate what had happened. Something, some power, had saved her from a brutal death beneath the waves. Gathering a few more pieces of fruit, she headed to the other side of the island to see whether there was anything familiar.

Fortunately, there was another island perhaps a few miles away, and another appeared to be past that. Knowing that she needed to return to civilization, Meherio once more stepped onto the water, only to find that her food sunk into the water and sand. Confused, she stepped back and spoke a prayer to the Three, the Dolphin, the Whale and the Turtle. She then once more tried to walk on the water, but again the water reacted as water was expected to.

Not knowing what to do, she made her way back up the beach and sat beneath a large palm where she contemplated what she could do as she knew that her swimming skills were nowhere near sufficient to enable her to swim to the next island. The day stretched into evening, with a beautiful sunset, and then to the dark night with the stars above. Meherio lay there and once more spoke prayers to the Three and to Pele asking for their aid, but not expecting an answer just as the prayers of her friends and family had gone unanswered those years earlier when the village was attacked. Eventually, with hope slowly fading, she drifted off to sleep.

The next morning, she gathered some fruit and coconuts for her meal and then wondered how she was going to get off the island. Eventually she decided to try once more to see if the strange ability to walk on the water still existed. Much to her surprise, her foot settled solidly on top of the water. Not wanting to allow this to vanish as it had the prior day, she quickly, without even returning to gather the food she had gathered, ran across the small morning waves. An hour later, as she approached the shore of the second island, when she was perhaps a hundred yards from short, her ability to walk on the waves suddenly gave out, and she plummeted into the water. Swimming to shore, she pulled herself onto the beach soaking wet.

Over the next few weeks, Meherio slowly learned how long the ability to walk on water lasted. When she came to an island with no other island close enough, she found several old logs which she fastened together with vines. This she pulled behind herself which provided a place for her to rest when her ability to walk on water deserted her.

Between her raft and fresh fruits and nuts, over the next several weeks, Meherio travelled from island to island eventually making her way to a small invader village. Despite her disgust and hatred toward these people, she needed their aid. Realizing that her ability to walk on water gave her a distinct advantage, Meherio learned to walk to rocky beaches and coves where no boat would dare venture. In these places, she found all sorts of goods for which the invaders were willing to pay, crabs, coral, shells, and even flotsam containing valuable items, likely lost when some vessel sunk beneath the waves.
While staying at the village, Meherio managed to eventually earn enough to purchase a cutlass and some armor. Eventually, she tired of the village, and booked passage on a ship heading to the greatest blight on the Razor Coast. While she despised the place and all the invaders that inhabited it, she realized that unless she learned more about them, she would never be able to exact revenge on those who had destroyed her village and taken her hostage years earlier.

When she first moved to Port Shaw, Meherio was able to find a small apartment in the Silk District, which she considered much safer than Bawd or Tide Districts. She lived in the Silk District for a year, but while in the town, she felt as though she was being drained. So, about a year ago, she had walked out to this small rock island which she had been able to see from the docks. Amazingly, despite the small size, the rocky shore held enough driftwood for her to fashion a shelter of sorts. Further use of the fronds from the palm enabled her to make a roof which simultaneously provided concealment from prying eyes, and protected her new home from rain.

Reawakening from her daydreaming, Meherio once more considered her position. It was nice that some power, she was sure it was the Three and Pele due to her ability to manipulate not only water, but also fire with regularity, had granted her divine abilities, but she was sure that she had not been saved and given these powers for nothing.

Her resolve once more reaffirmed, Meherio stood up. She was amazed that while daydreaming, the day had just about passed and the sun was now setting behind her. It looked like the night would be clear. She needed to get to sleep as she would have to rise an hour or more before sunup if she expected to make it to the city without being noticed. Where her divine providence would lead her then, she did not know. All she knew was that someone, or something had a plan for her, and that the plan involved saving the Tulita, the Three, Pele and all that her people held sacred from further sacrilege. If she had to team with the enemy to learn from them, so she would do. After all, it was the ends, not the means, that was important.

As she drifted off to sleep, she smiled inwardly.
All those years ago my parents named me Meherio. Meherio means the mermaid. It is strange how, after all these years, I am becoming more and more like my namesake, luring evil sailors to their dooms, while at the same time aiding those in need.

Tomorrow would be a new beginning. Meherio, the mermaid, shall begin her quest to see that the lands of the Tulita are cleansed of the invader taint. The Three and Pele shall once more reign supreme and the waters despoiled by Port Shaw shall be returned to their sacred place.

Experience: