About OmmerraAn Azlanti water nymph born long long ago to a mysterious outsider that for many eons has kept her safely hidden deep beneath the waves. She carries strong magic in her blood, and with it 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, perhaps twelve or thirteen years old. 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 even more 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 and a shiny chain mail shirt, light and easy to move in. Her voice is unusually deep and sonorous, her skin especially healthy-looking, 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 is nearly boundless. Name: Ommerra, lost Azlanti princess
Abilities: Str 11-2 (-1), Dex 14+2 (+3), Con 17 (+3), Int 8 (-1), Wis 13+2 (+2), Cha 10 (+0)
HP: 20/20 (1d8[8]+1d6[6]+6[CONx2])
Fortitude +5 (+2[base]+3[CON])
BAB: +1 Weapons
Armor
Kineticist abilities: basic hydrokinesis, burn, elemental focus (water), gather power, infusion (Extended Range), kinetic blast (cold blast: 1d6+half CON) Sorcerer abilities: bloodlines (Elemental/Lifewater), bloodline arcana, bloodline familiar 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: Eschew Materials* (sorcerer 1), Point-Blank Shot (level 1) Skills: Acrobatics 1+6*, Knowledge (history) 2+3, Linguistics (Aquan) 1-1, Lore (aquatic humanoids) 1+2, Perception 1+5*, Swim 1+10*, Use Magic Device 1+4; ACP -1 Languages: Aquan, Azlanti, Common Sorcerer Spells
Equipment
Familiar
Familiar (Figment/Sage) 1, HD 2 (5 hp), BAB +1, saves +2/+2/+2; Seahawk, 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; dazzling intellect (Int 5+level, half natural armor adjustment), empathic link, heavenly touch (3+O's CHA/day: fast healing 1, lasts O's CHA rounds), recurring dream, sage's knowledge (half level to Knowledge checks, 2 skill/level), share spells; Fly +7, Heal 1+2, Knowledge (arcana) 0-1, Knowledge (dungeoneering) 0-1, Knowledge (engineering) 0-1, Knowledge (geography) 0-1, Knowledge (history) 0-1, Knowledge (local) 0-1, Knowledge (nature) 0-1, Knowledge (nobility) 0-1, Knowledge (planes) 1+2, Knowledge (religion) 0-1, Perception +17; Healing Hands Build Notes: Ommerra is designed to be a sort of hybrid healer/blaster. Because of her Lifewater bloodline arcana, whenever she uses a kinetic blast she also gains temporary hit points equal to the blast's spell level. Then, starting at level 3, she gains Life Link from her oracle VMC. This means she can take damage onto herself from another player, and that damage comes from her temporary hit points first. At level 10, she gets 5 temporary hit points every time she blasts, which completely offsets the damage she takes from the Life Link.
Future levels:
Player 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?
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
5. Where was your character born? Where were you raised? By who?
6. Who are your parents? Are they alive? What do they do for a living?
7. Do you have any other family or friends?
8. What is your character’s marital status? Kids?
9. What is your character’s alignment?
10. What is your character’s moral code?
11. Does your character have goals?
12. Is your character religious?
13. What are your character’s personal beliefs?
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
15. Why does your character adventure? Why did your character accept the job?
16. How does your character view his/her role as an adventurer?
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
18. How does your character get along with others?
19. Is there anything that your character hates?
20. Is there anything that your character fears?
|