Chapter 28.5 - Delphinus
~Aqua~
In order to gain some context to the current situation, let's go back in time.
Melodious Aquamarine is one of many local heroes in Helix. No one knows where she truly came from, but rumors state that she was raised by a pirate a capella group, who took advantage of her magical powers to raid ports all over the continent while they themselves performed in taverns. But one day, she met a strange creature - a seahorse wearing a bowtie who could breathe air and water - who was responsible in teaching her morality. Not wanting to hurt people anymore, Aqua abandoned her crew and ran away to live a nomadic lifestyle to atone for past crimes.
At least, that's how the story goes.
No matter the story, the end is the same: A young, nameless girl - for no one knew her real identity - awakened as a magical girl, vigilantes (often teenagers or young adults) who fight crimes of mundane or magical nature with the aid of their familiars. Her understanding of hydrokinesis grew thanks to the tutelage of Mr. Horsey, whom she met at a young age after she found a beautiful gemstone on a beach.
"Hello, I am the spirit of Delphinus. My form changes based on your favorite aquatic creature. Ah, I see you love the seahorse. Then I shall assume this form for you, my lady."
The spirit of the stone materialized itself, taking the form of a floating seahorse wearing a bow tie.
"I needed the vessel of the aquatic creature in question. Fret not, my lady; I found this particular creature alone in its habitat, rejected by every potential mate. While it does not truly understand the scope of our mission, it welcomes your company."
***
The young girl took the heroic persona of Melodious Aquamarine, a heroine who blasts monsters and criminals away with orbs of water, alleviates all who thirst, and sings sea shanties for seasick sailors. In time, she was loved by most people who were visited by her. Others viewed her as a menace who needed to be stopped before her acts of heroism brought the unwanted attention of great evil to the world.
Despite lacking proper education, Aqua was tutored in both history and the ways of the world by Mr. Horsey, who was knowledgeable in all subjects and offered the young girl answers to all questions that she had. It took a long time, but Aqua eventually attained an acceptable academic level after she turned 19 years old.
And her first official mission was given to her not long afterwards.
It was during a visit to Helix City where she was contacted by law enforcement. Hearing of her heroic deeds, a high priest of the local church of the Hammer of Justice sent the police to bring her to him so he could grant her a holy mission. It was a dangerous mission, and he could not entrust this mission to just anyone. But his acolytes were inexperienced, and his people needed him, and with no one else to turn to, he prayed for a miracle.
Once she heard the mission objective, Aqua immediately accepted. She was tired of fighting petty crime, and this was her chance to prove herself against the face of evil. Mr. Horsey advised her to be careful, and not let hubris be her downfall, but allowed her to go with understandable reluctance.
She was to infiltrate the Order of the Blue Jay, an organization that fell from grace recently and was currently under investigation for demonic activity.
***
Melodious Aquamarine, wielder of Delphinus
14th of Cobre, 2pm, 1659
It didn't take long for Aquamarine to find her quarry.
Skipping along merrily on her way to Hammer's Reach, about 30 minutes after passing by an abandoned compound, she found three men wearing azure capes surrounded by a party of bandits. Two halflings, two dogfolk, and an orc made way for the apparent leader: a human male with tan skin and coarse hair tied in dreads.
"Well, well, well," the bandit leader wagged his cutlass carelessly, "if it isn't the Order of the Blue Jay. What are you cultists doing this time?"
"Cultists?" The older of the Blue Jays kept his polearm steady. "You must have mistaken us for a different bunch. We're a righteous group hunting the evil creatures of the forest!"
"Likely story," said a cute, red-haired halfling.
"We don't mind plunderers, but we don't take kindly to demon worshipers. Hand over your valuables, or you'll walk the plank!"
"Walk the plank?" Aquamarine was a lot more interested in this exchange now. It would be ideal if the pirates and the Blue Jays wiped each other out, but she needed to infiltrate the latter.
She needed to chase away the pirates.
"Stop right there, evildoers!" Aquamarine stepped out of the bushes and pointed at the pirate leader. "I won't let you hurt members of the Blue Jay!"
"Hey, Captain," the orc pirate said, "ain't that Melodious Aquamarine?"
"By the ravaging seas, that is her." The captain grinned. "None of you are a match for her. Let me handle her."
"Uh, oh, he has that look again," said the red-haired halfling. "Captain, as your chief mate, I would advise that fighting her is a bad idea."
"Quick, initiate the 'Save the Captain' maneuver," ordered another halfling.
The pirate crew then surrounded the captain and lifted him up from every angle. "Hey, what are you doing?!"
"We got him," the male dogfolk said. "Retreat!"
"Hold on, you guys! Wait!" Humorously enough, the captain was carried away, unable to free himself.
Aquamarine knew the pirates were doing the world a favor by mugging the Blue Jays, but trust from the latter needed to be won over. She decided not to give chase, instead putting away her scepter and checked on the rescued trio. "Are you okay?"
"Yeah, we're fine." The older of the trio clutched a wound on his arm, which appeared to be a minor cut. "You're Melodious Aquamarine, right? I'm Spark, and these two are Hunter and Chet. You have my thanks for saving our skin; those damn pirates nearly had us."
"I heard you say you were hunting down the evil creatures that lurk this forest. Do you need some help?"
Spark bowed courteously. "You honor us with your presence and offer, ma'am, and we shall accept it. Would you mind scouting ahead of us?" He pointed in the opposite direction of where the pirates had gone.
"Okay! Be right back!"
Once Aqua had skipped away, Spark and his party sneered.
Chet was not pleased at all. "Boss, why did you let her join us? Now she's going to upstage me whenever I play a bard song."
Spark was not happy, either. "Melodious Aquamarine has a bounty of seven thousand gold pieces, paid out by the bigwigs of the Order themselves."
"Seven thousand?!" Hunter immediately drew his knife. "Let's go off her, then!"
"No! She's most likely on edge because of the forest. We'll have to win her trust, first. Then we'll kill her when she least expects it."
Not far away, Aqua skipped merrily down the road. Mr. Horsey, in his natural seahorse form, had fallen behind and just about caught up to his master.
"Unsurprisingly, they're currently plotting to kill you when you least expect it," he reported.
"I see why the old priest sent us to find them. If they were demon worshipers, they would have no qualms about killing a heroine of justice!"
Aqua wanted to make the arrest now, but she would need concrete evidence if she were to justify it in court. For now, she would have to continue her infiltration and stay on her guard. The Blue Jays never tried to kill her in her sleep, but Mr. Horsey kept watch every night just in case they tried.
***
Present day
Aqua's status as a nomadic heroine would often attract unwanted attention to her. To keep a low profile, she would remove her disguise and pose as a young student named Joanna Jones. During her time in Hammer's Reach, she made a new friendship with a girl named Clara, secretly witnessed Hunter and Chet get arrested for trying to rob an inn, and accepted to aid a young paladin and his crew for a daring rescue inside a giant's lair.
Pretending to be a naive maiden had its toll on her brain. She knew the Blue Jays were rotten, but she was alarmed to see Alistair's group figure it out when a red bird spilled what the villains had been plotting behind their backs. If they knew now, it was only a matter of time before the villains were unmasked and were forced to flee.
Which is why she was relieved when they, too, decided to wait things out until they arrived at the giants' lair. She heard how Lenoria recounted some of her knowledge of the local wildlife and flora, using the red bird to ask Clara for confirmation. When she heard from a young boy - who was invisible to Spark, apparently - that the giants grew manchineel trees to ward off intruders, Aqua knew she had to be on her guard. Spark was oblivious to the fate that would soon befall him and his friends.
Which brings us to now.
The young heroine had been naively hopeful that her mission would still succeed, but Spark had picked this very moment to declare her death. She was hoping to come up with a plan after the Blue Jays made the decision to kill her and her new friends, but nothing had come to her. There was no way she could infiltrate their headquarters now. Worse still, she had to be careful not to expose her powers of Delphinus before them; if she could see an invisible red bird, it was possible Clara could figure out the full extent of her powers.
She had to fight with her own abilities instead of relying on Delphinus. It was a good thing her Soulstone could take the form of her hairpins; she would hate to carry it around and keep people's attention away from it.
~Lenoria and co.~
The giant's footsteps were getting closer. Blinded and injured, Spark and Chet stumbled their way towards the exit as they left Hunter behind.
Alistair was furious. "Where do you think you're going?!"
Spark turned back as he ran away. "The deal is off, little man! You deal with the giant!"
"Boss, wait for me!" Hunter ran after them, but due to his watering eyes and the poison of the manchineel tree, he soon stumbled on a rock and tripped.
"Sorry, Hunter! But it looks like you inhaled most of the smoke! You have to remember the rules of the Order!"
"'If anyone in the Order falls short, cut them off no matter your bond,'" Chet said. The two Blue Jays stumbled their way out of the cave, hoping to leave enough distance before the giant could see them.
"That's not fair, you guys!" Tried as he might, Hunter could not see no matter how much he wiped his eyes. Hearing the girls behind him, he had an idea. "I can't die here! If I can just grab Aqua-"
But it was too late.
Hunter had discerned where the room was a little too late, as he made a leap but was soon grabbed by the scaly monster.
"What do we have here," the giant said. "Did you open the door? You're letting the smell of the marinade out!"
Hunter frantically pointed at the door. He was not completely blind and could make out the door from the rest of the cave's features. "No! They did! They're the ones you want!"
The giantess looked back at the room where she held Allie, but all she saw was the chained girl.
"I'd rather be here than run away with you, thief!" Allie stuck her tongue out at Hunter, who had just ran out of options.
"Oh, so you planned to rescue the little tot." The giantess tore the cloak from Hunter, shredding it to pieces with a single claw. "Well, now that I have you, I will eat you! Any last words?"
"Uh..." Hunter's face brightened as if he had an idea. "You mind starting on the legs first? I mean, if you're going to 'eat' me..."
Hidden behind the great metal door along with the girls and Tsukuyomi, Alistair couldn't help but facepalm. "What is he doing?"
"Don't think on it too hard," Lenoria whispered with an annoyed heavy-lidded stare.
The giantess just stood there. It appeared that Hunter had achieved his desired effect. But then...
SNAP
"AAAAAAAAAH!" One tight squeeze was enough to snap Hunter's legs. "This isn't pleasurable at all! The Blue Jays lied to me!"
"Fool. I don't get why humans say things like that in their last moments, but I love to hear their screams when they realize their error."
"Mercy!"
The giantess flung the thief away, who soon collided with the cave wall. His face now a bloody mess in part of the nose wound and the collision, the blood masked his sight completely as he made one last pathetic attempt to crawl away.
As for the main group, they almost felt pity on the Blue Jay. But between the predatory scheming, deceit, and intentions of murder, they just couldn't bring themselves to jump in to help him. Aqua, not really having witnessed a murder before and remembering the bodies near the entrance, closed her eyes.
"Miss Aqua," Alistair said compassionately, "I understand how you feel. A hero's path is never easy, and you'll witness your fair share of murders. If this is not the life for you, I would be happy to help you exit gracefully. As for the rest of you, we need to come up with a plan. We only have a few precious seconds before she comes over here."
Pulling out a meat tenderizer - the kind shaped like a hammer - the giantess approached her prey and raised her hand. Hunter, crawling away at a snail's pace, hurried as best as he could.
"Thanks to you, I almost lost my appetite. I refuse to indulge your desires but at least you'll make food for the rats." Using her free hand, she pinned Hunter in place. "Die!"
SPLAT!
Blood splattered across the cave floor with each swing of the tenderizer. "No one. Makes me. Lose. My. Appetite. Without getting away with it!"
The giantess swung and swung until Hunter was nothing more than a bloody paste in rags. Taking deep breaths, she tossed the tenderizer away and turned her attention to the door.
That's when she noticed the mark of a hammer on her belly, and more humans. She froze in horror as the little armored boy she met earlier and a machine next to him both charged at her, while three women stayed by the door; two of the women opened fire with their weapons while the smallest of the three sang a beautiful aria.
This was Aquamarine's answer to Alistair's proposal. To move forward with the giant's demise over her infiltration mission, she did not think about the scoundrel who just perished but instead her mind was on the girl behind her.
"Your cannibalistic ways end now, monster!"
Melodious Aquamarine
Level Features Feat
Human
Ability Score +2
- Constitution
Heart of the Sea
- +2 racial bonus to Profession (sailor) and Swim checks, treat both as class skills, can breathe twice as long underwater, and gains a +4 bonus to concentration checks when casting spells underwater.
Bonus Feat
- Humans gain an additional feat at 1st level
Precise Shot
- Removes the penalty for ranged attack rolls into melee.
1st level (Sea Singer 1) Spells
- Bards cast arcane spells spontaneously
Bardic Performance 7/day
- Bards know a number of performances, which they can do for a number of rounds per day (4+Charisma modifier, plus an additional 2 rounds per bard level)
Sea Shanty
For each round the sea shanty plays, the bard rolls a Perform check. Allies within 30 ft. can use the Perform result in place of a saving throw vs exhaustion, fatigue, nausea, or sickness.
Distraction
For each round the distraction plays, the bard makes a Perform check. Allies within 30 ft. affected by illusions (figment or pattern) may use the result in place of a saving throw.
Fascinate (DC 14)
This performance hypnotizes creatures who fail a Will saving throw against it.
Inspire Courage
Allies who hear the bard gain a morale bonus to saving throws vs charm and fear effects, as well as a competence bonus to attack and damage rolls.
World Traveler 1/day
- The bard gains a bonus equal to half of their level on Knowledge checks (geography, local, nature), and Linguistics checks, and can reroll a check against one of these skills. Point-Blank Shot
- +1 to attack and damage rolls to ranged attacks made within 30 ft. of the target.
2nd level (Kineticist 1) Elemental Focus (Water)
- Kineticists starting their careers choose one primary element on which to focus, allowing them to use a variety of abilities and wild talents (see below).
Kinetic Blast 2d6+2
- Each kineticist can launch a blast made from the element they are focused on. (See wild talents for more details).
Burn (Limit: 7 points)
- Kineticists can overexert themselves to channel more power than normal for their abilities. This exertion takes the form of burn, and each point of burn inflicts 1 point of nonlethal damage per character level. This damage cannot be healed at all until the kineticist rests, at which point the burn resets.
Gather Power
- Kineticists can reduce the amount of burn from their blast wild talents by gathering power. Spending a move action reduces the burn cost for the next blast talent by 1 point, a full-round action reduces the cost by 2, and a full-round followed by a move action reduces the cost by 3.
Infusion
- At certain levels, kineticists gain infusions, which help shape their kinetic blasts to suit their needs.
Extended Range
Kinetic blasts can have a range of 120 feet, instead of 30 feet. Adds 1 point of burn.
Wild Talents
- At certain levels and from class features, kineticists learn magical abilities drawn from their inner psychic talent.
Basic Hydrokinesis
The hydrokineticist can create water at will, purify water, create mild currents with existing water, and dry wet creatures. Obtained automatically by choosing water as the elemental focus (see above).
Water Blast
Water blasts are ranged physical blasts that deal 1d6+1+the kineticist's Constitution modifer points of bludgeoning damage, plus an additional 1d6+1 points of damage for every two kineticist levels after the first.
3rd level (Kineticist 2) Elemental Defense
- The kineticist learns their defense wild talent, determined by their element,
Shroud of Water
The hydrokineticist obtains a shroud of water, ice, or both that protects them from attacks. This either grants a +4 armor bonus to AC, or a +2 shield bonus, and the kineticist can shift between them freely. This bonus increases by 1 point every 4 kineticist levels after the 2nd.
Wild Talent: Kinetic Healer
The kineticist can heal a creature an amount of damage equal to the kineticist's kinetic blast damage. Adds 1 point of burn, but the recipient can choose to accept burn instead. Weapon Focus (kinetic blast)
- +1 bonus to attack rolls to the chosen weapon.
4th level (Kineticist 3) Infusion: Quenching Infusion
The kineticist's water blasts can put out nonmagical fires. Adds 1 point of burn, but by accepting 2 points of burn or reducing the damage to 0, the blast can also quench magical fires.
Elemental Overflow +1
- The kineticist gains a bonus to attack rolls with their kinetic blasts for every point of burn accumulated, up to +1 per 3 kineticist levels, and twice as much in damage rolls.
5th level (Magical Child 1) Spells
- The magical child casts spells just like an unchained summoner does and adds spells to their spell list. However, they cannot learn spells that deal with eidolons.
Dual Identity
- The vigilante has two identities that are best described as social and vigilante, the former is how the vigilante is known as a member of society and the latter is the vigilante's crime-fighting persona. Socially, this character is known as Joanna Jones, while her vigilante identity is Melodious Aquamarine. The change between identities is both physical and mental, and both identities can have differing alignments. However, for the purposes of feats and other class features, both identities must share the same alignment in order to qualify.
Transformation Sequence
- The magical child reduces their time changing identities from 1 minute to 5 rounds, at the drawback that the switch is more colorful and thus more noticeable.
Seamless Guise
- The vigilante gains a +20 circumstance bonus to their Disguise checks to appear as their current identity and not the other whenever an outside party tries to identify them.
Social Talent
- At every odd numbered level, the vigilante gains a social talent.
Social Grace (Perform [Sing])
+4 bonus to chosen skill whenever under social identity.
Animal Guide
- The magical child gains a familiar at their first class level, using their vigilante level as their wizard level. The familiar also comes with two identities. Toughness
- +3 hit points, plus 1 additional hit point for every character level after 3rd.
6th level (Magical Child 2) Vigilante Talent
- At every even numbered level, the vigilante gains a vigilante talent. Using these talents under their social identity warrants a Disguise check against the Perception check of onlookers, without the benefit of seamless guise.
Armor Skin
When wearing light or medium armor, no armor check is applied to Acrobatics, Escape Artist, or Stealth checks. At 8th level, the vigilante can move at full speed in medium armor.
7th level (Magical Child 3) Social Talent: Intrigue Feat (Street Smarts)
- The vigilante gains a bonus feat from the list provided.
Unshakeable
- The vigilante adds their level to the DC to any attempts to intimidate them. Deadly Aim
- Trade ranged attack bonus for damage, and the penalties and bonuses increase at 4th level and every 4 levels thereafter.
Street Smarts
- +2 bonus to Knowledge (local) and Sense Motive checks, with the former always treated as a class skill. If either skill has 10 ranks or more, the bonus for that skill increases to +4.