Undine

Alasayn vun Alushir's page

132 posts. Alias of Simeon.


Race

Male Psychic 4 | HP 22 | AC 13 (17 w/ mage armor) T 13 FF 10 | Fort +2 Ref +4 Will +5 | Init +2 | Perc +7

About Alasayn vun Alushir

Stats:

Alasayn vun Alushir
Undine psychic 4 (Pathfinder RPG Bestiary 2 275, Pathfinder RPG Occult Adventures 60)
LN Medium outsider (aquatic, native)
Init +2; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 22 (4d6+4)
Fort +2, Ref +4, Will +5
Resist cold 5
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Offense
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Speed 30 ft., swim 30 ft.
Melee +1 punching dagger +6 (1d4/×3)
Special Attacks phrenic amplifications (overpowering mind[OA], will of the dead[OA]), phrenic pool (7 points)
Psychic Spell-Like Abilities (CL 4th; concentration +8)
. . 1/day—detect thoughts (DC 14)
Psychic Spells Known (CL 4th; concentration +8)
. . 2nd (4/day)—deflect blame[UI] (DC 16), inflict pain[OA] (DC 16)
. . 1st (7/day)—lock gaze[UC] (DC 15), mage armor, mind thrust I[OA] (DC 15), moment of greatness[UC]
. . 0 (at will)—dancing lights, detect magic, mage hand, message, read magic, telekinetic projectile[OA]
. . Psychic Discipline Superiority
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Statistics
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Str 9, Dex 14, Con 10, Int 18, Wis 10, Cha 16
Base Atk +2; CMB +4; CMD 13
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Expanded Phrenic Pool[OA], Power Attack, Subconscious Usurpation
Traits influence, theoretical magician
Skills Diplomacy +9, Intimidate +10, Knowledge (arcana) +11, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nobility) +10, Knowledge (planes) +11, Knowledge (religion) +8, Linguistics +9, Perception +7, Spellcraft +11, Swim +7
Languages Aquan, Auran, Common, Elven, Ignan, Meridian, Sylvan, Terran
SQ amphibious, finesse weapon attack attribute, self-assurance +2
Other Gear mwk punching dagger, sleeves of many garments[UE], backpack, bedroll, belt pouch, courtier's outfit, flint and steel, prismatic crystal[OA], trail rations (5), waterskin, 433 gp, 1 sp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Amphibious (Ex) You can survive indefinitely on land.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Overpowering Mind (Ex) 2 pool: increase Will save DC of linked mind-affecting spell by +1.
Phrenic Pool (7/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Self-Assurance +2 (3/day) (Su) As imm action gain +2 morale bonus on an ability check, atk roll, save, or skill check.
Subconscious Usurpation Will save for mental action while under effect of compulsion, confusion, or possession effect.
Swim (30 feet) You have a Swim speed.
Will of the Dead (Su) 2 pool: overcome undead creature's immunity to mind-affecting effects for linked spell.

Background:

There are few nations that can surpass the majesty of Imperial Osknia. The Gift of Civilization has been spread even to the surface, where the vast majority of their armies cannot even tread. It was into this nation that Alasayn, third son of the Alushir family, was born. Though so insignificant in the imperial courts as to be nearly powerless, Alasayn was still deeply enamored with the status and glory of Imperial Osknia. His early life was easy as his family’s wealth was far greater than that of most commoners, despite their low status Alasayn even showed talent in psychic magic, a highly prized skill among the intrigue of court. Indeed, one who could cast spells without any indication of their ability was well-regarded for both their sophistication and usefulness. However, his usefulness to the imperial courts was far overshadowed by more well-bred and talented individuals.

With that defeat, Alasayn decided that he had best find his fortune elsewhere. He tried to join the imperial bureaucracy, and though he was intelligent enough, found himself too short tempered for the drudgery of the work. He also sought a position with the army, but upon being swiftly bucked off a hippocampus during the riding exam, found himself laughed out of the training camp.

With few other options, he decided he had best try his luck on the surface, among the rabble of the dryfeet. He could not bear to stay in the territory of the empire, not when his family’s reputation could be sullied when one of their sons was not only above water, but also seen mingling with air breathers. With that, he set out for Ulnswhere, the nearest nation. It was upon his arrival to Ulnswhere that he became aware of the curse that affected the nation. He also became aware of the call to end the curse. He saw his fate begin to crystallize in his mind. He would end the curse that affected Ulnswhere, and use the sizeable influence he would gain from it to increase his family’s and the entire Osknian nation’s prestige, and, if possible, bring Ulnswhere under Imperial Osknian rule.