Ommka's page

100 posts. Alias of Oceanshieldwolf.

Full Name





Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft





Strength 14
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 14
Charisma 15

About Ommka

Quick View Stats for Combat:
HP: 34/34
AC:20, 15 touch, 18 flat-footed
Saves: Fort: +7 Reflex: +5 Will +5
BAB +3
CMB +5 CMD 17

Initiative: +4 (+2 Dex, +2 trait bonus)
Spells in Effect:
Currently wearing: Integrated Armor (scale mail)
Items in Hand: Ossin Leafblade

Energy Reserve: 11 [ 6 (3, + 3 Con)] + [ 5 (3, + 2 Wis) ]
(Before meditation: 6 [3, + 3 Con])

Ommka’s Background:
Ommka tells people she is "of the Ossin" - yet most people have never heard of or seen such a race before. And there is a very good reason why that is so.

Ossin are not a "natural" viable race, they are planted - a specially selected and bred seedstock - into a Manite core - a synthesis of Manite and Plant matter - in essence a humanoid-shaped plant is growing out of its Manite core - "Ommka's" personality disconnect comes from the fact that the "soul" is Manite while the personality is merely a plant's rendition of a humanoid spirit. A spirit completely subject to the Wasting.

Just as Manite consumes living energy in mammals, so too does it draw forth Ommka's vitality. Ommka will die in a matter of years.

Until then Ommka has a mission. Unfortunately Ommka has absolutely no idea what that mission is.

Ommka was deliberately planted and afterwards synthesized by an unknown for a purpose, a purpose about which Ommka has absolutely no idea. How Ommka knows this one fact, that of a deliberate creation Ommka does not say. Bereft of story, Ommka follows a mercenary path to both create story anew and perhaps reconnect with a lost legacy.

A synthetic tool with an emulated personality carrying an inbuilt expiry and absolutely no idea. Bereft of experience or guide.

At times it is clear that Ommka is "not there". Perhaps that is a function and a result of how Ommka engages with or connects to prescience.

Ommka's Appearance:
Ommka is a very humanoid figure covered in a riotous mash of plant matter - bark, thorn, fern, leaf as well as other organic materials - chitin, bone; finally she has integrated metal scale armor that with a thought can express wicked armor spikes. Here and there, organic gem like nodules dot her form, able to light up with bioluminescence as required.

All of this hides her manite core deep in her abdomen.

Ommka's "skin" is dry sinewy cordlike plant, her face is open and somewhat feral - her wooden teeth are slightly pointed at the front and help to give her a very wolf-like grin she uses for everything from pleasure and surprise to shock, pain and misunderstanding.


Ability Scores Score (bonus) [points] (racial creation bonus)
Str : 14 (+2) [5]
Dex: 14 (+2) [5]
Con: 16 (+3) [5] (+2 Ossin)
Int: 10 (+0) [2] (-2 Ossin)
Wis: 14 (+2) [5]
Cha: 15 (+2) [3] (+2 Ossin)


AC: 19, touch 14, flat-footed 17 (+5 armor, +2 dex, +2 natural)

HP: 34 (Full first level = 10, (Half +1 2nd level, Half + 1 3rd level) = 12, +9 Con, +3 Favored Class)
Fort +7 (3 + 3 + 1*), Ref +5 (3 + 2), Will +5 (3 +2)
* currently buffed by minor resistance generator


Initiative: +4 (+2 Dex, +2 trait)
Speed 35 ft (+5 feet implant)

Ossin Leafblade +4, 1d10 +3, (18-20 x2) (+2 BAB, +2 Str) (+3 THF Str)

Power Atk:
Ossin Leafblade +3, 1d10 +6, (18-20 x2) (+2 BAB, +2 Str, -1 PA) (+3 THF Str, +3 PA)

[dice=Shangsjh!!!]1d20 + 2 + 2 + 1[dice] (+2 BAB, +2 Str, -1 PA, +1 wyrdsight]
[dice=Kheh!!!]1d10 +3 + 3[dice] [+3 THF Str, +3 PA]

Springblade Spear +4 1d8 + 3, (x2) (+2 BAB, +2 Str) (+3 THF Str)
[i]Power Attack
Shortspear or Mace +3 1d8 + 6, (x2) (+2 BAB, +2 Str -1 PA) (+3 THF Str, +3 PA)

Ranged Weapon
Thunderbow, (+3 rated) +4 1d8 +3 (x3) [+2 BAB, +2 Dex] [+3 Str]
Pistol (touch) +4 1d8 [+2 BAB, +2 Dex]

[dice=Fwip!!!]1d20 + 2 + 2 + 1[dice] [+2 BAB, +2 Dex, +1 wyrdsight]

Base Atk: +3

CMB: +5 (+3 BAB, +2 str) CMD: 17 (10, +3 BAB, +2 str, +2 dex)

Favored Class Bonus Hit points

[1 1st level, 1 3rd level]
Power Attack - Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Cleave - Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.


The wyldmeld’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis) Survival (Wis), and Swim (Str).

Skills: (8 ranks – 12 Class, +0 Int)
Skill/Class/Ranks/Ability Modifier/Bonus *=ACP
xxxAcrobatics/Yes, +3/2/(Str) +2 = +7* 1, 12
Appraise No/0/(Int) +0 = +0
Bluff/No/0/(Cha) +2 = +0
xxxClimb/Yes, +3/1/(Str) +2= +6* 2
Craft (weapons)/Yes, +3/0/(Int) +0 = +0
Diplomacy/No/0/(Cha) +2 = +0
Disable Device/No/0/(Dex) +2 = +0*, no untrained
Disguise]/No/0/(Cha) +2 = +0
Escape Artist/No/0/(Dex) +2 = +0*
Fly/Yes, +3/0/ (Dex) +2 = +2*
Handle Animal/No/0/(Cha) +2 = +0 no untrained
Heal/No/0/(Wis) +2 = +0
xxxIntimidate/Yes, +3/1/(Cha) +2 = +10 [+4 from integrated armor] 3
Knowledge (nature)/Yes, +3/1/(Int) +0 = +4 no untrained 4
Knowledge (others)/ Yes, +3/0/(Int) +0 = +0 no untrained
Linguistics No/0/ (Int) +0 = +0 no untrained
xxxPerception/Yes, +3/2/(Wis) +2 = +7 5, 9
Perform/No/0/(Cha) +2 = +0
Profession (any)/Yes, +3/0/(Wis) +2 = +0 no untrained
Ride/Yes, +3/0/(Dex)+2 = +0*
xxxSense Motive/Yes, +3/1/(Wis) +2 = +6 6
Sleight of Hand No/0/(Dex) +2 = +0* no untrained
Spellcraft No/0/(Int) +0= +0 no untrained
XXXStealth/Yes, +3/2/(Dex) +2 = +7* 7, 10
xxxSurvival/Yes, +3/2/(Wis) +2 = +7 8, 11
Swim/Yes, +3/0/(Str) +2 = +0*
Use Magic Device No/0/(Cha) +2 = +0 no untrained


Reactionary Benefit: You gain a +2 trait bonus on initiative checks.
One free Class Skill: Stealth

Languages: Common


Ability Score Racial Traits:
Ossins are hardy and guileful, but process thoughts slowly. As a result, ossins gain a +2 bonus to Constitution and Charisma, but suffer a –2 penalty to Intelligence.

Type: Ossins are plant creatures.

Languages: Ossins begin play speaking Sylvan and Common. Ossins with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Defense Racial Traits
Natural Armor: Ossins have tough, rugged skin, granting them a +2 natural armor bonus.

Feat and Skill Racial Traits
Past-Life Knowledge: Ossins remember memories encoded in their soul seed. They treat all Knowledge skills as class skills

Magical Racial Traits
Soul Seed: As a full-round action, an ossin can expel its soul seed from an orifice in its abdomen. If planted in fertile ground and left undisturbed for 2d6 days, the seed grows into a healthy duplicate of the original ossin, save that the duplicate may reallocate all of its skill ranks upon sprouting. Once an ossin expels its seed, it gains 1 negative level, and it dies as soon as its duplicate sprouts. This duplicate replaces the previous ossin character

Light Dependent: Ossins take 1d4 points of Constitution damage each day they go without exposure to sunlight


Weapon and Armor Proficiency: A wyldmeld is proficient with all simple weapons, pistols, holdout firearms, and a single exotic, martial or firearm weapon of choice. She is also proficient with light armor, medium armor, and shields (except tower shields).

Energy Reserve (Su): A wyldmeld is adept at utilizing their implants than most, to generate an intense personal reserve of life-force power to facilitate their use. While many implants offer passive effects, some are activated through the use of energy points. The number of points in a wyldmeld’s energy reserve is equal to his level + his Constitution modifier. Additionally, if the wyldmeld meditates on the flux and force of fate and causality he gains points in his energy reserve equal to his level + his WIdsom modifier. A wyldmeld can regenerate his energy reserve by resting for 8 hours, once per 24 hour period. As long as the wyldmeld retains at least one point in his energy reserve, his saving throws follow the Seer progression, once the last point is spent they revert to golemoid progression.

Energy Surge (Su): In addition to using energy points to power his various implants, a wyldmeld can also spend an energy point to do any of the following:
* Cast detect animals and plants as a spell-like ability, using the wyldmeld’s class level as his caster level. This is a standard action.
* Release a burst of hardened shell, chitin, hide, bark or viscosity as a swift action, granting the wyldmeld a +2 deflection bonus to Armor Class until the beginning of his next turn.
* Leverage pressure and torsion gaining a +4 morale bonus to his attack rolls or Strength checks to break inanimate objects, and ignores the first 5 points of hardness when breaking objects. This is a move action.
* Spring as a free action allowing him to make any Acrobatics check to jump as if from a running start.

Meld (Ex): A wyldmeld gains implants as a golemoid, but these may be biologically derived symbiotic units or manite steel or stone or a mix of all three. He receives new manite implants up to his maximum allowance free of cost immediately upon leveling. A wyldmeld does not need to solicit aid from a druid or alchemist to gain these new implants. Unlike lesser wyldmelds, a true wyldmeld either spontaneously develops new implants as his symbiotic and artificial body evolves, or simply learns how to safely use implants that were formerly dormant. A wyldmeld may elect to receive a less powerful type of implant in place of a more powerful one if he desires.
Any manite implant effect which imposes a saving throw is equal to 10 + 1⁄2 the wyldmeld’s class level + the wyldmeld’s Constitution modifier.

True Meld (Ex): The defining characteristic of a wyldmeld is its unusually high resistance to the Wasting (described in the World of Aden: Thunderscape Campaign Setting book). At first level, a wyldmeld’s body is already heavily augmented, with at least half of the original body replaced with symbiotic biological matter, manite-enhanced steel and stone. Most of these implants are prosthetics, functionally identical to the body parts they replace, though a few have enhanced abilities. For the purposes of all rules regarding the Wasting, the wyldmeld counts as a “true wyldmeld.” Any implants granted by this class do not count toward the wyldmeld’s Impact (the amount of implants allowed before a creature begins to show advanced symptoms of the Wasting).

Even a low level wyldmeld is immediately recognizable as a heavily augmented being and may face distrust or derision at the hands of those who fear his kind. The Disguise skill can be used to attempt to conceal his artificial nature, though this is as difficult as concealing himself as a member of another race. Obvious use of wyldmeld abilities will, naturally, ruin any attempt at passing for normal.

Wyrdsight (Ex): Wyrdsight allows a wyldmeld to glimpse visions of the future, though this gift is frequently difficult to control. Once per twenty-four hour period, the wyldmeld may meditate for one hour in an attempt to glimpse visions of the future. Meditating in this way adds a number of points to the wyldmeld’s energy reserve equal to his Wisdom modifier plus his level. The wyldmeld receives a series of abstract premonitions about possible future challenges. The wyldmeld may use his wyrdsight to empower a number of his prophetic gifts. However, all wyldmelds possess the basic ability to use their wyrdsight to grant minor bonuses to a variety of actions.

By expending one point of his energy pool a wyldmeld may grant a +1 insight bonus to any skill roll, attack roll, or saving throw that he witnesses, applied as an immediate action. This bonus increases to +2 at 5th level, +3 at 10th level, and +4 at 15th level. The wyldmeld must declare use of this ability after the roll is made, but before the results are revealed. This ability replaces functionality lost to energy burst, martial weapon proficiency, and lost functionality of true meld.

Prophecies (Su): At 3rd level and every four levels after, the wyldmeld unlocks another aspect of her prophetic gifts. Most of these prophecies permanently add new effects to her wyrdsight and primal fate. A wyldmeld may not select the same prophecy multiple times unless noted. Any prophecy that grants a new aura follows the usual rules regarding auras (range, only one in effect at a time, etc.). All effects of prophecies are keyed to Constitution.
At first, she may only select minor prophecies. Beginning at 11th level, she may select either major or minor prophecies. Beginning at 15th level, she may select master, major, or minor prophecies.


Bioluminescent Implants (Su): Bioluminescent nodules implanted in the wyldmeld’s eyes, wrists, or chest can glow brightly upon command. These nodules are as bright as a torch when lit, and can be lit or doused with a free action.

Minor Resistance Generator (Su): The wyldmeld gains a +1 resistance bonus to one of his saving throws (Fortitude, Reflex, or Will). The user may change the affected saving throw by spending an energy point as a standard action. The bonus affects the chosen saving throw until the wyldmeld spends another energy point to change it again.

Chest Spikes (Ex): The wyldmeld’s body features retractable spikes that can be extended or withdrawn as a swift action. These are functionally identical to masterwork armor spikes, and can be enchanted as magical weapons for the usual cost.

Integrated Armor (Ex): The wyldmeld can integrate one suit of armor into his body. He must be proficient with the armor. This process causes the wyldmeld to look even more bulky, mechanical, and inhuman, granting a +4 circumstance bonus to intimidation checks. As the armor is now a part of his being, it is far easier to move around in, reducing all armor check penalties by 3, removing any speed penalties, and allowing the wyldmeld to sleep in it with no penalty. Integrated armor can be made into magical armor (or have magical abilities added to it) for the usual cost. Integrated armor may not be removed unless this implant is removed (via interchangeable parts, for example).

Manite Speed Boost (Su): The wyldmeld’d legs are reinforced and extra powerful. He gains a +5 bonus to his base speed. He may spend one energy point to gain an additional +10 to his speed for one round, or +20 if he is running or charging.


Ossin Leafblade d10, 18-20 (x2) (S) 80 gp, 7 lbs.
Springblade Spear 1d8 (x3), 30ft, 100 gp, 8 lbs.
Thunderbow +3 Str rating, 1d6, 100 ft, 750 gp, 5 lbs.
20 arrows, 1gp, 3 lbx.
10 x thistle arrows = 10 gp

2 pistols, 1d8, 19-20 x2, 50 gp, 4 lbs.
Heavy shot x20, 4 gp, 2 lbs. (-1 to hit, +2 damage)
27 lbs, 980 gp

Scale Mail, [Integrated] +5 AC, Max Dex +4, ACP -3 (0), ASF 20% 50 gp, 30 lbs.

30 lbs, 50 gp

Skill Equipment:

Driving Goggles, +2 saves against natural hazards such as sandstorms, that would hamper or damage the eyes. 25 gp, 1 lb.

Ready Harness: Another common piece of steamwright equipment, a ready harness consists of a set of steel-reinforced leather harnesses that crisscross the user’s torso. The harness has a number of pouches (capable of holding 10 lbs. of items or small weapons) but its true value lies in its efficient design, granting greater support and distribution of weight to the wearer’s carried gear. When wearing a ready harness, the wearer’s Strength score is considered to be 2 points higher for the purposes of determining whether he is encumbered by carried equipment. (Medium or heavy armor still encumbers the wearer normally.) A masterwork ready harness increases the wearer’s effective Strength by 4 for the purposes of determining equipment encumbrance. 5 gp, 3 lbs.

(30 gp)

Total equipment cost: 1070 gp, - 240 gp remaining

Weight: xx lbs.
Weapons 23 lbs
Armor (30 lbs)

{ready harness increases Str capacity to 16}
63 lbs lbs. less than 77 lbs = light load. Load: Light