Mari Character in Erath | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Mari

The beautiful, charming, and alluring Fey Goddess of the Waves and Waters is known by many names but is most often referred to as the Goddess of the seas. She was once counted as one the most worshipped and celebrated of the NINE but after the second war and Erath turning into mostly a vast desert, many have not found a need for her aid and thus worship has waned especially amongst those lacking in any water sources especially the sea.

Favored Weapon:


Choose between a Trident and a Waveblade.

Divine Domains

Charm Domain

Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.

Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Charming Smile (Sp): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your cleric level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.

Domain Spells: 1st—charm person, 2nd—calm emotions, 3rd—suggestion, 4th—heroism, 5th—charm monster, 6th—geas/ quest, 7th—insanity, 8th—demand, 9th—dominate monster

Healing Domain

Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.

Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Healer’s Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does notapply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.

Ocean Domain

Granted Powers: The power of the god of oceans fills you, allowing you to soothe others with a touch, and preventing you from becoming sickened when traveling aboard a ship.

Comforting Touch (Su): You can touch a creature as a standard action, granting them a +2 bonus to all saving throws against effects that would leave them with the nauseated or sickened condition.

Iron Guts (Ex): Beginning at 8th level, you become immune to the sickened condition and receive a +4 bonus to saving throws against effects that would leave you with the nauseated condition.

Domain Spells: 1st—endure elements, 2nd—sea legs, 3rd—Ocean God’s blessing, 4th—freedom of movement, 5th—summon monster V, 6th—mass sea legs, 7th—control weather, 8th—summon monster VIII, 9th—storm of vengeance.

Water Domain

Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.

Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Cold Resistance (Ex): At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.

Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd— water breathing, 4th—control water, 5th—ice storm, 6th—cone of cold, 7th—elemental body IV (water only), 8th—horrid wilting, 9th—elemental swarm (water spell only)

Divine Symbols & Sigils

A seashell with a mermaid on top.
Divine Classification
Deity - The NINE
Alignment
Neutral Good
Age
Eternal
Children
Sex
Female
Gender
Female
Presentation
Goddess
Eyes
Blue
Hair
Light Blue/White
Skin Tone/Pigmentation
Blue Grey
Uncommon knowledge:
Mari did not lose as much power as people believe she merely redirected her focus/energy after the large bodies of water evaporated. Her redirected focus/energy now is contained in the rain, lakes, puddles, humidity, and even in the body.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!