![]() About Aerel De'CantAppearance:
Cutting a very tall and lithe figure, the elf seems out of place. Dressed in a belted loincloth, a pocketed sash with a pouch hanging off of it strapped over one shoulder, he has several nets hanging from his waist as well as a whip. One hand is encased in a coral glove, some kind of aquatic cestus, the other has a dagger sheathed in the wrist. He holds a trident in his hands, an oiled bag slung to his back along with a pair of swim fins and a couple of strange devices. Long white blond hair streams from behind the mask falling well past his shoulders. His skin is well tanned. Thee second most disquieting thing about him is the grotesque mask covering his features. It seems like some kind of foul aquatic creature from the darkest myths. It's the strange way he stares at you with his head slowly slanting one way then the next making the graven image seem to writhe and undulate that's the worst thing about him. Then he speaks... Personality:
PRIMARY MOTIVATOR Discovery/Adventure
CORE TRAITS
SEXUALITY
RELIGION & SPIRITUALITY
Topics of Conversation exploration, magic, piracy
Background:
Aerel was born and raised in the Mordant Spire. That lonely elven bastion in the middle of the ocean, ever watching over the ruins of their most hated enemies, the Azlanti. He was raised to swim before he could walk and spent years aboard the sleek sailing ships which are rightly feared by all other pirates for their unmatched speed and maneuverability. His family sent him to formally train with the wizards of their academy. Aerel gravitated towards the magi, those masters of blade and spell. Whereas the traditional teaching included the sword, the elves of the sea relied on other, more practical weapons. He trained in the spear, the net and trident, learning to mix his spellcasting with these weapons to deadly effect. When he was old enough, he was apprenticed to a renowned magus and archaeologist to learn how to become one of the Spire Defenders. She was known for her use of the whip and Aerel was not about to be outdone. He trained for many years to become competent with yet another exotic weapon. While a whip could not function in or under water, it's greater reach was a boon on land. Added to that, it's weakness against armoured opponents disappeared as his magic coursing through the fifteen feet of braided leather was just as lethal as any other weapon. His own master's whip was a masterful example of craftsmanship. Black as the midnight of a new moon, it seemed to absorb the light. That it was magical was plain to see even without the aid of arcane aid. Esoteric symbols had been worked into each of the long leather strips. The ingenious way those lengths were then braided made the symbols change meaning as the overlaps created new words and phrases. It never left her side and he would often spy her stroking it and speaking in a small quiet voice. Her skill was outmatched only by her talent and there was none who could defeat her. That made their final adventure so much more jarring and painful. They had sailed south into the the Shackles and were exploring ancient cyclopean ruins for proof to stories that the Azlanti had allied with the one-eyed tyrants before the Starfall. It was in the heart of the ruins that they were beset by seemingly feral cyclopes. They attacked without warning and several large stones had already hit them before they were aware of the ambush. Being outnumbered and unable to outrun them, she handed him that whip and ordered her student to run. Taking up the net and trident, she bravely held out to buy him time to escape. Aerel ran for days with hardly a stop for rest. Vowing revenge for the cruel death of his master, he stumbled into Port Peril and found the Formidably Maid, a tavern there on the docks. Gasping for breath, he went in and ordered a drink which he took to a dark quiet corner of the room. It was just minutes later that all went black...
Aerel De'Cant
SQ Arcane pool (4 points) Combat Gearcestus, dagger, net (4), trident, whip Other Gear adventurer's sash, air bladder, flotation device, mask, snorkel, spellbook, swim fins, aterproof bag, whetstone, wrist sheath, spring loaded Weight 49 Currency
Ancient Explorer: You are a student of the ancient history of Golarion, and you’ve come to the Shackles to explore the crumbling and vine-choked ruins of the cyclops empire of Ghol-Gan, which have lain abandoned among the isles of the Shackles for thousands of years. You gain a +1 trait bonus on Knowledge (history) and Knowledge (local) checks, and one of these skills is a class skill for you. In addition, you gain Cyclops or Polyglot as a bonus language. Mordant Spire Heritage: You have lived among the Mordant Spire elves and know their strange ways. You gain a +1 trait bonus on Swim checks and a +1 trait bonus on saving throws against enchantment effects. Spirit of the Waters: Some elves have adapted to life in tune with the sea or along the reedy depths of wild rivers and lakes. They gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. They are proficient with longspear, trident, and net. This racial trait replaces elven magic and weapon familiarity. |