Nivian Mazu's page

762 posts. Alias of MordredofFairy.

Full Name

Ongoing Effects:


Female Undine Sea Witch 4 | HP 29/29| AC 17 Touch 13 Flatfooted 14 | Saves F +2 R +4 W +5 | Init +3 | Darkvision 60, Perc +9/11, Swim Speed 30

About Nivian Mazu

Neutral Evil Medium humanoid Outsider(native) Undine
Level 4 Sea Witch
Variant Multiclass: Bard

Init 3; Darkvision 60ft
Speed 30ft, Swim 40ft
Languages: Common, Aquan, Auran, Ignan, Terran, Elven, Polyglot, Dwarven

=====Spells Prepared=====
Level 0=4: Detect Magic, Read Magic, Arcane Mark, Create Water
Level 1=3+1(Int): Mage Armor, Color Spray , Cure Light Wounds , Snowball
Level 2=2+1(Int): Cure Moderate Wounds, Frost Fall , Stone Discus

Spells Known:

Level 0: all; Arcane Mark, Bleed, Create Water, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Stabilize, Touch of Fatigue

Level 1: Color Spray, Air Bubble, Cure Light Wounds, Mage Armor, Nereid's Grace, Undine's Curse, Marid's Mastery, Snowball, Unseen Servant

Level 2: Cure Moderate Wounds, Investigative Mind, Stone Discus, Frost Fall, Gust of Wind

13 AC 10+3(Dex), 13 touch , 10 flat-footed
HP 29
2 Fort=1+1(Con)
4 Ref=1+3(Dex)
5 Will=4+1(Wis)
CMD 13

Light (Underwater) Crossbow +5 1d8(19-20/x2), Range Increment 80ft/20ft

Effects for Hexes: Accursed Hex, if creature saves against hex, can once try again next round(per day/hex/creature)
DC for saves: 16=10+Int+Level/2

Level 1: Replaced by Archetype
Extra Hex: Misfortune: Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. Duration 1 Round.
Level 2: Cackle(reflavored singing)
Level 4: Fortune

Planned Progression:
//Level 6: Coven
//Level 8: Evil Eye
//Level 10: Ice Tomb
//Level 12: Major Healing
//Level 14: Animal Eye/Witches Charge
//Level 16: Animal Eye/Witches Charge
//Level 18: Life Giver
//Level 20: Natural Disaster

STR 6= 9(Buy)-1(Age)-2(Race)
DEX 16=15(Buy)-1(Age)+2(Race)
CON 12=13(Buy)-1(Age)
INT 19=17(Buy)+1(Age)+1(Level 4)
WIS 13=10(Buy)+1(Age)+2(Race)
CHA 14=13(Buy)+1(Age)

Bonus Feat: Extra Hex: Misfortune
Level 1: Accursed Hex: When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day.
Level 3: Secondary Class Feature: Bardic Knowledge (Ex): Nivian adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
L3: Bonus Group Feat: Nemesis(Captain Haridan)
L4: Bonus Racial Feat: Aquatic Ancestry (Undine)

Planned Progression:
//Level 5: Improved Familiar
//Level 7: Secondary Class Feature: Bardic Performance
//Level 9: Harmonic Spell
//Level 11: Secondary Class Feature: Versatile Performance
//Level 13: Split Hex
//Level 15: Secondary Class Feature: Lore Master
//Level 17: Discordant Voice
//Level 19: Secondary Class Feature: Additional Performances

=====Racial Qualities=====

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.(replaces Cold Resistance 5)

Amphibious: Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait.(replaces spell-like ability)

Hydrated Vitality: An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity.(replaces Water Affinity)

Darkvision: Undines can see perfectly in the dark up to 60 feet.

2(class)+4(int)+2(background)+1(Favored Class)

Level 2: Bonus Class Skill=> Diplomacy

Background non-class Skills(interested in):
Handle Animal
7 Knowledge (engineering) 1(back+4(Int)+2(bardic)
7 Knowledge (nobility) 1(back+4(Int)+2(bardic)

Background class Skills:
6 Linguistics =2(back)+4(Int)
10 Perform(Sing) =4(back)+2(Cha)+4(Class, trait)
14 Knowledge (geography) 4+4(Int)+4(Class, trait)+2(bardic)
12 Lore(Sailors superstitions/Nautical Folklore) 3+4(Int)+3(Class)+2(bardic) specialised Knowledge(Local)
13 Profession(Sailor/Navigator) 4+1(Wis)+4(Int)+3(Class)+1(Trait)
10 Knowledge (history) 1(rank)+4(Int)+3(Class)+2(bardic)

non-background Class Skills:
9 Craft(Ship Repair/Modification) 2(rank)+4(Int)+3(Class)
8 Diplomacy 2(rank)+3(Class Skill)+2(Cha)+1(trait)
6 Intimidate 1(rank)+2(Cha)+3(Class)
11 Knowledge (nature) 2(rank)+4(Int)+3(Class)+2(bardic)
10 Knowledge (arcana) 1(rank)+4(Int)+3(Class)+2(bardic)
6 Knowledge (planes)//1+4(Int)+3(Class)+2(bardic)
5 Heal 1(rank)+1(Wis)+3(Class)
9/11 Perception 4+1(Wis)+3(Class)+1(Trait)+2(Alertness)
8 Spellcraft 1+4(Int)+3(Class)
6 Use Magic Device 1+2(Cha)+3(Class)
13 Swim 1-2(Str)+3(Class)+8(racial)+3(familiar) no swim checks to move, can run while swimming, can take 10 even if endangered etc.

6 (all non-listed Knowledge(4 Int+2 Bardic)



Barroom Talespinner:

You grew up listening to tales of adventure and piracy on the high seas and the sea chanteys of old salts in dockside dives. You learned all about what it's like to be a pirate by talking with the sailors on shore leave, and learned how to tell a tale (or perform some other pirate entertainment) yourself.

You went to a tavern to earn a few coins with your tales of the sea. The patrons seemed pleased with your performance and bought you a few drinks. You had just remembered a tale of an unfortunate sailor who found himself press-ganged on a pirate ship after his drink was drugged when suddenly everything went black.

Benefit: You gain a +1 trait bonus on Diplomacy checks and one category of Perform checks, and one of these skills is a class skill(=perform(sing)) for you. In addition, once per week you can make a DC 15 Knowledge (local) or Intelligence check to see if you know a popular legendary pirate tale, the telling of which grants you a +1 trait bonus on checks made to influence NPCs on the ship.

Besmara's Guidance(Religion)
Victim's of Pirate attacks often claim that 'Pirates don't fight fair'. That is one way to cope with the simple fact that said Pirates outwitted a superior opponent. When conventional Wisdom fails, Besmara often helps her believers to help themselves with unconventional solutions.
Benefit: Choose one Profession Skill(=Sailor) and one ability score(=Intelligence) other than Wisdom. You add that ability score’s modifier in addition to your Wisdom modifier on checks with the chosen Profession skill.

You’ve sailed the treacherous waters of the sea and you can navigate their dangers adroitly.
Benefit: You gain a +1 trait bonus on Knowledge (geography) checks, and a +1 trait bonus on Profession (sailor) checks. One of these skills(=Knowledge geography) becomes a class skill for you.

You are always on the lookout for reward and danger.
Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Burned Drawback
You were badly burned once by volcanic ash, torch-wielding mobs, or some fiery accident, and the scars pain you terribly you whenever you are too near to fire.
Effect: You take a –1 penalty on saving throws against fire effects.
In addition, whenever you are adjacent to open flames or are on fire, you take a –1 penalty on all attack rolls, saving throws, and skill checks until you spend an entire round away from fire. These penalties are not cumulative. (An instantaneous fire effect adjacent to you or affecting you causes this penalty to apply until 1 round after it is gone.)

=====Class Abilities=====

Know Direction (Sp)
So long as she near a sizable body of water (at least a lake with a diameter of 1 mile or more), a sea witch may cast know direction at will as a spell-like ability.

Sea Creature Empathy (Ex)
A sea witch can influence the attitude of water-dwelling animals and animals that live along coasts and shores, including birds, as if using wild empathy. The sea witch uses her witch level as her druid level for this ability. If the sea witch has wild empathy from another class, her witch levels stack with the other class’s levels to determine her wild empathy bonus for these kinds of creatures.
This ability replaces the witch’s 1st-level hex.


Carth, Salamander Familiar:

Salamander, Common

N Tiny animal(Magical Beast)(Aquatic)
Init +2; Senses low-light vision; Perception +1

AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 Natural)
hp 3
Fort +1, Ref +4, Will +3

Speed 20 ft., swim 20 ft.
Melee bite +4 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.

Str 6, Dex 15, Con 8, Int 6, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats: Magical Aptitude(+2 UMD, +2 Spellcraft)
Skills Perception +6, Survival +6, Swim +10, Stealth +12; Racial Modifiers +4 Perception, +4 Survival
SQ amphibious

The master of a lizard familiar gains a +3 bonus on Swim checks.

Patron: Great old Ones(all patron spells changed by Sea Witch anyway...mix of "Occult" and "Water" as a concept.)

free outfit: silken clothing. mix between tube top/sarong and bikini, not revealing but leaving as much skin "free" as possible, not so close to the body that it shows off contours but not so wide that its hindering underwater. And has enough space for Carth to hide in.

non-bold-equipment missing.
a belt pouch, candles (20), chalk (10), a flint and steel, ink, an inkpen, a mess kit, soap, a spell component pouch, and a waterskin, light underwater crossbow, 20 bolts, 2 vials acid(lend to Rillum until such time they can be easily aquired).
Lucky Rabbits Foot, a carpentry tool that can be used to make a hole in a hull(hand-drill e.g.)

crossbow=70 GP
bolts= 2GP
Acid= 20GP
witches kit - minus bedroll, backpack, iron pot, torches, trail rations.~10 GP
3 GP in cash.

Physical Description: :

Standing moderately tall for an Undine, with a rather lithe frame and a blueish skin tone, her age does not really show...yet. Probably having to do with her watery ancestors making wrinkles of any kind unlikely for her kind and her hair color being similar to her skin's tint all the time.

As most of her kind, she prefers little clothing, so she can easily feel the Ocean all around her. Given her history, though, those outfits are never skimpy or too revealing. Her hair is long, but bound into a kind of tail at three intervalls so it does not interfere underwater.

Aside from the outfit, she carries a crossbow and some bolts on a belt, and a snapping turtle if she doesn't have time to leasurely walk about.

Her face looks uncaring, courtesy of the cold bluish eyes that seem to stare rather than look.


Born more than 150 years ago, she can barely remember her early years. She fondly remembers her family living in a fishing village, with other Undines making up a substantial minority of the hamlet. A simple life, but good enough.
If it were not for the raids. Being a small village of fisherman, they had no soldiers...and those not inclined to follow the law and enjoying mobility on the seas knew well that such small communities could not resist demands.
She knew to stay out of sight, to let them take what they came to take, and stay hidden as her parents thought her. One year, when pirates raided the village, she was down at the river delta with her kid brother, diving for baubles. They only realized their home was under attack when they returned to the village.
She tried to hide, telling her child brother to be calm, but he panicked and ran towards their house, worried about their parents. Sure enough, he was seen, and quickly stopped. When they talked about how he was worthless as a slave, being too young, and someone gave the order to kill him, she left her hiding place and begged for her brothers life.
They tied her up, then killed her brother anyway. She was taken back to the ship, and that night, pirates lined up for a turn until she feel unconscious.
The elvish captain of this ship took an especially cruel interest in the young undine over the next days in which he took her into his own cabin. When his ship run into a riches-ladden merchant vessel, and a traitourus first mate died of unrelated causes(his planned treachery only being revealed after his death), he assumed that the Undine Girl was bringing him luck and decided to keep her.
For countless years, she was locked up in his cabin, or, from time to time, shared among some crew members who distinguished themselves by bravery, as a form of reward.
In the beginning, she would try and fight, but ultimately, she realized that the only difference that would make was the ongoing physical pain from being hit and hurt. So she learned to endure it, even pretend to make them finish faster. Once, she tried to kill herself, but they were not willing to give up their good-luck charm, and all that she had achieved was that she was tied up for several months after that attempt. She also gave birth to 2 children, both of which were taken from her.

One day, while the captain and a large part of his crew were following a lead on an inland expedition, another pirate who set the whole thing up raided the ship, dispatching the few defenders and grabbing the valuable cargo it was carrying. When his man came upon the cage in the captains cabin that held her, they were at a loss of words. She was freed, and taken aboard. This Captain, while also being a pirate, and a daredevil, was nothing like the other. He was educated, charming and even somewhat kind. They had offered to take her somewhere, but she had no home any more. How could she return and continue her life like nothing had happened? Aimless and lost, she stayed on the ship, using what skills in navigation she had learned to help, and aiming to repay the captains kindness...but the only favor he wanted was for her to sing to him. Over several month, they eventually became a couple.

But only a few month later, her history caught up to her. The other captain, furious on being made a fool of, had tracked down her now-lover and, with a superior ship and more numerous crew, forced battle upon them, using aid of magic to prevent the smaller faster vessel from escaping. When they had boarded the ship and he stormed into their quarters, realizing who she was, anger overtook him. In a duel, he slew her lover, then gave his man the order to hurry and take the valuable and burn down the whole ship. Having said that, he locked her in the cabin, stating that "her luck seems to have run dry", making her of no further use to him.

The ship went up in flames around her, and she resigned herself to die next to her former saviour. But as fate wills it, the structural damage the ship had sustained during battle and the fire were too much, and parts of its structure broke. She fell, and ended up in the water. For most races, that would still have spelled doom, but she was able to survive easy enough. She swam to a nearby island, where she spent a long time just crying and questioning her life. Eventually, she set her mind to revenge. One person had ruined everything for her. She would be his undoing, by some means. It was then that the deep ones thought it right to contact her, and their messanger came to her to become her familiar. She knew she was a tool in the hands of beings beyond her understanding, but if their goals aligned, she'd be an eager tool. Having had no other purpose left, she pledged herself to this goal and servitude to the powers that would make it possible.

Over the next few months, she tried to track down leads, and had been working on a number of ships travelling from port to port. Eventually, she ended up here...

Personality: :

Aside from a short yet happy childhood, she experienced countless years of abuse and cruelty.
Her captors had made a sport of making people betray loved ones to seemingly save themselves. It never worked, but seeing what cowardice drove weak-willed people to do disgusted her. Seeing what cruelty drove strong people to do angered her.
As far as she is concerned, with fewest exceptions, people are not worth the water that is bound in their bodies.
She also suffered greatly in her life, and never received quarter. So she's not willing to grant it, either. She saw too many people cheat and lie to be lulled by fancy words.

All in all, she is neutral evil. Not because she enjoys cruelty or evil deeds, that would make her no better than the people she hates, it's only that she barely remembers whats "normal" any more, and does not have a lot of empathy for others. To her, it's a dog-eat-dog world out there. If something happens to you, you had it coming. She's cold and somewhat distant, uncaring, mostly to protect herself, because she lost or was taken from everybody she cared for.
Regardless, she knows she has no good chance to take her nemesis on alone. She will focus on being a team player, on supporting, her ship, its crew, her allies. She will not easily accept aid herself, though, and what she does for them, ultimately she does for herself hoping they eventually run into her quarry and having a somewhat trustworthy and experienced group of people with her for the occasion.