Secret Faith

Elif Aylin's page

67 posts. Alias of Ariarh Kane.


Full Name

Elif Aylin

Race

Half-Elf

Classes/Levels

Oracle of the Streets 2 | AC 14, T12, FF 12/14* | HP 15/15 (9 NL damage)| F+1, R+3, W+5/+7 | CMB +1, CMD 13 | Init +2, Perc. +7, SM +7; Low-light vision

Gender

F

Size

M

Age

21

Alignment

NG

Location

Taldor

Languages

Common, Elven, Halfling

Occupation

Merchant

Strength 10
Dexterity 14
Constitution 13
Intelligence 12
Wisdom 14
Charisma 16

About Elif Aylin

Backstory:
Elif had been born in Oppara; an illegitimate child conceived from a brief dalliance between a Human woman and Elven male. Just after her birth, the babe had been whisked away to a distant kinswoman in Cassomir. There she was raised by her childless Aunt and Uncle; merchants in the bustling trade city. Her Aunt Viviana never spoke her mother's name and no one knew the name or whereabouts of her Elven sire. All Elif had heard/overheard one night, during her Uncle Theodor's drunken rant, was that her mother belonged to one of the Noble Houses of Taldor and that having a half-breed bastard around would not have been approved. So Elif grew up orphaned, not even knowing her family name. Instead, her Aunt had given her two first names, and, after a while it did not matter that she had no formal, familial connection.

Elif grew up working around the store and wandering the streets of Cassomir; watching, listening and learning. She had been a pretty child and most overlooked or did not care that her ears were a little pointed or her eyes were a deep, piercing emerald green. Elif was not reckless as she wandered the streets and her pleasant nature meant she could make friends well enough. Still, she was lonely, but did her best to fit into the broader society of Cassomir. In the deep, secret recesses of her heart, Elif yearned to know her lineage and hoped one day to find her mother and claim her rightful place by her side. The more time Elif spent on the streets, the more comfortable she became and grew to understand the poor and woebegotten. Still, she was wracked with self-doubt more times than she cared for; never having known much encouragement or love in her life. An elderly, retired Halfling sailor, Postco, taught her to fight and how to use her natural grace rather than physical strength to overcome an opponent. From him, Elif also learned the Halfling tongue and they would often speak it when practising.

It was upon her twenty-first birthday that Elif noted changes and strange happenings. Images came to mind, foretelling danger, but she was helpless to act or change the outcomes of what she caught glimpses of. Elif developed some magical powers, and, all this she kept from her Aunt and Uncle. She would heal the children of the streets if there was need; having learned that too from Posco.

Three months after her twenty-first birthday, Elif secretly packed what little possessions she had and left Cassomir, heading for Oppara. There had been little love between herself and her caretakers, so leaving them was not a hard choice. Elif needed to find her mother and learn more of the world at large. She had taken care of herself mostly over the course of her life, and, even though it was daunting to go off in search of a mother who cast her aside without a second glance, Elif was excited at the prospect of adventuring. Oppara was a larger place than Cassomir and the streets a thriving network of the underclass, if one knew where to look and how to ask. What intrigue lay in wait for her, Elif did not know but she was ready to find out.

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Physical Description:

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PHYSICAL DESCRIPTION
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Image of Elif

Height: 5'9"
Weight: 120 lbs
Eye Colour: Deep/Piercing Emerald Green (framed by long, dark eyelashes)
Hair Colour: Light Brown
Hair length & style: Long, cascading down her back.
Skin tone/colour: Soft/smooth and light bronze.
Body/Physique: Toned and lean. Considered attractive.

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Personality:

Elif is compassionate (although not a push over) and treats others with respect, especially the underclass of society. She is good at communicating (speaks steadily and with lovely timbre), although is a little unsure of herself in times of stress/great conflict (some abandonment issues, too). She has a warm, ready smile to draw one in and listens and resolves problems. She has a keen curiosity and looks for opportunities at every turn. She's more thoughtful than verbose (and certainly thinks before she speaks). Elif keeps her emotions in check - no outbursts or tantrums - and she doesn't wear her heart on her sleeve.

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Character Stat Sheet:

Female Humanoid (Human, Elf)
Oracle of the Streets 2
Hero Points 0
Init +2; Senses Low-Light, Perception +7, Sense Motive +7

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DEFENSE
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AC 14; touch 12; flat-footed 12/14* (+2 armour, +2 dex, *cannot be caught flatfooted if attacker is invisible via Uncanny Dodge)
hp 15 (1d8+1+5+1)
Fort +1; Reflex +3; Will +5 (+2 vs enchantment spells & effects)
Immune Magic Sleep Effects

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OFFENSE
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Speed 30ft
Melee Elven Branched Spear +3 (1d8/x3, 10ft reach, P)
Melee Kunai +3 (1d4/x2, 10ft range if thrown, B or P)

Spells Known (CL 2, Concentration +5)

1st (5/day, DC 14) Magic Weapon, Shield of Faith + Cure Light Wounds, Disguise Self (Mystery Spell)
0 (at will, DC 13) Detect Magic, Enhanced Diplomacy, Guidance, Light, Stabilise

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STATISTICS
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Str 10(+0); Dex 14(+2); Con 13(+1); Int 12(+1); Wis 14(+2); Cha 16(+3) (Ability Modifiers +2 Cha)
BAB +1; CMB +1; CMD 13

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TRAITS
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• Orphaned (Social): You grew up separated from your birth parents, and had to learn to watch out for yourself. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.
• Diplomat (Regional): You know how to handle delicate communications with different groups of people. You gain a +1 trait bonus on Diplomacy and Sense Motive checks.
• Young Reformer (Campaign): Young Reformer: Perhaps you were born at the bottom of Taldan society and you’re tired of seeing your friends and family toil endlessly with no hope of a better life, or maybe your privileged outlook was shattered by empathy or tragedy. Either way, you know the system is broken, and you’ve dedicated your life to xing it. But tradition rules Taldor as much as any Grand Prince, and change requires more in uence than you have... so far. You’ve got a few friends and allies, and plenty of determination, but while you work toward the power you need to change the nation, you’ll have to resort to more discrete ways of righting wrongs and curbing the abuses of the upper class. You gain a +1 trait bonus on Disable Device and Knowledge (local) checks, and one of these skills is always a class skill for you. Once per day, you can call upon your coconspirators to have “made arrangements” on your behalf, allowing you to attempt a Knowledge (local) check in place of a single Bluff, Disable Device, Intimidate, or Sleight of Hand check. The DC of this Knowledge (local) check is equal to the DC of the skill check it replaces. Whatever arrangements you make—for doors le unlocked, guards strong-armed out of your way, stolen keys le for you to nd—must be reasonable to have anticipated and achieved beforehand; you could arrange to have a noble convinced you’re a very important diplomat traveling in disguise, for example, but if a ght breaks out you could not rely on your network of contacts to feint for you in combat. You don’t have to use this ability in advance; you can announce its use as you encounter a challenge, implying you foresaw this challenge and made arrangements prior to your arrival.

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DRAWBACK
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Self-Doubting: Your ever-present fear of failure causes a downward spiral.

Effect The first time each day that you fail a Will saving throw or skill check, you take a –2 penalty on the next Will saving throw or skill check of that kind.

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FEATS
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• Weapon Finesse (Combat feat): With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. (If you’re attempting a disarm, sunder, or trip maneuver, you can apply your Dex bonus instead of your Str mod on the combat maneuver check (assuming you’re using a finessable weapon, of course). For other combat maneuvers, you use the normal rule for determining CMB (Str instead of Dex).)
• Exotic Weapon Proficiency (bonus feat from Ancestral Arms racial trait): Only for one weapon: Elven Branched Spear.

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SKILLS
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Background Skills (2x2=4):
• Know. History +5 (1 rank)
• Know. Nobility +2 (1 rank, not a class skill)
• Lore (Plants/Herbs which can be used for healing) +5 (1 rank)
• Profession (Merchant) +6 (1 rank)

Adventuring Skills (5+1FCx2=12):
• Bluff +4 (1 rank, not a class skill)
• Diplomacy +8 (1 rank, +1 trait bonus)
• Disable Device +7 (1 rank, +1 trait bonus, class skill from campaign trait)
• Heal +6 (1 rank)
• Know. Local +6 (1 rank, +1 trait bonus)
• Know. Planes +5 (1 rank)
• Perception +7 (2 ranks)
• Sense Motive +7 (1 rank, +1 trait bonus)
• Spellcraft +5 (1 rank)
• Stealth +10 (1 rank, +4 from Revelation)
• Survival +7 (1 rank, +1 from trait)

LANGUAGES
Common, Elven, Halfling

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SPECIAL ABILITIES
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Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. (First Favoured Class: Oracle, Second Favoured Class: TBA.)
Ancestral Arms (alt racial trait): Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
Sure Step (alt racial trait): Adventurers can spend their whole careers in the alleys and sewers of large cities or the tunnels of the Underworld. Characters with this trait suffer no movement penalties when blinded or moving in darkness. Half-elves can take this trait in place of keen senses.
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. CHOSEN: Streets
Oracle’s Curse (Ex):

Powerless Prophecy : You are forewarned of danger but can’t act to prevent it. You gain uncanny dodge, as the rogue class feature. However, you can’t take any actions in a surprise round, including free actions, except for flash of insight (see Revelations). In the absence of a surprise round, you are staggered for the entire first round of combat.

EFFECT

At 5th level, you gain a +4 insight bonus on initiative checks.
At 10th level, you gain improved uncanny dodge as the rogue ability, using your oracle level as your rogue level.
At 15th level, you gain a +4 insight bonus on all your saving throws and to your AC during surprise rounds and when you are otherwise unaware of an attack.

Uncanny Dodge (Ex): She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Revelation: Face in the Crowd (Ex) You gain a +4 bonus on Stealth checks, and can attempt a Stealth check in a crowd even while being observed.
Revelations from Streets Mystery

Mystery Spell: Disguise Self

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GEAR & EQUIPMENT
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Starts playing with Explorer's Outfit worth 10gp

Weapons, Accessories & Ammunition
• Elven Branched Spear (20gp, 10 lbs, P, Brace & Reach, As per SRD for this weapon, can apply Weapon Finesse.)
• Kunai (2gp, 2 lbs, B or P) (Unlike finer weapons, the kunai can readily substitute for a crowbar or piton without being damaged in the process.)

Armour
• Lamellar Cuirass (15gp, +2 to AC, 0 ACP, Weight 8 lbs)

General Gear & Equipment
• Masterwork Backpack (50gp, 4 lbs)
• Blanket (5sp, 3 lbs)
• Courtier's Outfit (30gp, 6 lbs)
• Common Perfume (2gp/2 doses, - lbs)
• Jewellery (1gp, -lbs)
• Canteen (2gp, 1 lbs)
• Grooming Kit (1gp, 2 lbs) (This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.)
• Mess Kit (2sp, 1 lbs) (This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.)
• Two potions of Delay Poison. (Gifted by the head cook, Dedrien Nos, in the Senate.)
• One potion of CLWs (from loot discovered after fight with phantom armour.)

Total Cost and Weight: 123gp & 7sp out of 130 gp (rolled starting gold) + 30gp line of credit from Lady Lotheed to put forward for a noble's outfit. Carrying 38 lbs (Light Load). (STR 11 per M/W Backpack, Light Load 38 lbs or less, Medium Load 39-76, Heavy Load 77-115)

Gala Social Rounds

Map of Senate

Missions/assignments