Acanamirium

Ommerra's page

4 posts. Alias of eriktd.


About Ommerra

I'm submitting an Azlanti water princess, born long long ago to a mysterious outsider and for many eons has kept safely hidden deep beneath the waves. Recently, she was released to return to the surface, literally a fish-out-of-water story. Because of her unusual heritage, she carries strong magic in her blood, and she can summon and control the element of water, commanding it to give succor and life or chilly buffeting death.

Background

Her earliest memories are of comfort, floating in warm liquid darkness and staring at a shimmering light far, far above her... it feels like a womb, though she can hear voices. A woman: "It is not yet time." A man: "It has been too long. You must let Ommerra go." The woman: "It is not yet time." The man: "You promised. It has been too long." The woman: "It is not yet time." The voices are muffled and echo, like they are far away, or underwater, or speaking through flesh and bone, but she knows they are talking about her.

She can remember friends there. Strange fish, a crab, a turtle, creatures with tentacles and many eyes. She would talk to them in their language, which instinctively rolled off of her tongue. They would bring her gifts, artifacts made of stone or metal, with geometrical shapes carved into the sides or runes that spelled out ancient riddles. She would press the side of her head to these stones, and they would float through her skin and into her brain. That made her laugh.

Even the water listened to her, and came when she called. The water was her friend. It carried her, refreshed her, warmed her. Like a home. Like a womb.

Then, the man: "If you will not let Ommerra go, I will go instead." The woman: "No! You will die if you go back! It has been too long!" The man: "You must choose one of us. You promised; I cannot bear it any longer." The woman: "It is not yet time!" The man: "You cannot keep us both here forever. Choose." The woman sobbed and begged and cajoled. The man remained adamant. Both voices went quiet then, and forever after.

Finally, one day, a pair of hands reached down from above to her. Silently they dragged her through the heavy liquid toward the light, and with a push she was expelled into a bright, blinding, overpowering and noisy place. She lay on a sandy beach of Andoran, soaking wet, wearing drenched clothing that resembled what the people of old Azlant wore in the paintings-- a girl, no more than sixteen. It was as if the ocean had given birth to her, and she was innocent and beautiful. She lay gasping on the sand and marveled at the world that now surrounded her.

Fortunately, she was immediately found by a kindly pair of elderly beachcombers, who had never had children of their own. They convinced her through gestures and friendly sounds to come back to their home with them. She was charming and kind, and she learned quickly, soon picking up not only their language but also their ways. They made their living collecting treasures washed up by the ocean, and Ommerra was happy to help with that as with all things. They were astounded when they realized their little foundling could read the ancient script on the fragments of Azlanti artifacts they occasionally uncovered, and a bit unsettled by how much she resembled the people these items depicted.

They always took their wares to nearby Claes to sell, which made them enough for the three of them to live, with a little left over. To reward her, they often used their profits to buy books on anything related to the history of the lost continent, which she would read voraciously before trading back. 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.

Three years ago, her adoptive father died of old age, and her adoptive mother went soon after. She kept up the place for them for several years, but then she began to feel lonely and curious about her past. She discovered when walking in the water that she could call up waves while concentrating, and soon realized that she had other latent arcane talents she had suppressed. In fact, she is still discovering them to this day. She has come to believe that the powers she has uncovered so far have something to do with her ancestry, and she desperately desires to study the lost civilization further to perhaps unlock the mystery of her own past.

While in town, she happened to hear of a government-sponsored expedition to explore the lost continent. She rushed to apply, but unfortunately she was too late, and the reply came that the expedition had already set forth. And perhaps it was fate, but the sponsors had just decided to prepare a second trip, and invited Ommerra to come to an interview. She impressed them with her magical abilities, which seemed almost effortless for her, and also with her extensive knowledge of the ancient civilization. After much deliberation, her application received the rubber stamp of approval, and six months later she had sold her remaining possessions and stepped on a ship leaving Almas for the Isle of Ancorato.

Description

Ommerra has dark red hair with a very high hairline, pale white skin, and vibrant purple eyes. She dresses in simple travelers' clothes, light and easy to move in, that dry quickly if she should desire to go for a swim. Her voice is unusually deep and sonorous, and she moves with a smooth, fluid grace. There is an indefinable alien quality about her that does not seem quite part of this world. Her enthusiasm is infectious, and her curiosity about the world is almost mesmerizing. She lives her life like she is a heroine in a Disney musical.

Name: Ommerra, Azlanti princess
Race: Undine (Mostly Human, Amphibious, Darkvision, Water Affinity, Water Sense)
Alignment: Lawful Good
Class(es): Kineticist (Overwhelming Soul), hydrokineticist // Sorcerer (Crossblooded/Wildblooded), aquatic and elemental (lifewater) bloodlines; Oracle variant multiclass

Abilities: Str 8 (-1), Dex 14+2 (+3), Con 14 (+2), Int 12 (+1), Wis 8+2 (+0), Cha 18 (+4)
Traits: Azlanti Scholar (Knowledge History), Irrepressible

HP: 10/10 (1d8+2)
AC: 13 (+3 Dex)
Move: 25', swim 40'
Init: +3

Saves: +4 Fort / +5 Reflex / +0 Will (+4 vs charm/compulsion)

Weapons
dehydrating touch +3 vs touch ac (1d6 nonlethal, sickened)
cold blast +3 vs touch ac (1d6+2 cold)

Kineticist abilities: basic hydrokinesis, burn, elemental focus (water), gather power, infusion (extended range), kinetic blast (cold blast), mental prowess, mind over matter, utility wild talent (elemental whispers: osprey, +3 Survival)

Sorcerer abilities: bloodlines (aquatic, elemental/lifewater), bloodline arcanas, bloodline power (dehydrating touch)

Oracle VMC abilities: mystery (Life), curse (Deep One or Skum: -5 move speed, +10 swim speed)

Favored Class Bonus: Kineticist, +1/6 wild talent

Feats: Agile Maneuvers*, Combat Expertise*, Deadly Aim*, Power Attack*, Weapon Finesse*; Chilling Amplification, Eschew Materials*

Skills: Diplomacy +8, Knowledge Arcana +5, Knowledge History +6, Knowledge Local +2, Knowledge Nature +5, Lore (Azlanti people) +5, Perception +4, Survival +3, Use Magic Device +9

Sorcerer Spells
cantrips: detect magic, grasp, read magic
1st (5): shield

Equipment
masterwork backpack (50 gp), 3x bells (3 gp), compass (10 gp), 2x earplugs (.06 gp), fishing kit (.5 gp), hammock (.1 gp), magnet (.5 gp), 2x scroll of mage armor, signal whistle (.8 gp), sorcerer's kit (5 gp: bedroll, belt pouch, iron pot, mess kit, soap, 10x torches, 5x trail rations, waterskin), traveler's outfit (free), 4x wandermeal (.04 gp)

Familiar
Ariel is a psychic expression of Ommerra's higher spirit or subconscious self, manifesting as a majestic sea bird when she concentrates. Strangely, Ariel seems to know things that Ommerra doesn't, as if it has access to memories or thoughts that Ommerra's conscious mind does not remember or acknowledge.

Familiar (Sage) 1, BAB +0, saves +2/+2/+2; Osprey, size: Tiny, low-light vision; move speed: 10', 60' fly (average); 2 talons +5 (1d4-2); Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 7; Skill Focus (Perception); Fly +7, Knowledge Arcana 0-1, Knowledge Dungeoneering 0-1, Knowledge Engineering 0-1, Knowledge Geography 0-1, Knowledge History 1+2, Knowledge Local 0-1, Knowledge Nature 0-1, Knowledge Nobility 0-1, Knowledge Planes 0-1, Knowledge Religion 1+2, Perception +17; dazzling intellect (Int 5+level, half natural armor adjustment), sage's knowledge (half level to Knowledge checks, 2 skill/level); improved evasion, share spells, empathic link

Build Notes

Ommerra fits squarely into the arcane caster role, and though she should be able to do a lot of damage she is also very support-focused. She's basically a blaster with lots of defense-oriented control and utility options.

Using her kinetic blast, she can deal slowing cold damage to a creature within 30' as a ranged touch attack, dealing 1d6+2 damage to start, and increasing by 1d6 every two levels. Her sorcerer levels also give her access to several cold area effect spells, but for the most part her spells known are devoted to control and buffing effects.

Her Lifewater bloodline arcana gives her temporary hit points every time she casts a [water] or [cold] spell-- and her kinetic blasts count, as they are spell-like abilities with spell levels. Over time she gets other healing bloodline and kineticist powers, such as restoration and condition removal, and a pseudo-breath of life at level 12. With Life Link starting at level 3 she can heal her partner every round and replenish her total by blasting, and in emergencies she can provide more conventional healing and restoration with her kineticist abilities.

For skills, she is focused on several useful Knowledge checks (Arcana, History, and Nature) and her sage familiar is specialized at covering the others. She is also an excellent face character, with good Charisma and full ranks of Diplomacy. Finally, she is quite adept at activating magic items, allowing her to reliably make use of cleric wands and scrolls when needed.