About Elif AylinBackstory:
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. =================
Physical Description:
-------------------- PHYSICAL DESCRIPTION -------------------- Image of Elif Height: 5'9"
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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. ======
Character Stat Sheet:
Female Humanoid (Human, Elf)
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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)
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Speed 30ft
Spells Known (CL 2, Concentration +5) 1st (5/day, DC 14) Magic Weapon, Shield of Faith + Cure Light Wounds, Disguise Self (Mystery Spell)
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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.
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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. --------------------
• 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).)
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Background Skills (2x2=4):
Adventuring Skills (5+1FCx2=12):
LANGUAGES
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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.
• 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.
• Mystery Spell: Disguise Self --------------------
Starts playing with Explorer's Outfit worth 10gp Weapons, Accessories & Ammunition
Armour
General Gear & Equipment
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)
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