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About Naira, Aquan ArchitectSorceress of Rain and Rime, of Stream and Storm and All in Between
Naira, the Aquan Architect (Elemental (Water) Sorceress 2, Expert 1) Be warned, there is a bit of formatting still to do below. Stat Sheet:
Naira, the Woman of the Waters
Sorcereress 2 (Elemental (Water Bloodline)), Expert 1 NN Medium humanoid (human), Outsider (Native) Init + 6 (+4 Improved Initiative, +2 Dex) Senses: Darkvison 60ft. Perception +6 -------------------- Defense -------------------- AC 12, touch 12, flat-footed 10 HP 26 Fort +1, Ref +2, Will +6 -------------------- Offense -------------------- Speed 30 ft land, 30 swim Melee Dagger (1d20 for 1d4-1) -------------------- Statistics -------------------- Str 8, Dex 15, Con 12, Int 14, Wis 12, Cha 16 Base Atk +1 (.75); CMB +0; CMD 12 Feats: Improved Initiative, Extra Spell Points Traits: Whiteout (racial), Grove Neophyte (Faith) Skills: 19 Skill Points (6 expert+ (2 sorcerer *2 )+ INT*3 + 1 FCB *3)) Skills marked with “*” are class skills granted by Expert NPC class. Swim is a class skill via racial trait. *Acrobatics: +6(1 Rank, 2 Ability, 3 class)
Feats:
Extra Magic Talent
Gain an additional sphere or a talent from a sphere you possess. You may gain this feat multiple times. The effects stack. Improved Initiative
Traits:
Whiteout (racial):
Naira’s elemental heritage, slight as it may be, allows her to elude her foes when the elements are at her side, be it by an almost unnoticeable slipperiness to her skin or inspired by a jubilation around water. In areas of non-magical fog, rain, snow, or similar conditions (such as the spray of a waterfall), Naira gain the effects of concealment, but with a miss chance of 10%. If the precipitation would already grant her concealment, the miss chances stack. Grove Neophyte (Regional):
In addition, she may attend, if not participate in, rituals and incantations performed inside hallowed druid stone circles. Alternate Racial Traits:
Water Sense: Undines with this racial trait can sense vibrations in water, granting them blindsense 30 feet against creatures in contact with the same body of water. This racial trait replaces energy resistance. Gear, Last updated 11/17/16:
Poncho
Chronicler's Kit Fishing Kit Map Maker's Kit Map of Baunti Valley Scroll Box Backpack, Masterwork Buoy Canoe Diver's Kit Signal Whistle Abacus Chain Belt (Twine, not metal) Engineer's Tools (Masterwork) Traveller's Outfit Engineer's Gloves ====================
Class (Sphere Sorceress):
Casting: The sphere sorcerer may combine spheres and talents to create magical effects. The sphere sorcerer is considered a High-Caster and uses Charisma as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature). This replaces the spells class feature, and the Eschew Materials bonus feat.
Spell Points: The sphere sorcerer gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest. Sorcerous Blood: The sphere sorcerer gains 1 additional spell point for every sorcerer level gained. This replaces all bloodline spells. Magic Talents: A sphere sorcerer gains one magic talent every level. Focus Sphere: Many bloodline arcanas do not function correctly when using the Spheres of Power system. As such, a sphere sorcerer may always choose to replace his bloodline arcana with a focus sphere. The sphere sorcerer gains one sphere of his choice as a bonus magic talent and treats his caster level as being one higher when using that sphere. Magical Talents, Detailed Spheres:
Nature(Water Package). Obtained via Focus Sphere. Sphere’s effective CL is regular CL+2 (+1 Grove Neophyte, +1 Focus Sphere).
Geomancing wrote:
Vortex, (Concentration, requires a large body of liquid). Reflex DC 16, 1d8+2 Bludgeoning. Vortex wrote:
[Fog, (Concentration, requires rain, mist, or at least 5 cubic feet of water). 10ft radius. Fog wrote:
Freeze, (Instantaneous, requires water). Four inches thick on one creature, 2” on two, or 1” on three. Four 5ft ice squares. Freeze wrote:
Create Water (water, geomancing), obtained via Bonus Talent (1/2) gained from “Casting.” Two 5ft cubes of clean water. Create Water wrote: As an instantaneous effect, you may spend a spell point to create water anywhere within range. This creates one 5 ft cube per 2 caster levels (minimum: 1 cube) of clean water. While this is its own geomancing ability, you may combine this effect with another water package geomancing ability as part of the same standard action, in which case the second geomancing ability comes into effect immediately. You must pay any costs associated with both abilities to combine them in this manner. This can allow you to even create vortexes that can move over land. Destruction Sphere, bonus talent (2/2) obtained via “Casting.” 1d6 damage. Speak with Water wrote: You may spend a spell point to speak with water for 1 minute per caster level. This is not truly accomplished through speech, but rather by dipping a limb into the water you may learn what else has touched it, passed by it, what is hidden underneath it, etc. You can tell depth, weight, size, and number of passers by, but not more detailed information (the names or conversations of passers by, for instance). Because water is constantly moving, you can only receive information on things that have occurred less than 1 day per caster level ago. You can speak with both fresh or salt bodies of water. If attempting to converse with particularly large bodies of water, such as oceans, you can only aquire information from a portion of the body of water, to a maximum distance of 1000 ft +100 ft per caster level. Destructive Blast wrote: As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within Close range. A destructive blast deals bludgeoning damage as indicated on the table below [see destruction page]. This damage bypasses DR/magic, but being bludgeoning in nature, does not automatically bypass other forms of damage resistance. A ranged destructive blast counts as a ray attack. Numbing Blast (Destruction Blast Type), gained via Energy Focus Drawback [see Casting Traditions]. Numbing Blast wrote: Your destructive blast deals cold damage. Any creature damaged by the attack suffers a -2 penalty on Reflex saves for 1d4 rounds. Weather Sphere, obtained via Sorcerous Blood (Level 1). Effective CL is CL+1 (+1 Grove Neophyte). Severity level 4 for precipitation, 3 for all other effects. Can be increased by 1 additional Severity Level with Severe Weather. Control Weather wrote:
See Weather Sphere for additional information. Rain Lord, obtained via Sorcerous Blood (Level 2). Rain Lord wrote: [i]When using control weather to create or alter precipitation, increase the highest severity level you may create or alter by 1. In addition, when using your control weather to affect precipitation, you may choose to create an area up to 80 ft in diameter at the center of the affected area that is not subject to the precipitation. Rain, snow, and storm does not gather over that area. Severe Weather, obtained via Extra Magical Talent. Severe Weather wrote: When you control weather, you may spend an extra spell point to raise the severity you can create or alter with your control weather by 1 level, to a maximum of severity level 7. Caster Traditions:
Energy Focus, (Drawback) Energy Focus wrote: You may only make a destructive blast of a single energy type. You may not gain any blast type talents, except with the bonus talent gained from this drawback [Numbing Blast]. Somatic Casting, (Drawback, II) Somatic Casting wrote: You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure. Easy Focus, (Boon) Easy Focus wrote: When maintaining a sphere ability through concentration, you only need to spend a move action to maintain concentration instead of a standard action. This does not decrease the sphere ability’s casting time, only the action used to maintain concentration. ====================
Description:
Naira stands little over five feet tall, with a thinness bordering on frailty. Her skin is a bronzed-brown color, and she has brilliant blues eyes like twin whirlpools. Her hair is mostly gone, shaven away at the head.
Her dress is composed of two, long sheets of decorated teal fabrics that hang loosely over her chest, held up by a string around her neck. One sheet sways betweens her legs, while the other twists under a cloth belt and trails behind her. White, ribbon-like cloth wraps around her chest and upper-legs, covering what her outfit might reveal. Personality:
Despite the rigorous teachings on discipline and order at the College, Naira managed to maintain her aloof confidence. Much of her charms comes from this nature, a certain carefreeness that doesn’t come across as apathetic or disinterest. She is the first to start a conversation, and usually is the last to end it.
Despite some cockiness to her skills and talents, Naira is largely approachable. She recognizes the time to be serious and the time to joke, though oftentimes tries to hide her more sobering emotions under gleeful guises. While somewhat intelligent and wise, she often hides these attributes in order to seem more fun and lively. Naira has a deep love for the water and rain, and sometimes brings showers to herself when she is feeling low. She sometimes references this sacred element in little phrases or idioms, not wanting to let one forget her elemental heritage. She has a deep pride for her abilities as a sorcerer and her water-touched ancestry, and is quick to show off her powers to those doubtful. Despite working for the crown as an engineer, Naira thinks little of order and hierarchy. She is more motivated to do good than to follow the wills of others, though currently sees the Engineers to be a means to that end. She always attempts to do what is right, even if there is risk or if it might not be wise. Role, Engineer:
Naira has been educated and trained from a young age to be an engineer, a decision largely made because of her race’s known influence over water. Her talents as an engineer, however, proved true, and she was seen as both a capable architect and a good-luck charm to the projects she worked on. Her ability to swim with ease among the canals has only made her work easier, and her mastery over the element has too often saved her in times of need. ====================
Story 1/4: The Girl Who Danced in the Rain:
Naira’s elemental heritage wasn’t hidden from her so much as it was unknown. Her parents, Tooyah farmers from a small village West-North-West of Te Moak, weren’t sure what to make of their daughter’s traits.
The child had shining cerulean eyes, though no neither parent could trace Tkoyah blood on their sides. They could lie to the neighbors about some distance heritage, but the child’s dark hair was more akin to the Tsinyah than any other. They became comfortable shrugging when asked about their daughter traits. Naira’s talents manifested weakly at first, almost unnoticeably. When the clouds gathered above their home and Naira followed her father to the field, the rain would fall. Their crops would always be bountiful, never again would they dry up. The nearby farmers started a rumor that the land was blessed by Damballah himself. Their young sons, however, passed around their own rumor, the story of the farmer-girl who danced in the rain. When she was thirteen, Naira garnered the suspicions of those outside her village. Architects couldn’t explain the rainfall, though they looked in the clouds, creeks and mountains for their answer. After months of their investigation, one engineer, a sorcerer, visited Naira’s family, believing that the rain could not be mundane in nature. While the people of the village did not identify Naira as an Undine, it took a Cornucopian engineer mere moments to identify her ancestry. The village never had one of their own become an engineer before, far too small for one to learn such a profession. Naira could hardly read when she was sent off to become an engineer, her parents given a sizeable (for the village) payment. Naira wasn’t happy to leave, but was promised by her parents that this is the life she was destined for, the one they couldn’t provide. Naira left in tears, as a rain fell over the entire village. Story 2/4: The Undine Undergrad:
Naira’s teaching at Cornucopia’s Engineers’ Collge quickly overwhelmed her. She was years behind those her age, already many children were well versed in mathematics and structural engineering. While her peers looked at maps and determined the most efficient canals and structures for the nearby residents, Naira struggled with arithmetic.
In time, she developed her mundane talents, though still remained far behind her peers in terms of skill. While her general aloofness gathered the annoyance of her professors, it made her especially approachable to her peers. They’d flock to her, asking questions about her elemental heritage despite knowing far more about the topic than she had. When they had to assemble projects, mock proposal for changes within the canals and aqueducts, everyone wanted the Undine on their side. Despite almost flooding the halls of the College on several occasions, and developing a tendency to get into trouble with anyone who insulted her home or heritage, Naira became one of the more well known and well liked students. Following her commencement, she was assigned to the city of Te-Moak. Story 3/4: The Amateur Architect:
Seldom did Naira work on the land routes in and around Te-Moak, her superiors frequently assigned her to managing the canals that trickled out from the eastern river. She found the work more mundane than she thought it would be, and though her magical talents were often asked of her, too frequently for the Undine did her work involve complex mathematics, and gods forgives, politics. While friendly among her peers, the Chief Engineer was more than happy to send Naira off on geological surveys to keep the others more serious.
Among the bends of the water, the sorceress would calculate locations where litter and animal dams would gather, and propose small missions to cleanse the waters. Naira developed a compulsion to accumulate and hoard items that she found amongst the trash, anything from trinkets and tortoise shells, to animal bones and spearheads. Among the engineers and those who saw the undine swim among the waters, Naira earned the attention of several crushes. While not a simple girl, their attention and presents were quick to excite the Undine. Gifts of freshwater pearls and sea shells were given by those more privy to her interests, and Maesters learned quick to spin tales of endless lakes and stories of the exploits of Mami Wati in order to keep her around for a bit longer. Though the engineer life brings her joy, it occasionally presents her with moments that test her resolve. When mountain bandits threw fallen village soldiers into the waters, it was Naira who struggled to remove their bloated bodies from a beaver dam. When a child fell into the river, it was Naira who vainly fought the rapids only to recover their drowned corpse. When word arrived of a distant village’s drought but the Chief Engineer’s orders demanded that she stay, Naira ponders if her powers are best with the engineers. Story 4/4: Departure from Te-Moak:
The attack on Harper’s Pond had many consequences, even so far from the settlement. By orders of the King, the surrounding engineers were to evaluate points of attack among the land and river routes. Te-Moak’s chief engineer assigned Naira to help answer the call, though many suspect she wanted the Undine gone as well. Naira left many of her belongings with the engineers of Te-Moak, and promised to return safe. ====================
NPC:
Tetchuix: Twenty-five year old male human engineer. Born and raised in Te-Moak, Tetchuix took on the profession of his father, though it was quickly establish that the son was the better engineer. While originally keen on ignoring Naira for being trained in Cornucopia, he softened after Naira saved a farmer from drowning in turbulous rapids. Blunt to a fault, Tetchuix can count his friends on a single hand, though is well-regarded for his brilliant mind.
Queho Forty-five year old human male maester. While originally meeting Naira at a Way Point north of Te-Moak, Queho seems to have a penchant for finding the Undine during her surveying missions. Though their meetings were always fleeting and coincidental, Naira always gives a quick scan of a crowd or inn to see if she can hear just one more of his marvelous stories. Apachana: Twenty-two year old Oread woman. Blessed with the talent to bend stone to her will, Apachana’s story at the Engineers’ College mirrored the Undine. A rival engineer, the two could create wonders if only they could work together. When trying to one-up the other when assigned to the same task, the earths and heavens literally move before the two elementals, providing them the means to create their own canals and waterways without a single laborer. |