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About Aelessaerchassis:
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 +7, Ref +12, Will +7 -------------------- Offense -------------------- Speed 30 ft. Melee +1 silversheen rapier +10 (1d6+3/18-20) and . . brass knuckles +9 (1d3+2) -------------------- Statistics -------------------- 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 -------------------- Special Abilities -------------------- 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
Aelessaer
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.
Craft Wondrous Item, cure light wounds, endure elements, feather fall, light; Cost 1,250 gp -------------------- Special Abilities -------------------- Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack. Mote of Time (7/day)
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
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. |