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About Kaiiaquatic elf features:
Aquatic elves can live either in or out of the water, but most prefer homes in the watery depths of oceans and seas. They establish small communities, uniting with other aquatic elves as needed for protection but remaining largely independent. Some of these communities are built partly above and partly below the water, with half-elves of aquatic descent living in the open air, while their aquatic kin make their homes below. An example of such a settlement is Acisazi, off the coast of the Chelish archduchy of Ravounel. Aquatic elves consider themselves an enlightened people capable of appreciating life in more dimensions than other creatures. When they do interact with other races, they often appear aloof and dismissive, as though bored or distracted, though this is not necessarily the case. Aquatic elves are simply thinking of what wonders they might find during their explorations of their watery environs. Aquatic elves living in the Arcadian Ocean maintain cordial relations with the elves of the Mordant Spire—the guardians of the ruins of ancient Azlant. Mordant Spire elves trust their aquatic kin to explore the ruins and recover valuable historical artifacts while leaving the dangerous ones undisturbed. These elves take pride in the faith placed in them, and to maintain good relations with their surface cousins, they refuse to share their knowledge of the Azlanti ruins with others. Considered beautiful by many elves, humans, and similar surface races, aquatic elves are a graceful and quick-witted people. Their skin can be the pale white or gold of beach sand, the russet of living coral, or the greenblack of deepwater kelp. Often, aquatic elves’ coloration adjusts to their usual environment over time, sometimes changing over the course of a few generations. Their hair is long and silky, rippling with shades of blue and green. Aquatic elves have delicate, translucent webbing between their fingers and toes, allowing them to swim adroitly through the water. Adventurers: Groups of aquatic elves are known to specialize in searching ruins for pieces of art, historical records, and magical artifacts from sunken and forgotten empires. Those exploring the submerged debris of long-lost cities sometimes partner with adventurers of other races to overcome dangerous traps or guardians. Prideful as they are, aquatic elves know that other creatures can contribute specialized abilities to an expedition, though they are happiest working with gnomes, halflings, and surface elves, as these creatures are likely to return to the surface when their business beneath the waves is done. Some aquatic elves distrust humans, who they believe conceal expansionist motives and have a reckless disregard for danger— especially as concerns ancient and dangerous magic. Aquatic elves ally with gillmen only when necessary, as they worry that any such collaboration could be a part of some deeper aboleth scheme. Aquatic elves believe that life is more vivid underwater than on land and that exceptional possibilities—both material and spiritual—exist for aquatic explorers. Aquatic elf adventurers, particularly those with no obligations to family or community, seek out hidden caverns, new species of plants or animals, and undiscovered ruins in the deepest reaches of the ocean, believing that their journeys lead to personal spiritual evolution. As with surface elves, aquatic elves often have an aptitude for arcane magic, and the lure of lost power can draw aquatic elf adventurers far from familiar environments. Arcane practitioners venture into submerged abandoned sites associated with other races, such as cecaelias or merfolk, hunting for lost magic items or forgotten spells; these expeditions often bring the aquatic elves into conflict with the races that consider the ruins their own. Aquatic elf adventurers may even leave the ocean and travel on dry land to pursue rumors of particularly powerful treasures, no matter how thinly substantiated. When they do so, they prefer to ally with surfacers who know the area well (or hire one or more guides or specialists), as they harbor an unnatural fear of getting lost while on land and being unable to return to their vibrant ocean homes, even though they suffer no physical detriments from being on land for extended periods of time. Ability Score Racial Traits: Aquatic elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
traits:
employee (campaign trait) +1 diplo in some cases with other company employees. start with +150gp equipment. +1 bluff checks. Hard to Kill (combat) Benefit(s): When you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total. Empty Mask (drawback) You have spent so long hiding your true identity to escape political enemies that you have lost much of your sense of self. You take a -1 penalty on Will saving throws against compulsions. This penalty increases to -2 against foes who know your true identity. Gesture Expertise (social) You are adept at nonverbal communication. You can use a sign language or gestural system to send complex messages quickly in combat, and with a successful DC 15 Linguistics check, you can express yourself clearly enough to communicate basic messages to people who do not understand your gestures. You gain a +2 trait bonus to send secret messages via gestures using the Bluff skill, and to understand gestures with the Linguistics skill. feats:
Breadth of Experience Although still young for your kind, you have a lifetime of knowledge and training. Prerequisites: Dwarf, elf, or gnome; 100+ years old. Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained. rogue features:
Class Skills The rogue’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). Skill Ranks per Level: 8 + Int modifier. Weapon and Armor Proficiency Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields. Sneak Attack If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment. tidal trickster features:
Tidal tricksters roam the seas, using their skillful mastery of the currents to move across aquatic battlefields and throw their enemies off-balance. Wisdom of the Waves (Ex): A tidal trickster gains a swim speed equal to her unmodified base land speed (or increases her swim speed by 10 feet, if she has a racial swim speed). Instead of the +8 bonus granted by a swim speed, she gains a racial bonus on Swim checks equal to 4 + half her rogue level (if she has a racial swim speed, she uses the better bonus). She gains a bonus on Bluff checks equal to half her rogue level. At 3rd level, she gains a +1 bonus on Will saves whenever she is underwater; this bonus increases by 1 at 6th level and every 3 levels thereafter. This ability replaces trapfinding and trap sense. equipment:
rapier +3 1d6+3 crit 18-20/x2
background and personality:
Born Aellyris Llyllianithil, son of King Auris, lord of the aquatic elven city of Azerkyll, Aellyris was destined to a life of ease and comfort, and to someday inherit his father’s nacre throne. Aellyris learned to be diplomatic and display proper court etiquette at a very young age, but he had little interest in politics or his father’s court. He slipped out of the control of his preceptors and guardians whenever he could,finding life was more fun and interesting outside their sphere of influence. He made many friends, being an affable young elf. Many of his new friends on land were not the sort his family would approve of, but he didn’t care. He learned street smarts and how to get into or out of just about anything with a door or a lock, and learned so thoroughly and quickly that he soon earned not just their friendship, but their respect. When his guardians caught up with him after a month-long jaunt with his friends, they locked him in his father’s coral tower until his father could deal with him personally. He acted contrite and resigned until they left him alone. Then he put his secret skills to work, with the intent of slipping away as soon as he could. He packed a few things from his room, left a note for his family and departed via secret paths and fast currents. Unknown to him, his family never saw the note he left, a machination of agents intending to damage the monarchy and see an end to his family’s rule. Always fascinated with learning new things, he headed for shore and the harbors of men, where he could meet folk of all types. He disguised himself, created a name, Kaii, and did his best to blend in with the land folk. King Auris still mourns his missing son, and agents sent to find him have been unsuccessful. Several of these agents have disappeared over the years, killed off by enemies of the king. Others have just failed to find Kaii, though he has had a few close calls with them and had to relocate after each one. Appearance and Personality: At 5’9”, Kaii is average in height and his 132 lbs is sleight of build for his strength. Long blue-black hair frames skin that appears to be a smoky blue-grey. The hair and skin are artifacts of his disguise skill, nothing more. He cannot hide the sparkling black eyes that take in the world around him with a prodigious alacrity. He has a smile for everyone, quick to make friends with anyone he meets. He dresses like any average commoner among humans, not wanting to flaunt his wealth, though it is much diminished these days. He appreciates and likes nice things, but is afraid they will attract unwelcome attention.
Note: Under the hair dye and the makeup, his hair is a brilliant teal, with an almost metallic shimmer, and his skin a pale gold. |