Riftwarden

Ommerra's page

11 posts. Alias of eriktd.


Race

inspiration 3/3 | spells 1st-2/2 | effects:[/ooc] none

Gender

[ooc]F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 |

About Ommerra

An adventurous and curious young woman with a mysterious past embarks on a journey to investigate an island colony's troubles-- and perhaps discover more about her own origins and the lost empire of Azlant.

Background:
Ommerra's earliest memories are hazy, floating in warm water and hearing harsh voices.

As a young girl, she was found on the seashore near Claes by a kindly family of halfling beachcombers, who took her in and cared for her as their own. They discovered that she had an incredible affinity for languages, which they encouraged. As she grew older, her strange origins drove her to question everything and learn as much as she could about the world around her. Her family supported this quality by bringing her books about the history of the lost continent of Azlant, which she would read voraciously before trading back for new ones. Many of these books were fairy tales, others books of facts and famous figures, and some talked about the magic of their ancient bloodlines, or the flora and fauna of the islands that sank into the sea.

Last year, one of Ommerra's older adopted siblings joined a government-sponsored expedition to explore and colonize the islands, as a sailor on the ship Peregrine. After returning from delivering the first group of people and supplies, they wrote home to share what they knew. Apparently the sponsors were considering sending a second trip of specialists, and if Ommerra traveled to Almas she could apply for a position. Excited, she put this plan into action, and after an impressive interview she was soon on the open water heading for the Isle of Ancorato.

Description:
Ommerra has tanned skin and light-colored hair that she dyes blue. She also has vibrant purple eyes that are slightly larger than normal for a human. She dresses in simple travelers' clothes, light and easy to move in. There is an indefinably alien quality about her that does not seem quite part of this world. Her enthusiasm is infectious, and her curiosity is nearly boundless.

Name Ommerra
Race Human (Gillman)
Alignment Neutral Good
Class Investigator 1

Abilities Str 12 (+1), Dex 12 (+1), Con 14 (+2), Int 14+2 (+3), Wis 14 (+2), Cha 8 (-1)
Traits Adopted (halfling), Following in the Footsteps, Helpful*

HP 10/10 (8[HD]+2[CON])
AC 11 (+1[DEX])
Move 30'
Init +1 (+1[DEX])

Fortitude +2 (+0[base]+2[CON])
Reflex +3 (+2[base]+1[DEX])
Will +4 (+2[base]+2[WIS])

BAB +0

Weapons
• longspear: +1 (1d8+1, 20/x3)

Human Aquatic Ancestry, Focused Study Favored Class Bonus Investigator, +1/3 inspiration points

Investigator (Questioner) 1 inspiration (half level+INT), inspiration for subterfuge, spells (CL 1), trapfinding +1

Investigator Spells (CL 1)
cantrips: dancing lights, ghost sound (DC 13), prestidigitation, read magic
1st (x1+1): heightened awareness, tears to wine

Feats Racial Heritage (Gillman) (level 1), Skill Focus* (Linguistics) (human)

Skills Diplomacy 0+0 (trait), Disable Device 1+5* (masterwork tool +2), Knowledge (dungeoneering) 1+6* (free inspiration), Knowledge (history) 1+6* (free inspiration), Knowledge (local) 1+6* (free inspiration), Knowledge (nature) 1+6* (free inspiration), Knowledge (planes) 1+6* (free inspiration), Linguistics 1+9* (free inspiration), Perception 1+5* (trapfinding +1), Sense Motive 1+5, Stealth 1+4* (free inspiration), Swim 1+4 Languages Aboleth, Aquan, Azlanti, Common*, Halfling

Equipment bell x3 (3 gp), compass (10 gp), diving suit (10 gp), earplug x2 (.06 gp), fishing kit (.5 gp), hammock (.1 gp), longspear (5 gp), magnet (.5 gp), masterwork thieves' tools (100 gp), parchment x5 (1 gp), scrivener's kit (2 gp), scroll case x2 (2 gp), scroll of cure light wounds (25 gp), signal whistle (.8 gp), sorcerer's kit (9 gp: backpack, bedroll, belt pouch, canteen, flint and steel, iron pot, mess kit, soap, 10x torches, 5x trail rations), spell component pouch (5 gp), traveler's outfit (free), underwater goggles (5 gp), wandermeal x4 (.04 gp), waterproof bag x2 (1 gp)

Background Questions:
1. What is your character’s name?
Her parents call her "Ommerra," or sometimes "Ommerra Beachcomber" after their profession/hobby. They decided this was the girl's name when they found her and taught her to speak Common.

2. How old is your character?
She looks like she is in her early twenties.

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Ommerra appears to be a small human woman with tan skin, dyed blue hair, shockingly purple eyes, delicate bones, and carrying a longspear. Her long locks spill down her shoulders and back like they have never been cut.

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
She speaks Common with a slight accent, as if it is not her native language. She is also a bit unsteady on her feet when on land, indicating that she is more at home in the water.

5. Where was your character born? Where were you raised? By who?
She was born deep underwater, or so she thinks. Her earliest memories of being on land involve the sands of a southern Andoran beach gasping before she was found by her adoptive parents.

6. Who are your parents? Are they alive? What do they do for a living?
Her parents are middle-aged halflings, a large family with many children. They trade merchandise and scavenge the beaches for treasures washed up from shipwrecks.

7. Do you have any other family or friends?
One of her adopted siblings joined the expedition last year, and Ommerra believes she will find them on the colony at Ancorato.

8. What is your character’s marital status? Kids?
Single, no kids.

9. What is your character’s alignment?
Her parents raised her to do good, though their somewhat chaotic existence did not set a very lawful example for her. She is neutral good.

10. What is your character’s moral code?
She believes in looking out for family and friends, and supporting her community in turn. She is generally empathetic, and cares about helping those who do wrong to come to the correct path.

11. Does your character have goals?
Yes, she wants to discover as much as she can about Azlant in the hopes of discovering more about her own origin. She would also love to see her sibling again.

12. Is your character religious?
Not particularly.

13. What are your character’s personal beliefs?
She believes she has some deep and mystic connection to Azlant, though she does not know exactly what it is. She also believes it is her duty to share her talents with other members of her community, no matter how worthy they may be.

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
She apologizes a great deal, she can't help it. She is very giving and hopeful about the future. She is also extremely loyal, to the point of glomming onto others that she thinks is her friend (since she cannot recall ever having friends as a child). She is not especially charismatic, but she finds she can communicate better by quoting from charismatic authors that she has read.

15. Why does your character adventure? Why did your character accept the job?
She is hungry for knowledge and protective of her friends.

16. How does your character view his/her role as an adventurer?
She is a protector and a scholar. (Mechanically, she's very like a bard: Knowledge checks, boosting others' attacks, and buffing/support spells. At level 3 she will develop extremely strong social skills by taking the Orator feat.)

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
It is difficult to spot, but she has two slits in her lower neck that look like they may have been gills, but they have mostly healed over.

18. How does your character get along with others?
She tries very hard, though her social skills are not the best.

19. Is there anything that your character hates?
She doesn't like red meat, preferring to eat vegetables or fish when she has a choice. She also is strangely triggered by mind control magic.

20. Is there anything that your character fears?
Along those same lines, she has a visceral fear of deep sea creatures that control others with mind powers.

Build notes:
Ommerra is designed primarily as a support character, specializing in aid another during combat (at level 1 she grants a +5 bonus) and providing lots of skill and spell utility starting with knowledges and trapfinding and then developing exceptional face skills (Bluff, Diplomacy, Intimidate) by level 3. Also at level 3, she will be able to aid another as a move or swift action, and at level 5 her bonus granted will increase to +7. She's more like a bard than a rogue or an alchemist! :)