About Nivian Mazu
Neutral Evil Medium humanoid Outsider(native) Undine
Init 3; Darkvision 60ft
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
Level 1: Replaced by Archetype
//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
//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
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.
Level 2: Bonus Class Skill=> Diplomacy
Background non-class Skills(interested in):
Background class Skills:
non-background Class Skills:
6 (all non-listed Knowledge(4 Int+2 Bardic)
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.
Know Direction (Sp)
Sea Creature Empathy (Ex)
Carth, Salamander Familiar:
N Tiny animal(Magical Beast)(Aquatic)
Patron: Great old Ones(all patron spells changed by Sea Witch anyway...mix of "Occult" and "Water" as a concept.)
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.
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...
Aside from a short yet happy childhood, she experienced countless years of abuse and cruelty.
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.