Ganyavesha

Aelessaer's page

206 posts. Alias of GeraintElberion.


Full Name

Aelessaer

Race

Human

Classes/Levels

Time Thief 6 [Current HP 37 Total HP 37, Init +5, Perception +9, AC 20/15/15]

Gender

Female

Size

Medium

Age

18

Alignment

CG

Deity

Desna

Strength 14
Dexterity 20
Constitution 12
Intelligence 16
Wisdom 10
Charisma 14

About Aelessaer

chassis:

Aelessaer
Female Human (Azlanti) Time Thief 6
CG Medium humanoid (human)
Init +5; Senses Perception +9
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Defense
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AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex)
hp 37 (6d8+6)
Fort +7, Ref +12, Will +7
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Offense
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Speed 30 ft.
Melee +1 silversheen rapier +10 (1d6+3/18-20) and
. . brass knuckles +9 (1d3+2)
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Statistics
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Str 14, Dex 20, Con 12, Int 16, Wis 10, Cha 14
Base Atk +4; CMB +6; CMD 21
Feats Acrobatic, - Custom Feat -, Combat Expertise, Weapon Finesse
Traits poverty-stricken, resilient
Skills Acrobatics +16, Bluff +11, Climb +11, Disable Device +8, Escape Artist +14, Fly +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (planes) +8, Perception +9, Ride +13, Sense Motive +9, Sleight of Hand +14, Stealth +14, Survival +6, Swim +10
Languages Azlanti, Catfolk, Celestial, Common, Polyglot
Combat Gear dawnflower sash; Other Gear +1 mithral chain shirt, +1 silversheen rapier, brass knuckles, cloak of resistance +1, backpack, 27 gp
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Special Abilities
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Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Dawnflower sash This long strip of red Qadiran fabric is designed to wrap around your waist or head several times and be held in place by its ankhshaped clasp of red gold. When worn, you remain comfortable even in warm environments as if protected by endure elements. If you unwrap it to its full length and hold the clasp in your hand, you can feather fall once per day, briefly leaving behind a trail of pleasant red-gold light as bright as a torch.

If Sarenrae is your patron, once per day by command, you can use the sash to cast cure light wounds. You may trigger this ability automatically if you are reduced to -1 hit points or less, though thereafter you must recharge it by placing it in strong sunlight for 8 continuous hours. At will, you may cause the clasp to shine as brightly as a torch or cease this illumination; the light is warm, feels like sunlight, and is enough to make sun-fearing creatures slightly uncomfortable but not enough to cause them harm.

Construction
Requirements Craft Wondrous Item, cure light wounds, endure elements, feather fall, light; Cost 1,250 gp

Aelessaer
Female Human (Azlanti) Time Thief 6
CG Medium Humanoid (human)
Init +5; Senses Perception +9
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex)
hp 37 (6d8+6)
Fort +8, Ref +12, Will +7
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Silversheen Rapier +12 (1d6+5/18-20/x2) and
. . Brass knuckles +9 (1d3+2/x2)
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 12, Int 16, Wis 10, Cha 14
Base Atk +4; CMB +6; CMD 21
Feats Acrobatic, Acrobatic Dodge, Combat Expertise +/-1, Weapon Finesse
Traits Poverty-Stricken, Resilient
Skills Acrobatics +16, Bluff +11, Climb +11, Escape Artist +14, Fly +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (planes) +8, Perception +9, Ride +13, Sense Motive +8, Sleight of Hand +14, Stealth +14, Survival +7, Swim +11
Languages Azlanti, Catfolk, Celestial, Common, Polyglot
Combat Gear Starsong sash; Other Gear +1 Mithral Chain shirt, +1 Silversheen Rapier, Brass knuckles, Cloak of resistance +1, Backpack (empty), 27 GP

Starsong Sash:

Aura faith abjuration; CL 5th
Slot belt or head; Price 2,500 gp; Weight —
DESCRIPTION

This long strip of silver fabric is designed to wrap around your waist or head several times and be held in place by its butterfly-shaped clasp of white gold. When worn, you remain comfortable even in cold environments as if protected by endure elements. If you unwrap it to its full length and hold the clasp in your hand, you can feather fall once per day, briefly leaving behind a trail of pleasant silvery light as bright as a torch.

If Desna is your patron, once per day by command, you can use the sash to cast cure light wounds. You may trigger this ability automatically if you are reduced to –1 hit points or less, though thereafter you must recharge it by placing it in bright moonlight for 8 continuous hours. At will, you may cause the clasp to shine as brightly as a torch or cease this illumination; the light is soft, feels like moonlight, and is enough to make lycanthrope creatures slightly uncomfortable but not enough to cause them harm.
CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, cure light wounds, endure elements, feather fall, light; Cost 1,250 gp


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Special Abilities
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Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.

Mote of Time (7/day)
Once a round, as a free action, a time thief can expend a mote to do any one of the following things:
• Gain a bonus to one attack roll, skill check, ability check, or saving throw. The roll must represent a single action that occurs entirely within a single round. At 3rd level, a time thief gains the ability to add the bonus from spending a mote of time to a single damage roll, or to her armor class (as a dodge bonus) until the beginning of her next turn.
The bonus gained is equal to +1d4. The time thief can decide to add this bonus immediately after seeing the result of the original die roll.
Temporal Talent: Steal Time
Steal Time (Su): With this talent, a time thief can steal time from a target. The time thief spends a mote as an immediate reaction after damaging a target with a melee attack.
The target must make a Will save (DC 10 + 1/2 the time thief’s level + the time thief’s Charisma modifier) or be staggered for one round per two class levels of the time thief.
While one or more targets are staggered by the time thief’s use of this ability, she gains a +1 bonus to all attack, damage, and skill rolls as she uses the stolen time to carefully plan each action she takes.
Temporal Talent: Old Wounds (1d8+6)
Old Wounds (Su): As a standard action, the time thief can channel time into a wound, causing it to experience rapid healing, as if many days had passed. The time thief may spend a mote to heal her own wounds, or the wounds of an ally touched. The wounds heal for 1d8 damage +1 per class level of the time thief.
Temporal Talent: Steady Hand
Steady Hand (Su): The time thief can rewind time by small amounts to erase any minor mistakes she makes as a result of distraction around her. By spending a mote, the time thief may use skills reliably even
under adverse conditions. Once she spends the mote, she may take 10 on any single skill check made before the end of her next round, even if stress and distractions would normally prevent her from doing so.
Aevum (1/day)
Bolt Time(Su): By spending an aevum,the time thief can accelerate her movementsto a speed that allows her to easily see and
react to the movement of a crossbow bolt or other projectile as it flies toward a target.
The time thief remains in bolt time for one round per class level. This ability counts as a haste effect. While in bolt time, the time thief
gains the following benefits:

Bolt Time:
• When making a full attack action, the time thief may make one extra attack with any weapon she is holding. The attack is made using her full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as
that provided by haste or a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
• The time thief gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.
• All of the time thief’s modes of movement (including land movement,
burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice her normal speed using that form of movement. This increase counts as an enhancement bonus and it affects the time thief’s jumping
distance as normal for increased speed.
• Each round, the time thief may automatically dodge the first ranged
attack she is aware of that would otherwise strike her.

Weapon Champion (Light Blades)
Weapon Advantage: +3 to CMB for disarm, sunder, and trip attacks made with favoured weapons.
Weapon Dominance: +1 to attack and damage with favoured weapons.

Heroic Distinctions
Offensive Training (Rapier): +1 training bonus to attacks and damage with a single type of weapon. If a natural weapon is selected it can apply to a maximum of 2 of that kind of weapon. You can select this Distinction an additional time to apply to more of the same kind of natural weapon.
Lucky: The character receives a +1 resistance bonus to their Fortitude, Reflex, and Willpower saves.
Dextrous: The character receives a +2 training bonus to dexterity. A character must be at least 5th level before selecting this distinction.

background:

'Lucky' Aelessaer was born and raised in a terrible crucible which warped her perception of reality. Fortunately, it also provided her with the means to survive.
Her parents she does not know, but she was raised in Cryx as a serveant-child amongst experimental necromancers and dread alchemists. They never knew that their greatest achievement lay under their noses: the useful, helpful child who fetched and carried, rarely spilling, stumbling or delaying like the other children.
Aelessaer had learnt how to steal moments of time, escaping tricky situations and avoiding the brutal punishments her masters meted out for mistakes. This good fortune earnt her few friends amongst her fellow serveants.
Eventually, Aelessaer used her skills to sneak aboard a pirate vessel and escape her magical masters. The treatment that she received aboard ship was equally foul however and she soon began searching for a more permanent means of escape. She longed for nothing more than a time without beatings and hunger pains and sometimes considered throwing herself at the mercy of the sharks.
Her salvation came not from the sea but from the air.
The Cryxian blackship on which she served was attacked by a Cygnan airship and Aelessaer, shackled in the hold as she slept, was liberated from Cryxian slavery.
Life in Cygnus was alien to her and she might have struggled to find a place but Aelessaer's strange luck served her once again: the airship did not return to its home port for months and Aelessaer became an unnofficial part of its crew: she gained weight and vigour as proper meals, a full nights sleep and a manageable workload eased her into the Cygnan way of life: now her good fortune was recognised and rewarded and her strange, silibant name rejected for a simple ship-hand's nickname: 'Lucky'.
Aelessaer was put aground a few months ago by the crew, armed with equipment claimed from her erstwhile pirate masters, (an airship cannot carry guests indefinitely) at [place where it would be convenient for campaign] and is eager to explore this strange, new, hopeful world.