Velriana Hypaxes

Aeslin's page

172 posts. Alias of Silbeg.


Race

| HP: 25/25 (9/9 temp) | AC: 16 (12 tch, 14 Fl) | CMB: +2, CMD: 14 | F: +2, R: +5, W: +4 | Init: +2 | Perc: +0, SM: +0

Classes/Levels

| Speed 30ft | Spells: Possibly || Active conditions: Mage Armor, False Life, Comp Languages

Gender

Female N Human (Kellish) Archeologist 4

Strength 10
Dexterity 14
Constitution 12
Intelligence 19
Wisdom 10
Charisma 10

About Aeslin

Aeslin
Female human witch 4 (Pathfinder RPG Advanced Player's Guide 65)
N Medium humanoid (human)
Hero Points 1
Init +2; Senses Perception +2
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 34 (4d6+16)
Fort +2, Ref +5, Will +4
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Offense
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Speed 30 ft.
Melee cold iron dagger +2 (1d4/19-20) or
. . quarterstaff +2 (1d6)
Special Attacks hexes (cackle[APG], evil eye[APG], fortune[APG], misfortune[APG], slumber[APG])
Witch Spells Prepared (CL 4th; concentration +9)
. . 2nd—false life, glitterdust (DC 17), hold person (DC 17)
. . 1st—burning hands (DC 16), charm person (DC 16), comprehend languages, jump, mage armor
. . 0 (at will)—detect magic, guidance, light, message
. . Patron Agility
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Statistics
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Str 10, Dex 14, Con 12, Int 20, Wis 10, Cha 10
Base Atk +2; CMB +2; CMD 14
Feats Alertness, Extra Hex[APG], Extra Hex[APG], Magical Aptitude
Traits child of the temple, magic is life
Skills Craft (mapmaking) +9, Heal +5, Intimidate +4, Knowledge (arcana) +12, Knowledge (history) +12, Knowledge (nature) +12, Knowledge (planes) +12, Knowledge (religion) +13, Linguistics +6, Perception +2, Sense Motive +2, Spellcraft +14, Use Magic Device +9
Languages Aquan, Common, Custom Language, Custom Language, Draconic, Ignan, Terran
SQ hero points, witch's familiar (weasel named Sebastian)
Combat Gear extend metamagic rod (lesser), extend metamagic rod (lesser), pearl of power (1st level), wand of comprehend languages (50 charges), wand of identify (50 charges), alchemist's fire, smelling salts[APG]; Other Gear cold iron dagger, quarterstaff, bedroll, belt pouch, blanket[APG], courtier's outfit, earplugs[APG], explorer's outfit, flint and steel, hot weather outfit[APG], ink (5), masterwork backpack[APG], mirror, rice paper[APG] (40), scroll case, sewing needle, silver holy symbol of Nethys, spell component pouch (2), waterskin, wine, fine (per bottle) (11), jewelry (worth 50 gp), 177 gp, 8 sp, 7 cp
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Special Abilities
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Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (8 rounds, DC 17) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Extend metamagic rod (lesser, 3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Extend metamagic rod (lesser, 3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Fortune (1 round) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Magic is Life While under the effects of a spell, gain +2 to save vs. death effects, and automatically stabilize bleeding.
Misfortune (1 round, DC 17) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (4 rounds, DC 17) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
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Born to a wealthy family in Sedeq, Aeslin wanted for nothing growing up. She was constantly reading… everything that she could get her hands on. Always asking questions, and asking her daddy for more tutors, to learn new things.

As a young teenager, she found what would become her lifelong best friend, a special little weasel/stoat that she called Sebastian. She and Sebastian learned from each other, to the detriment of her already fragile social skills. They would try tricks on her many siblings, testing out her newfound abilitiies… and sometimes on her father’s business partners.

Finally, her father had enough, and sent her to the Arcanamirium to study.

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