Sorcerer

Acesy Aelln's page

13 posts. Alias of TheNine.


Full Name

Acesy (ach Ses ee) Aelln (El en)

Race

Undine

Classes/Levels

Wizard 1/Oracle

Gender

M

Size

M

Age

74

Languages

Common, Aquan, Elven, Dwarven, Celestial

Strength 8
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 14
Charisma 11

About Acesy Aelln

Male Undine Wizard/Oracle 1
CG Medium native outsider (Undine)
Init +3 (+3 dex); Perception + 2
Favored Class:skill
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DEFENSE
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AC 13, touch 13, flat-footed 10 (armor +0,Dex +3)
hp 7
Fort +1, Ref +3, Will +4

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OFFENSE
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Speed 30 ft/ swim 30 ft.
Melee:
Ranged:

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STATISTICS
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Str 8, Dex 16, Con 13, Int16, Wis 14, Cha 11
Base Atk +0; CMB -1 ; CMD 12

Feats:

Combat casting:
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Scribe Scroll (class):
You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Skills: (trained) craft ( ) +7, knowledge arcane +7, knowledge religion +7, Knowledge planes +7, Intimidate +5, Spellcraft +7
Background Skills - profession gambler +5,Linguistics + 7
Traits:
Out Of Towner:
Out-of-Towner: You’re not from Riddleport originally. Whether it’s from your clothes, your mode of speech or how you carry yourself, that fact is very visible to any local who sees you. As a result, people tend to underestimate just how savvy and dangerous you can be. You’ve learned to use this tendency to your advantage, letting them think they have the upper hand until you prove otherwise in a suitably threatening display. Riddleport is said to be a city of opportunities, and you’re going to make the most of them—starting with the Gold Goblin casino’s opening gambling tournament. You gain a +1 trait bonus to one Craft or Profession skill of your choice, and a +1 trait bonus to Intimidate rolls. Intimidate is always a class skill for you.

Magical Talent:
Choose a 0-level spell. Create Water. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability‘s save DC is Charisma-based.

Languages:Common,Aquan,Elven, Dwarven, Celestial

Combat Gear:
Other Gear:
Assets: 70 gp, sp, cp

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SPECIAL ABILITIES
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Undine:

Ability Score Racial Traits: Undines are both perceptive and agile, but tend to adapt rather than match force with force. They gain +2 Dexterity, +2 Wisdom, and –2 Strength.
Type: Undines are outsiders with the native subtype.
Size: Undines are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
Languages: Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. See the Linguistics skill page for more information about these languages.
Defense Racial Traits

Energy Resistance: Undines have cold resistance 5.
Magical Racial Traits

Spell-Like Ability (Sp): Undines can use hydraulic push 1/day (caster level equals the undine’s level).
Water Affinity: undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level.
Senses Racial Traits

Darkvision: Undines can see perfectly in the dark up to 60 feet.


Water (elemental)wizard:

Arcane Bond Dagger - These objects are always masterwork quality. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level.
Arcane school - Water school - Like a normal arcane school, an elemental school grants a number of school powers and one bonus spell slot of each level the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the elemental school’s spell list. Unlike a normal arcane school, each elemental school requires the wizard to select his opposed element as his opposition school (air opposes earth, fire opposes water). He does not need to select a second opposition school. He must expend two spell slots to prepare a spell from his opposed elemental school as normal.
Water Supremcy You gain a +2 enhancement bonus on Swim skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can hold your breath for a number of rounds equal to four times your Constitution score before you must start making checks to avoid drowning. At 10th level, you gain a swim speed equal to your base speed. At 20th level, whenever you make a Swim skill check, assume the roll resulted in a natural 20.
Cold Blast (Su) 6/day
As a standard action, you can unleash a blast of freezing cold. This blast deals 1d6 points of cold damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and staggers them for 1 round. A successful Reflex save negates the staggered effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Wizard Spells
Spells Known
0 - All
1 - Protection from evil, Shield,Expiditious Construction,Hydrolic push,magic missle,Snowball

Spells memorized
0 - level (4 unlimited use) -
1 - level (2+1+water)


Oracle:

Oracles Curse
Powerless Prophecy - You are forewarned of danger but can’t act to prevent it. You gain uncanny dodge, as the rogue class feature. However, you can’t take any actions in a surprise round, including free actions. In the absence of a surprise round, you are staggered for the entire first round of combat.

At 5th level, you gain a +4 insight bonus on initiative checks.

At 10th level, you gain improved uncanny dodge as the rogue ability, using your oracle level as your rogue level.

At 15th level, you gain a +4 insight bonus on all your saving throws and to your AC during surprise rounds and when you are otherwise unaware of an attack.
Mysteries
Revelations
Freezing Spells (Su): Whenever a creature fails a saving throw and takes cold damage from one of your spells, it is slowed (as the slow spell) for 1 round. Spells that do not allow a save do not slow creatures. At 11th level, the duration increases to 1d4 rounds.

Ice Armor (Su): You can conjure armor of ice that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/piercing. In cold conditions, the armor bonus (and DR bonus) increases by 2; in very hot conditions it decreases by 2. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
Oracle Spells
All Cure spells known as well
Spells Known - 5 - Detect Magic,Light,Mending,Purify Food + Drink, Read Magic
Spells Known - 3 - Bless, Weaponwand, Magic Weapon

Spells per day 0- Infinite -
Spells per day 1 - 5+1

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BACKGROUND
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Acesy grew up in a small village of fisher folk. Acesy's father never spoke much of his mother, in fact none of the town did. His strange features compared to his fathers lead the young child to believe his mother may have been one of the water nereids that many of the folk in town warned against. He grew up being mostly left alone since the other children avoided him.

When he was twelve years old after a strange storm where green thunder blasted through the clouds and acidic rain fell...That night he had dreams of terror and fear night terrors about a terrible darkness. His father, afraid of what portents might mean, sent the boy to study under a distant relative whom was a wizard.

The next 25 years of his life he spent in study under a mage who was almost as awkward and reclusive as the boy now studying under him. Still The young boy growing awkwardly into a man didn't mind, in fact he found the principles of wizardly to his liking. Even when it was hard to concentrate because he didn't sleep properly due to the occasional strange dream.

They almost always started the same way, swimming in darkness, a storm raging overhead. He always felt as if he were chasing after something, some grand thing that would make everything clear if he could just grasp it... but it always seemed to slip away.

His master never had answers, he always just posed questions to put the awkward youths mind spinning into more positive directions. As the years near the end of his learning tenure came to a close, the old wizard began to introduce him more and more into the secrets of the world, though the questions about his dreams remained elusive.

Finally the dreams began to change, darkness was still there, but now it was intermingled with laughter, the sounds of dice, the crackling of a fire. He interpreted it that his future lay somewhere else, after all it sounded like the common room of an inn. Spellbook in hand, meager belongings with him, he traveled to the nearest inn, and out of boredom waiting for his future to happen, he took up a game of dice... and won. In fact he won a lot. Since the men whose coin he took looked sour, he moved on... and has done so ever since.

He heard of the opening of a new Casino near-by with a huge opening tournament and after another dark dream made his way there for it.

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APPEARANCE
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Acesy is an almost awkwardly tall and skinny man with dark blue black hair past his shoulder. His eyes are a brilliant blue with almost no white to them. He is very pale, although when he casts any magic (particularly water based spells) swirls of blue tattoo like markings glow and swirl about his skin for several moments past the casting.
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Demeanor
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Acesy is by nature, quiet and unassuming.

He certainly is awkward around women folk who show any interest in him. Despite his time at gambling tables and dens, his initial upbringing of books and study has left him very unsure how to react.

He has however due to his time spent gambling learned how to glower and glare at any fool who decides to try and bully him due to his slight nature.