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About Aislin TemuirBasic 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
============================ 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:
Melee
Laughing Touch (8/day) Mind-Affecting Effect
Range
Lightning Arc (Sp) (8/day) Touch Attack
============================ 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)
============================ 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)
* class 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
2nd-Level Spells 7/day, DC: 17
3rd-Level Spells 6/day, DC: 18
4th-Level Spells 4/day, DC: 19
---------------------------- Sorcerer Spells
1st-Level Spells 5/day, DC: 16
---------------------------- Spell-like Abilities
Sorcerer Bloodline Power (8/day)
Affinity Soul Attunement
Domain Spells: (1/day)
----------------------------
============================ Special Abilities and Attunements:
Oracle Curse, Mystery, and Revelations: Tongues (Ex): In times of stress or unease, you speak in tongues. Effect:
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.
Languages Chosen: Celestial (Oracle 1), Auran (Oracle 5) Mystery (Lore):
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)
Gift of Prophecy (Su): (1/day)
Automatic Writing (Su): (Commune, 1/day)
Fey Bloodline
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:
Air Domain
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):
Flesh Attunement:
Weapon Training (Ex):
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:
Cunning:
Dodge:
Eschew Materials: Sorcerer Bonus Feat
Precise Shot: Ranger Combat Style Feat
Precise Shot: Ranger Combat Style Feat
Toughness:
---------------------------- Traits:
Intense Artist (Religion): Your devotion has caused you to delve more deeply into your art.
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.
============================ 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.
============================ 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:
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:
Mystery:
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.
Oracle's Curse (Ex):
Revelation:
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.
Seer Archetype
Bonus Spells:
Revelations:
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 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.
Track (Ex):
Wild Empathy (Ex):
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):
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.
============================ 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:
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:
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.
============================ 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:
Armor and Shields:
Clothing:
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:
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:
Tools and Kits:
Other Gear:
Magic Items:
Headband:
Eyes:
Shoulders:
Neck:
Chest:
Body:
Armor:
Belt:
Wrists:
Hands:
Ring, Left Hand:
Ring, Right Hand:
Feet:
Slotless:
---------------------------- Gear Locations
Left Compartment: 10/20 lbs.
Right Compartment: 17/20 lbs.
Belt: Total: 1.5 lbs.
Belt Pouch: Total: 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
Cloak of Elvenkind
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
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
Ring of Feather Falling
Handy Haversack
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
Level 3: +8 HP
Level 4: +8 HP
Level 5: +10 HP
Level 6: +10 HP
Level 7: +8 HP
Level 8: +8 HP
Level 9: +8 HP
Level 10: +8 HP
Level 11: +8 HP
============================ ============================ 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:
Currently Wearing:
Clothing and Accessories:
Diadem of the Fey Queen
Boots of Elvenkind
Cloak of Elvenkind
Gloves of Swimming and Climbing
Silver and Emerald Necklace and Earrings
Signet Ring for House Temuir
Ring of Feather Falling
Gold Holy Symbol of Shelyn
Clothing
Explorer's Outfit #2
Explorer's Outfit #3
Artisan's Outfit #1
Artisan's Outfit #2
Artisan's Outfit #3
Cold Weather Outfit
Hot Weather Outfit
Noble's Outfit
============================ 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 |