Exorcist

Aislin Temuir's page

35 posts. Alias of AdamWarnock.


Full Name

Princess Aislin Temuir

Race

HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 |

Classes/Levels

Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:

Gender

CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1

About Aislin Temuir

Basic Stats:

CG Female Aasimar(Musetouched) Oracle(Seer) 8/Ranger 2/Sorcerer 1
HP: 123 (8d8+2d10+1d6+22+11 | 64 Oracle, 20 Ranger, 6 Sorcerer, 22 CON, 11 Toughness)
Senses: Perception +20
Init: +4

Speed: 30 Feet
Size: Medium (5 feet, 2 inches | 100 lbs.)
Reach: 5 feet
Languages: Common, Tengwae, Auran, Celestial, Sylvan


============================
Attributes:

STR: 15 +2 (7 points)
DEX: 18 +4 (5 points, +2 Racial Bonus, +2 ABP Attunement)
CON: 14 +2 (3 points, +1 Level 4 Attribute Increase)
INT: 12 +1 (2 points)
WIS: 14 +2 (3 points, +1 Level 8 Attribute Increase)
CHA: 20 +5 (5 points, +2 Racial Bonus, +4 ABP Attunement)

============================
Offense:

BAB: +8.5 (Oracle +6, Ranger +2, Sorcerer +0.5)
CMB: +10 (+2 STR, +8 BAB)
Melee: +12
Ranged: +12

Favored Enemies:
Humans: +2

Melee
Unarmed Strike
|-- Attack: +12/+7 | Damage: 1d3+2 B Non-Lethal | Crit: x2

Laughing Touch (8/day) Mind-Affecting Effect
|-- Attack: +12 | Damage: Special | Crit: N/A
|-- Effects: On a successful hit, target bursts out laughing for 1 round. Target can only move. No effects to AC. Immune for 24 hours after.

Range
Endless Ammunition Darkwood Composite Longbow Attuned Weapon +2, Weapon Training
|-- Attack: +15/+10 | Damage: 1d8+4 P | Crit: x3

Lightning Arc (Sp) (8/day) Touch Attack
|-- Attack: +12 | Damage: 1d6+5 Electricty | Crit: x2


============================
Defense:

AC: 26/17/21 (+4 DEX, +8 Armor, +1 Dodge Feat, +2 Deflection ABP, +1 Natural ABP)
CMD: 27/22 (+4 DEX, +2 Strength, +8 BAB, +2 Deflection, +1 Dodge)

Damage Reduction: 2/Cold Iron

Resist: Acid 5, Cold 5, Electricity 10

Fort: +11 (+2 CON, +2.67 Oracle, +1 Ranger, +0.33 Sorcerer, +2 Good Save, +3 Resistance)
Reflex: +13 (+4 DEX, +2.67 Oracle, +1 Ranger, +0.33 Sorcerer, +2 Good Save, +3 Resistance)
Will: +12.17 (+2 WIS, +4 Oracle, +0.67 Ranger, +0.5 Sorcerer, +2 Good Save, +3 Resistance) (+13 vs Illusions [Hardly a Fool])


============================
Skills:

Skill Points: 98
Oracle: 32
Ranger: 12
Sorcerer: 2
Intelligence Mod: 11
Favored Class Bonus: 8
Cunning: 11
Background Skills: 22

Armor Check Penalty: -1

Acrobatics (DEX)^ +8 Ranks: 0 (0 Rank, +4 DEX, +5 Competence (Boots of Elvenkind), -1)
Appraise (INT)*° +1 Ranks: 0
Artistry (INT)*° +1 Ranks: 0
Bluff (CHA)* +5 Ranks: 0
Climb (STR)*^ +14 Ranks: 4 (+4 Rank, +3 Class, +2 STR, +5 Competence (Gloves of Climbing and Swimming), ACP N/A due to Agile Breastplate)
Craft(Painting) (INT)*° +9 Ranks: 3 (+3 Rank, +3 Class Skill, +1 INT, +2 Masterwork Artisan's Tools[Painting])
Craft (INT)*° +3 Ranks: 0
Diplomacy (CHA)* +7 Ranks: 0 (+5 CHA, +2 Racial Bonus)
Disable Device (DEX)^† -- Ranks: 0
Disguise (CHA)* +15 Ranks: 0 (+5 CHA, +10 Hat of Disguise)
Escape Artist (DEX)^ +3 Ranks: 0 (+4 DEX, -1 ACP)
Fly (DEX)*^ +3 Ranks: 0 (+4 DEX, -1 ACP)
Handle Animal (CHA)†° -- Ranks: 0
Heal (WIS)* +8 Ranks: 3 (+3 Rank, +3 Class, +2 WIS)
Intimidate (CHA)* +5 Ranks: 0
Knowledge (arcana) (INT)*‡ +8 Ranks: 4 (+4 Rank, +3 Class, +1 INT)
Knowledge (dungeoneering) (INT)*‡ +7 Ranks: 3 (+3 Rank, +3 Class, +1 INT)
Knowledge (engineering) (INT)*‡° +6 Ranks: 2 (+2 Rank, +3 Class, +1 INT)
Knowledge (geography) (INT)*‡° +6 Ranks: 2 (+2 Rank, +3 Class, +1 INT)
Knowledge (history) (INT)*‡° +6 Ranks: 2 (+2 Rank, +3 Class, +1 INT)
Knowledge (local) (INT)*‡ +7 Ranks: 3 (+3 Rank, +3 Class, +1 INT)
Knowledge (nature) (INT)*‡ +9 Ranks: 3 (+3 Rank, +3 Class, +1 INT, +2 Nature Soul)
Knowledge (nobility) (INT)*‡° +6 Ranks: 2 (+2 Rank, +3 Class, +1 INT)
Knowledge (planes) (INT)*‡ +8 Ranks: 4 (+4 Rank, +3 Class, +1 INT)
Knowledge (religion) (INT)*‡ +7 Ranks: 3 (+3 Rank, +3 Class, +1 INT)
Linguistics (INT)*†° -- Ranks: 0
Lore (INT)*†° -- Ranks: 0
Perception (WIS)* +20 Ranks: 11 (+11 Rank, +3 Class, +2 WIS, +4 Alertness)
Perform (Dancing)(CHA)*° +14 Ranks: 3 (+3 Rank, +3 Class, +5 CHA, +2 Racial Bonus, +1 Intense Artist)
Perform (Singing)(CHA)*° +14 Ranks: 3 (+3 Rank, +3 Class, +5 CHA, +2 Racial Bonus, +1 Intense Artist)
Perform (String Instruments)(CHA)*° +12 Ranks: 2 (+2 Rank, +3 Class, +5 CHA, +2 Racial Bonus)
Perform (Wind Instruments)(CHA)*° +12 Ranks: 2 (+2 Rank, +3 Class, +5 CHA, +2 Racial Bonus)
Perform (CHA)*° +7 Ranks: 0 (+5 CHA, +2 Racial Bonus)
Profession(Baker) (WIS)*†° +2 Ranks: 2 (+2 Rank, +3 Class, +2 WIS)
Profession(Butcher) (WIS)*†° +2 Ranks: 2 (+2 Rank, +3 Class, +2 WIS)
Profession(Cook) (WIS)*†° +8 Ranks: 3 (+3 Rank, +3 Class, +2 WIS)
Ride (DEX)*^ +3 Ranks: 0 (+4 DEX, -1 ACP)
Sense Motive (WIS)* +13 Ranks: 5 (+5 Rank, +3 Class, +2 WIS, +2 Alertness, +1 Hardly a Fool)
Sleight of Hand (DEX)^†° -- Ranks: 0
Spellcraft (INT)*† +11 Ranks: 7 (+7 Rank, +3 Class, +1 INT)
Stealth (DEX)*^ +22 Ranks: 11 (+11 Rank, +3 Class, +4 DEX, +5 Cloak of Elvenkind, -1 ACP)
Survival (WIS)* +12 Ranks: 5 (+5 Rank, +3 Class, +2 WIS, +2 Nature Soul)
Swim (STR)*^ 13 Ranks: 4 (+4 Rank, +3 Class, +2 STR, +5 Competence (Gloves of Climbing and Swimming), -1 ACP)
Use Magic Device (CHA)*† -- Ranks: 0

* class skill
^ Armor Check Penalty
† Trained Only
‡ Can make Untrained, but limited to DC 10
° Background Skill


============================
Magic:

Oracle Spells
Known Spells
Orisons DC: 15
Create Water (V, S)
Detect Magic (V, S)
Guidance (V, S)
Light (V, D)
Mending (V, S)
Purify Food and Drink (V, S)
Read Magic (V, S, F [a clear crystal or mineral prism])
Spark (V or S)

1st-Level Spells 8/day, DC: 16
Bless (V, S, D)
Cure Light Wounds (V, S)
Endure Elements (V, S)
Identify (V, S)
Magic Weapon (V, S)
Obscuring Mist (V, S)
Protection from Evil (V, S, D)

2nd-Level Spells 7/day, DC: 17
Bull's Strength (V, S, D)
Cure Moderate Wounds (V, S)
Detect Thoughts (V, S, D/F[a copper piece])
Hold Person (V, S, D/F[a small straight piece of iron]) DC: 19
Shield Other (V, S, F[a pair of platinum rings worth 50 gp each worn by both you and the target])

3rd-Level Spells 6/day, DC: 18
Beacon of Luck (V, S, D)
Clairaudience/Clairvoyance (V, S, D/F[a small horn or a glass eye])
Cure Serious Wounds (V, S)
Sacred Bond (V, S, F[a pair of golden bracelets worth 100 gp each worn by both you and the target])

4th-Level Spells 4/day, DC: 19
Air Walk (V, S, D)
Cure Critical Wounds (V, S)
Scrying (V, S, D, F[a silver mirror worth 1,000 gp])

----------------------------

Sorcerer Spells
Known Spells
Cantrips DC: 15
Dancing Lights (V, S)
Ghost Sound (V, S)
Mage Hand (V, S)
Prestidigitation (V, S)

1st-Level Spells 5/day, DC: 16
Feather Fall (V)
Gravity Bow (V, S)

----------------------------

Spell-like Abilities
Racial Spell-like Ability (1/day)
Glitterdust, DC: 17

Sorcerer Bloodline Power (8/day)
Laughing Touch

Affinity Soul Attunement
Domain Power: (8/day)
Lightning Arc

Domain Spells: (1/day)
Obscuring Mist, DC: 16
Wind Wall, DC: 17
Gaseous Form, DC: 18
Air Walk, DC: 19
Control Winds, DC: 20
Chain Lightning, DC: 21

----------------------------
V - Vocal Component
S - Somatic Component
F - Spell Focus Component
M - Material Component
D - Divine Focus Component


============================
Special Abilities and Attunements:

Oracle Curse, Mystery, and Revelations:
Tongues (Ex):
In times of stress or unease, you speak in tongues.

Effect:
Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.

Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.


  • At 5th level, pick an additional language to speak in combat and add it to your list of known languages.
  • At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat.
  • At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

Languages Chosen: Celestial (Oracle 1), Auran (Oracle 5)

Mystery (Lore):
Class Skills: An oracle with the lore mystery adds Appraise, Spellcraft, and all Knowledge skills to her list of class skills.

Bonus Spells: identify (2nd), detect thoughts (4th), clairaudience/clairvoyance (6th), scrying (8th), true seeing (10th), legend lore (12th), greater scrying (14th), vision (16th), foresight (18th).

Natural Divination (Su): (3/day)
You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.

Gift of Prophecy (Su): (1/day)
Once per day, you can enter a trance to gain a glimpse of the future. This trance lasts for 1 minute, which must be uninterrupted and during which you can take no other actions. At 3rd level, you gain the benefits of an augury spell with 90% effectiveness. At 5th level, you gain the benefits of a divination spell with 90% effectiveness. At 9th level, the knowledge you gain is equivalent to a commune spell. None of these spell effects require material components.

Automatic Writing (Su): (Commune, 1/day)
Once per day, you can spend a full hour in uninterrupted meditation. During this period, your hands produce mysterious writing that pertains to the future. At 1st level, the prophetic writing manifests as an augury spell with 90% effectiveness. At 5th level, the writing takes the form of a divination with 90% effectiveness. At 8th level, the writing manifests as a casting of commune with no material component required.

Fey Bloodline
The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage.

Class Skill: Knowledge (nature).

Bonus Spells: entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th).

Bonus Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature]).

Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.

Bloodline Powers: You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic.

Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.

Soul Attunement:
Affinity- Completing the first attunement has awakened in you a deep spiritual connection with one of the primal forces. Choose one domain from the following list: Air, Earth, Erosion, Fire, Healing, Plant, Water, or Weather.You gain its granted powers as a cleric of your character level. In addition, you gain the ability to use each of its domain spells as a spell-like ability 1/day, beginning when your character level equals twice its spell level. All of the save DCs, number of daily uses, and other attribute-related variables use your Cha instead of Wis.
Domain Choosen: Air

Air Domain
You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.

Lightning Arc (Sp) (+12, 1d6+5 Electricity) (8/day): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.

Domain Spell-Like Abilities (1/day):
1st - obscuring mist, DC: 16
2nd - wind wall, DC: 17
3rd - gaseous form, DC: 18
4th - air walk, DC: 19
5th - control winds, DC: 20
6th - chain lightning, DC: 21
7th - elemental body IV (air only), DC: 22
8th - whirlwind, DC: 23
9th - elemental swarm (air spell only), DC: 24

Flesh Attunement:
Skill- Completing the second trial has solidified your training with certain weapons to the point that they truly feel like an extension of your body. You gain the Weapon Training ability as a fighter of your character level. In addition, you count as a fighter of your character level for the purpose of qualifying for feats that apply to a weapon or weapon group for which you have Weapon Training.

Weapon Training (Ex):
Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th*, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Weapon Group Chosen: Bows(5th), Light Blades(9th)


============================
Feats and Traits:

Feats:
Alertness:
You often notice things that others might miss.
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Animal Ally:
Your respect for nature is so great that you can form a deep and lasting friendship with an animal.
Prerequisites: Nature Soul, character level 4th, must not have an animal companion or mount that advances as an animal companion.
Benefit: You gain an animal companion as if you were a druid of your character level -3 from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper), or wolf. If you later gain an animal companion through another source (such as the Animal domain, divine bond, hunter's bond, mount, or nature bond class features), the effective druid level granted by this feat stacks with that granted by other sources.

Cunning:
You are particularly devious, and can master more skills than others in the same amount of time.
Benefit: You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well.

Dodge:
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Eschew Materials: Sorcerer Bonus Feat
You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Precise Shot: Ranger Combat Style Feat
You are innately in tune with nature and venerate the power and mystery of the natural world.
Benefit: You get a +2 bonus on all Knowledge (nature) checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Precise Shot: Ranger Combat Style Feat
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.

Toughness:
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

----------------------------

Traits:
Seeker's Seal (Campaign): You bear the Seeker's Seal upon your body. After signing the Bookkeeper's ledger the seal appeared on your skin (at a location of your choosing) in a wave of magical energy. The seal looks like a dull gray tattoo of three concentric pentagrams inscribed by a circle, about 4 inches across. At will, you can focus on the seal as a full-round action in order to use know direction as a spell-like ability with a caster level equal to your character level, however, doing so does not reveal which direction is north. Instead, using this ability will reveal the direction to either the Tower of Ages or the nearest Anchor. You must choose before using this ability which of the two you are orienting yourself towards.
Location: Upper back, between the shoulderblades

Intense Artist (Religion): Your devotion has caused you to delve more deeply into your art.
Benefits: Choose two Perform skills; you gain a +1 trait bonus on Perform checks of the selected types, and Perform is a class skill for you.
Skills Chosen: Dance, Sing

Hardly a Fool (Social): You have always been able to ferret out lies and deception. Maybe you worked as an investigator for a time, you came from a place rife with lies, or you've studied the human condition long enough to read a person's face and get to the heart of his message.
Benefit: You gain a +1 trait bonus on Sense Motive checks and a +1 trait bonus on saving throws against illusion effects.


============================
Aasimar(Azata-Blooded, Scion of Humanity) Racial Traits:

Ability Score Racial Traits: Azata-blooded aasimars are agile, confident, and personable. They gain +2 Dexterity and +2 Charisma.

Type: Scions of Humanity are Outsider(Native) and Humanoid (Human).

Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed: Aasimars have a base speed of 30 feet.

Languages: Scions of Humanity begin play speaking Common. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Skilled: Azata-blooded aasimars have a +2 racial bonus on Diplomacy and Perform checks.

Spell-Like Ability (Sp): Azata-blooded aasimars can use glitterdust once per day as a spell-like ability (caster level equal to the aasimar's class level).

Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
(Changes already reflected above)


============================
Oracle Class Features:

Weapon and Armor Proficiency:
Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.

Spellcasting:
An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle's spell is 10 + the spell's level + the oracle's Charisma modifier (see FAQ).

Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

Unlike other divine spellcasters, an oracle's selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table: Oracle Spells Known are fixed.

In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with "cure" in the name, inflict spells include all spells with "inflict" in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.

Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

Orisons:
Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

Mystery:
Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.

At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels.
Mystery Chosen: Lore

Oracle's Curse (Ex):
Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle's curse cannot be removed or dispelled without the aid of a deity. An oracle's curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.
Curse Chosen: Tongues

Revelation:
At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery (see FAQ at right). If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle's level + the oracle's Charisma modifier.
Revelations Chosen: Natural Divination, Gift of Prophecy, Automatic Writing

Seer Archetype
While all oracles possess some ability at divination, the seer is a true prophet, able to see things as they really are, or will be.

Bonus Spells:
These bonus spells replace the oracle's mystery bonus spells at these levels: detect thoughts (4th), clairaudience/clairvoyance (6th), scrying (8th), true seeing (10th), legend lore (12th), greater scrying (14th), vision (16th), foresight (18th).

Revelations:
A seer must take the following revelations at the listed levels.

Natural Divination (Ex): You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.

You must take this revelation at 1st level.

Gift of Prophecy (Su): Once per day, you can enter a trance to gain a glimpse of the future. This trance lasts for 1 minute, which must be uninterrupted and during which you can take no other actions. At 3rd level, you gain the benefits of an augury spell with 90% effectiveness. At 5th level, you gain the benefits of a divination spell with 90% effectiveness. At 9th level, the knowledge you gain is equivalent to a commune spell. None of these spell effects require material components.

You must take this revelation at 3rd level.


============================
Ranger Class Features:

Weapon and Armor Proficiency:
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favored Enemy (Ex):
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from- those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemy Chosen: Humanoid(Humans)

Track (Ex):
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex):
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Combat Style Feat (Ex):
At 2nd level, a ranger must select one combat style to pursue.

The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Comabt Style Chosen: Archery
Feat Chosen: Precise Shot


============================
Sorcerer Class Features:

Weapon and Armor Proficiency:
Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spells:
A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Bloodline:
Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

Filled with magical power that screams for release, sorcery is not so much a calling as a blessing- or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves. Presented below are a number of bloodlines representing the mysterious origin of your sorcerer's abilities.

The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline.
Bloodline Chosen: Fey


============================
Gear:

Money: 1003 gp, 3 sp, 0 cp
Encumbrance: 32.5 lbs. (27.5 lbs. without Handy Haversack)
Light - 66 lbs.
Medium - 67 - 133 lbs.
Heavy - 134 - 200 lbs.

Weapons:
Endless Ammunition Darkwood Composite Longbow (STR: +2) - D: 1d8+2 P | Special: - | Crit: x3 | W: 1.5 lbs. | Cost: 8630 gp

Armor and Shields:
Mithral Agile Breastplate - Armor Bonus: +6 | W: 12.5 lbs. | Cost: 4,400 gp

Clothing:
Explorer's Outfit x3 - W: 24 lbs. | Cost: 30 gp (One is the free outfit all characters get. Does not cost anything and does not count towards Encumbrance. Totals here for sake of consistency.)

Artisan's Outfit x3 - W: 12 lbs. | Cost: 3 gp

Cold Weather Outfit - W: 7 lbs. | Cost: 8 gp

Hot Weather Outfit - W: 4 lbs. | Cost: 8 gp

Noble's Outfit - W: 10 lbs. | Cost: 75 gp

Accessories and Jewelry:
Hat of Disguise - W: - | Cost: 1800 gp

Diadem of the Fey Queen - W: - | Cost: -

Boots of Elvenkind - W: 1 lb. | Cost: 2500 gp

Cloak of Elvenkind - W: 1 lb. | Cost: 2500 gp

Gloves of Swimming and Climbing - W: - | Cost: 6250 gp

Silver and Emerald Necklace and Earrings - W: 1 lb. | Cost: 200 gp

Signet Ring for House Temuir - W: - | Cost: 5 gp

Ring of Feather Falling - W: - | Cost: 2200 gp

Gold Holy Symbol of Shelyn - W: 1 lb. | Cost: 100 gp

Consumables:
-2x Soap (each: 50 uses, 0.5 lbs., 1 cp | total: 100 uses, 1 lb. 2 cp)

Tools and Kits:
- Artisan's Tools, Masterwork (Craft[Painting]) (5 lbs., 55 gp)
- Cooking Kit (16 lbs., 3 gp)
|-- Iron Pot
|-- Iron Skillet
|-- Ladle
|-- Skewer
|-- Wooden Cutting Board
|-- Cutting Knife
|-- Iron Tripod (for the pot)
|-- Tinder Packet
|-- Local Herbs and Spices
- Scrivener's Kit (1 lb., 2 gp)
|-- Soft Leather Case
|-- Vial (for holding ink)
|-- Ink Pen
|-- Pen Nibs
|-- Pigment (black, for making ink)
|-- Pen Knife (for cutting pen nibs)
|-- Blotter
|-- Small Ruler

Other Gear:
- Bedroll (5 lbs., 1 sp)
- Belt Pouch (0.5 lbs., 1 gp)
- Blanket, Winter (3 lbs., 5 sp)
- Chalk x8 (each: -, 1 cp | total: -, 8 cp)
- Chalkboard (2 lbs., 1 gp)
- Flint and Steel (-, 1 gp)
- Journal x2 (each: 1 lb., 10 gp | total: 2 lbs., 20 gp)
- Tent, Small (20 lbs., 10 gp)
- Waterskin x4 (each: 4 lbs., 1 gp | total: 16 lbs., 4 gp)

Magic Items:
Head:
- Hat of Disguise (-, 1800 gp)
|-- Cast Disguise Self at will

Headband:
- Diadem of the Fae Queen (-, -)
|-- +2 to saves versus fey spells and SLAs
|-- +2 to Diplomacy Checks on Good-aligned fey (Must see and recognize Diadem)
|-- +2 to Intimidate Checks on Evil-aligned fey (Must see and recognize Diadem)
|-- DR 2/Cold Iron

Eyes:
-

Shoulders:
- Cloak of Elvenkind (1 lb., 2500 gp)
|-- +5 to Stealth checks

Neck:
-

Chest:
-

Body:
-

Armor:
- Mithral Agile Breastplate (12.5 lbs., 4400 gp)

Belt:
-

Wrists:
-

Hands:
- Gloves of Swimming and Climbing (-, 6250 gp)
|-- +5 to Climb and Swim checks

Ring, Left Hand:
-

Ring, Right Hand:
- Ring of Feather Falling (-, 2200 gp)
|-- Cast Feather Fall automatically on wearer if wearer falls more than 5 feet.

Feet:
- Boots of Elvenkind (1 lb., 2500 gp)
|-- +5 to Acrobatics checks

Slotless:
- Handy Haversack (5 lbs., 2000 gp)
|-- Move action to retrive any item in any compartment.
|-- Central compartment holds 8 cubic feet/80 lbs. of material.
|-- Side Compartments each hold 2 cubic feet/20 lbs. of material

----------------------------

Gear Locations
Handy Haversack: Total: 21 lbs.
- Cooking Kit (16 lbs.)
Central Compartment: 77/80 lbs.
- Artisan's Outfit x3 (12 lbs.)
- Explorer's Outfit x2 (16 lbs.)
- Cold Weather Outfit (7 lbs.)
- Hot Weather Outfit (4 lbs.)
- Noble's Outfit (10 lbs.)
- Small Tent (20 lbs.)
- Bedroll (5 lbs.)
- Winter Blanket (3 lbs.)

Left Compartment: 10/20 lbs.
- Masterwork Artisan's Tools(Craft[Painting]) (5 lbs.)
- Journal x2 (2 lbs.)
- Scrivener's Kit (1 lb.)
- Chalk x8 (-)
- Chalkboard (2 lbs.)

Right Compartment: 17/20 lbs.
- Waterskin x4 (16 lbs.)
- Soap x2 (1 lb.)

Belt: Total: 1.5 lbs.
- Belt Pouch (0.5 lbs.)

Belt Pouch: Total: 1 lb.
- Flint and Steel (-)
- 50 gp (1 lb.)


============================
Magic Items:

Diadem of the Fae Queen
Fine strands of silver are twisted together like vines and adorned with tiny golden blossoms to form this delicate circlet, said to be a vestige of a long forgotten faerie court.

The diadem grants its wearer +2 to saving throws against the spells and spell-like abilities of fey and damage reduction 2/cold iron. The wearer can also call on a creature of the feywild to serve as their bonded companion; this bond functions as either an animal companion with the feytouched companion archetype (treating the wearer's character level as their druid level), or as an improved familiar selected from the fey creatures with compatible alignments or a fey-touched animal (treating the wearer's character level as their wizard level). The animal chosen for this bond remains bonded with the wearer even if the diadem is removed or rendered inactive, though it can be dismissed and replaced following the normal rules for a familiar. If the diadem is removed or rendered inactive, the bonded companion fades into the feywild in 1d4 rounds; when it is worn or rendered active again, the creature fades back into existence near the wearer in another 1d4 rounds.

In addition, the wearer gains a (non-magical) +2 circumstance bonus to diplomacy checks against good fey who can see the diadem and recognize it, and to intimidate checks against evil fey who see and recognize it.

Hat of Disguise
This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, or other headwear.

Cloak of Elvenkind
These cloaks of famed elven design are enhanced to reflect the wearer's surroundings, aiding him in blending in with any terrain.

When this plain gray cloak is worn with the hood drawn up around the head, the wearer gains a +5 competence bonus on Stealth checks.

Boots of Elvenkind
These soft boots are partially made out of living leaves and other natural materials.

They enable the wearer to move nimbly about in virtually any surroundings, granting a +5 competence bonus on Acrobatics checks.

Gloves of Swimming and Climbing
These apparently normal lightweight gloves grant a +5 competence bonus on Swim checks and Climb checks. Both gloves must be worn for the magic to be effective.

Ring of Feather Falling
This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.

Handy Haversack
A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.


============================
Levels:

Level 1: +6 HP
Class: Sorcerer
Feat: Cunning

Level 2: +8 HP
Class: Oracle
Favored Class Bonus: +1 Skill Point

Level 3: +8 HP
Class: Oracle
Favored Class Bonus: +1 Skill Point
Feat: Alertness
Automatic Bonus Progression: Resistance +1

Level 4: +8 HP
Class: Oracle
Favored Class Bonus: +1 Skill Point
Automatic Bonus Progression: Armor Attunement +1, Weapon Attunement +1
Attribute Increase: Constitution +1

Level 5: +10 HP
Class: Ranger
Feat: Nature's Ally
Automatic Bonus Progression: Deflection +1

Level 6: +10 HP
Class: Ranger
Combat Style Feat: Precise Shot
Automatic Bonus Progression: Mental Prowess(+2 Charisma)

Level 7: +8 HP
Class: Oracle
Feat: Toughness
Favored Class Bonus: +1 Skill Point
Automatic Bonus Progression: Physical Prowess(+2 Dexterity)

Level 8: +8 HP
Class: Oracle
Favored Class Bonus: +1 Skill Point
Automatic Bonus Progression: Armor Attunement +1/+1, Weapon Attunement +1/+1, Toughening +1, Resistance +2

Level 9: +8 HP
Class: Oracle
Feat: Dodge
Favored Class Bonus: +1 Skill Point
Automatic Bonus Progression: Armor Attunement +2, Weapon Attunement +2

Level 10: +8 HP
Class: Oracle
Favored Class Bonus: +1 Skill Point
Automatic Bonus Progression: Deflection +2, Resistance +3

Level 11: +8 HP
Class: Oracle
Feat: Animal Ally
Favored Class Bonus: +1 Skill Point
Automatic Bonus Progression: Mental Prowess Upgrade (+4 Charisma)


============================
============================
Elamina Zephyr:

Elamina Zephyr CR –
Female liminal sprite (Pathfinder RPG Bestiary 5 158)
CG Tiny fey
Init +7; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 19 (+3 Dex, +7 natural, +2 size)
hp 61 (3d6+6)
Fort +6, Ref +7, Will +9
Defensive Abilities improved evasion; DR 5/cold iron; Immune sleep; SR 16
--------------------
Offense
--------------------
Speed 20 ft., fly 60 ft. (good)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells, repartee
Spell-Like Abilities (CL 6th; concentration +8)
. . At will—daze (DC 12), prestidigitation
. . 3/day—fumbletongue[UM] (DC 13), invisibility (self only), memory lapse[APG] (DC 13)
--------------------
Statistics
--------------------
Str 8, Dex 17, Con 14, Int 16, Wis 12, Cha 15
Base Atk +5.5; CMB +6; CMD 15
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +3 (-1 to jump), Diplomacy +8, Escape Artist +9, Fly +17, Knowledge (local) +9, Linguistics +4, Perception +7, Perform (comedy) +8, Sense Motive +7, Sleight of Hand +8, Stealth +17
Languages Common, Draconic, Elven, Sylvan, Tengwae; speak with animal (same kind only), speak with master
SQ empathic link, versatile performance
--------------------
Special Abilities
--------------------
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Fly (60 feet, Good) You can fly!
Immunity to Sleep You are immune to sleep effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Repartee (3/day) (Su) When aid a Cha skill check, aid another bonus is +2d4.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Spell Resistance (16) You have Spell Resistance.
Versatile Performance (Ex) Use Perform (comedy) modifier in place of Bluff and Intimidate.

============================
Shamall:

Shamall CR –
Fey wolf (Pathfinder RPG Bestiary 3 116)
CG Large fey (animal)
Init +4; Senses low-light vision, scent; Perception +12
--------------------
Defense
--------------------
AC 24, touch 16, flat-footed 19 (+1 deflection, +4 Dex, +1 dodge, +1 enhancement, +8 natural, -1 size)
hp 91 (7d8+35)
Fort +10, Ref +10, Will +5 (+4 vs. Mind Affecting effects, +4 morale bonus vs. enchantment effects)
Defensive Abilities evasion; DR 5/cold iron; Resist cold 10, electricity 10
--------------------
Offense
--------------------
Speed 50 ft., fly 75 ft. (good)
Melee bite +12 (2d6+11 plus trip)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 24, Dex 19, Con 19, Int 4, Wis 14, Cha 8
Base Atk +5.25; CMB +13; CMD 29 (33 vs. trip)
Feats Dodge, Improved Natural Armor, Improved Natural Attack (bite), Toughness
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel, Hunt, Track
Skills Acrobatics +9 (+17 to jump), Climb +11, Fly +6, Perception +12, Stealth +10, Survival +5 (+9 when tracking by scent), Swim +11; Racial Modifiers +4 Survival when tracking by scent
Languages Sylvan
SQ attack any target, change shape, combat riding, devotion, hunt, track, trackless step
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Change Shape (Wolf) (Su) You can change into a specific individual of another form.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) No damage on successful reflex save.
Fly (75 feet, Good) You can fly!
Hunt [Trick] Hunts or forages for food to bring to handler.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Track [Trick] The animal will track a scent.
Trackless Step (Ex) Do not leave a trail in natural settings & can't be tracked unless willing.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.

============================
============================
Appearance:

Features:
Age: 24
Height: 5 feet, 2 inches
Weight: 100 lbs.
Skin: Pale
Eyes: Sapphire Blue
Hair: Long, straight, raven-black
Identifying Marks: Freckles on the bridge of her nose, cheeks, and shoulders; The Seeker's Seal on her back, between her shoulder blades

Description:
Aislin is a small woman with soft features that hide a surpisingly strong and resilient frame. her stature, the freckles dusting the bridge of her nose and her cheeks, and her large, bright eyes often lead others to underestimate how old she is. Her hair is often done up in a practical style, typically braids or a coiling bun, and tied with the enchanted ribbon (a re-flavored hat of disguise) that allows her to change her appearance at will. When it's down, it reaches past her knees, making it a bit of a nightmare to care for while on the run. She prefers simple, well-made clothing to flashier and more fashionable options. Her one consecion to courtly fashion is the noble's outfit and matching jewelry that Una packed for her when she first ran from the castle.

Currently Wearing:
- Explorer's Outfit #1
- Gold Holy Symbol of Shelyn (Hidden under tunic and armor padding)
- Boots of Elvenkind
- Cloak of Elvenkind
- Gloves of Swimming and Climbing
- Diadem of the Fey Queen
- Ribbon of Disguise
- Ring of Feather Falling

Clothing and Accessories:
Accessories and Jewelry:
Ribbon of Disguise (Reflavored Hat of Disguise)
- A two-foot long, blue silk ribbon with silver knotwork along the edges and decorating the ends. The knotwork hides the runes that give the the ribbon its enchantment.

Diadem of the Fey Queen
- Fine strands of silver are twisted together like vines and adorned with tiny golden blossoms to form this delicate circlet

Boots of Elvenkind
- Supple leather boots with straps to adjust the fit.

Cloak of Elvenkind
- A gray cloak that subtly shifts color to better match the surrounding environment. Faint knotwork adorns the hem, hood, and back.

Gloves of Swimming and Climbing
- A pair of rugged leather gloves that leave the last two joints of teh fingers and the final joint of the thumb exposed. Straps with blackened buckles cinch the wrists to keep the gloves on.

Silver and Emerald Necklace and Earrings
- A pendant of an emerald cut in a teardrop shape held by fine lacework of silver hangs from a fine silver chain.
- A pair of silver earrings each with an emerald cut to match the shape of the pendant and held in a similar lacework of silver, but in miniature.

Signet Ring for House Temuir
- A silver band that has the rampant heraldic animals of House Temuir engraved on the sides. It is set with gems in the house colors, and has the Temuir coat of arms engraved in its top.

Ring of Feather Falling
- A silver band with intertwined feathers engraved on the outside. The feathers form the setting for an spherical azure topaz.

Gold Holy Symbol of Shelyn
- A pendant shaped like a roosting thrush fashioned from several types of gold. The tail feathers are made of gems in the seven colors of the rainbow.

Clothing
Explorer's Outfit #1
- A linen shirt, cream.
- A woolen tunic, dark green.
- A pair of woolen pants, brown.
- A pair of woolen socks, dark brown.

Explorer's Outfit #2
- A woolen shirt, black.
- A woolen tunic, green with golden trim.
- A pair of woolen pants, black.
- A pair of woolen socks, black.

Explorer's Outfit #3
- A linen shirt, black.
- A woolen tunic, dark gray.
- A pair of woolen pants, black.
- A pair of woolen socks, black.
- A long woolen scarf, black.

Artisan's Outfit #1
- A light linen shirt, white.
- A woolen skirt, blue.
- A pair of woolen stockings, black.
- A canvas apron, white.

Artisan's Outfit #2
- A linen shirt, green.
- A pair of woolen pants, brown.
- A pair of woolen socks, green.
- A canvas apron, brown.

Artisan's Outfit #3
- A woolen shirt, red.
- A woolen skirt, black.
- A pair of woolen stockings, black.

Cold Weather Outfit
- A heavy woolen tunic, navy.
- A thick woolen overcoat, black with cream fur lining.
- A thick woolen shirt, tan.
- A pair of thick woolen leggings, black.
- A heavy woolen skirt, navy.

Hot Weather Outfit
- A light cotton headscarf, pale blue.
- A light cotton keffiyah, white fading to pale blue at the bottom hem with golden trim.
- A pair of light linen pants, white.
- A light linen shirt, pale blue.
- A woolen sash, golden.

Noble's Outfit
- A high-necked silk gown, white with silver brocade. It's fitted through the waist and flares to just above the floor.
- A pair of silk, fingerless, opera-length gloves, white with silver brocade.
- A pair of silk stockings, white.
- A pair of low-heeled slippers, white.
- A velet capelet, navy with white silk lining.


============================
Personality:

Aislin is a kind and caring person that would prefer to avoid a fight. She is slow to trust anyone after spending eight years on the run. While she can certainly be charming, her social skills have atrophied since leaving the royal court of Bridunn behind, though she's still a charming young lady when she does talk.

The years of running are wearing on her, as are the lives of those that were disrupted or even ended thanks to their association with her. She's starting to think she's bad luck and wonders if she'll have to live in obscurity somewher remote if she