Acrobatics +4 (+3 Dex +1 Rank)
Climb +2 (+1 Str +1 rank)
Craft (Int) (Alchemy) +12 (+6 Int +3 rank +3 class)
Craft (Int) (Sewing) +10 (+6 Int +1 rank +3 class)
Diplomacy (cha) 0 (-1 Cha +1 rank)
Disable Device (Dex) +4 (+3 Dex +1 rank)
Escape Artist(Dex) +10 (+3 Dex +4 ranks +3 class)
Fly (Dex) +13 (+3 dex +8 ranks [headband] +3 class)
Handle Animal (Cha) 0 (-1 Cha +1 rank)
Heal (Wis) +5 (+1 Wis +1 rank +3 class)
Intimidate (Cha) +3 (-1 cha +1 rank +3 class)
Knowledge (Arcana) (Int) +14 (+6 Int +3 ranks +3 class +2 feat)
Knowledge (Dungeoneering) (Int) +8 (+6 int +2 feat)
Knowledge (Engineering) (Int) +8 (+6 int +2 feat)
Knowledge (Geography) (Int) +8 (+6 int +2 feat)
Knowledge (History) (Int) +12 (+6 int +1 ranks +3 class +2 feat)
Knowledge (Local) (Int) +8 (+6 int +2 feat)
Knowledge (Nature) (Int) +14 (+6 Int +3 ranks +3 class +2 feat)
Knowledge (Nobility) (Int) +8 (+6 int +2 feat)
Knowledge (Planes) (Int) +14 (+6 Int +3 ranks +3 class +2 feat)
Knowledge (Religion) (Int) +9 (+6 int +1 rank +2 feat)
Linguistics (Int): +14 (+6 int +8 ranks)
Perception (Wis) +11 (+1 Wis +5 ranks +3 class +2 racial) (+2 when familiar is nearby)
Profession (Wis) (Gambler) +8 (+1 Wis +2 ranks +3 class +2 feat)
Profession (Wis) (Any) +3 (+1 Wis +2 feat)
Ride +4 (+3 dex +1 rank)
Sense Motive: +4 (+1 Wis +3 ranks) (+2 when familiar is nearby)
Sleight of Hand (dex) +4 (+3 dex +1 rank)
Spellcraft (Int) +14 (+6 Int +5 ranks +3 class)
Stealth +4 (+3 dex +1 rank)
Survival +2 (+1 wis +1 rank)
Swim +6 (+1 Str +1 rank +4 racial [from hex])
Use Magic Device (Cha) +7 (-1 Cha +5 ranks +3 class)
Languages: Abyssal, Aquan, Celestial, Common (Taldane), Elven, Draconic, Giant, Halfling, Hallit, Infernal, Kelish, Skald, Sylvan, Terran, Tien
[In Progress] jet-black hair; skin that is darkly tanned after decades of travel, but is fair where her clothes have consistently covered her; a body shape that differs from the usual slender elf body, having more curves and broadness than usual, closer to what a human woman would have, but her eyes, face, and ears are completely elfin.
Despite her decades of experience, and piercing, beyond-mortal intellect, Elen still feels a bit like a socially awkward child at times. She finds herself almost paralyzed with shyness when she must address a new face, although she usually manages to break through her inhibitions enough to speak. This does not seem to affect her when speaking to people she has known long enough to consider close friends, such as Numair Nejem, her fellow Qadiran pathfinder, with whom she shares a goal of reducing the harm that slavery does, and perhaps eventually eliminating it. With such people, she will trade gossip and stories, innocent flirtation and occasional off-color jokes.
She has never had a lover, finding herself too shy to broach the subject even with her friends. She is, however, a romantic, believing in 'love that is written in the stars' and hoping to find the man or woman who the heavens will guide her to.
A few months ago, she completed a ritual of devotion to Desna that allowed her a creature of Elysium take her familiar's place. The beautiful Lyrakien that answered her call was actually a messenger of Desna whom she had befriended before; perhaps the Goddess recognized that she would not respond well to a strange being. The friendship blossomed into devotion and caring for each other, so she and Alliriyallin are inseperable, despite their very different ways of dealing with the world.
Born in Kyonin of a minor noble family, Elen developed wanderlust early, beginning to travel around the world to study everything she could. As she travelled, she kept with her a 'lucky' coin her mother had given her, and a set of dice, often replaced as the ivory cracked or faded, that helped her make decisions. Her travels took her through the Keleshite Empire, into Tian Xia during the fall of Imperial Lung Wa in 4606, over the crown of the world, and through the land of the Linnorm kings on the way back to the Inner Sea.
In that land, a pair of Ulfen witches invited her into an informal coven, allowing her to be the maiden to their mother and crone roles, after their previous maiden had died due to the backlash of prophecy at the death of Aroden. Despite her greater age and experience, they found a profound innocence in her soul, as well as a lack of sexual activity, that allowed her to fill the third aspect for them. She spent a decade there, learning from the other two, bonding with her fox familiar, and studying the fey that crossed over from the First World into those lands.
Eventually Estrid, the Crone, died in 4620, and Freyid, the Mother, would have moved into that position, but without any prospect of children, Elen could not become the Mother, and no other witches were immediately available. Elen and the Mother, who had become close friends in the role of the Crone's students, parted ways cordially, and she later heard that her former teacher had become a powerful war-witch in the battles of the Linnorm Kings against Irrisen. Eventually Elen would travel back to Kalsgard to see the warrior's funeral given to the woman, knowing the pain and loss that all elves who befriend the shorter-lived feel.
This was the first major loss of a loved one that Elen had suffered, and she decided that returning to Kyonin or Sovyrian, and surrounding herself with elves alone, would deprive her of the great variety of life that Golarian offered. Accepting that she would feel this pain again, she took it into herself and merged it with the wonderful memories she had, and went looking for more experiences whose sweetness would be worth the bitterness of eventual loss.
She decided to travel to Absalom, having encountered a few Pathfinders during her travels and wishing to know more about the organization. She found herself caught up in the seige of the Grand Lodge in 4621, using her meager spells and hexes when she could to save lives and protect the Pathfinders. The pathfinders offer her membership, but she sees the growing chaos in the City at the Center of the World, and asks them to allow her reconsider in a few decades.
Elen's next travels brought her to Andoran, where she found a second family among a small village of halflings. Their attitude towards luck fit her own, and their delight in gambling was infectious, leaving her with a life-long adoration for cards, dice, and other games of chance. She lived there for several decades, becoming involved in a movement among the halflings to channel escaped slaves from Chelish slaveholders to freedom in the River Kingdoms. She studied magic and improved her powers, using spells and hexes as necessary to assist these 'underground caravans' to their destinations. She also became involved in the nascent independence and equality movements in Andoran as it split off from Cheliax, cheering the abolition of slavery and the avoidance of the ongoing violence into which Galt's revolution had descended.
After the excitement of the revolution passed, and her older friends among the halflings had passed away, wanderlust made her itch for new surroundings again. In 4670, she returned to Absalom, finding the former violence replaced with calm, although she loathed the re-legalization of slavery. She joined the pathfinders and began using their resources to study the arcane again, deciding to research the mysteries of the stars. She had long suspected her magic as coming from the stars, and soon reawakened the faith in Desna that she had learned as a child. Seeking out fellow worshippers of that Goddess in the Society, she found many who shared her belief in freedom, her delight in the stars, and her long-time obsession with luck.
There was a reason, she realized, she had always carried a 'lucky platinum piece' in her pocket, and a favorite set of dice in her pouch. She began using her hexes and spells to manipulate probability and luck, seeing every use of her powers as a devotion to Lady Luck. She could not decide which faction to join in the Pathfinders, so she decided to trust it to a roll of a die, and it came up to the number 5 to which she had assigned 'Qadira' beforehand.
Qadira it was, despite that her goals and the factions were not directly aligned. Determined to follow the guiding hand of Luck, she poured her energy into the expansion of trade for the Qadirans, realizing that power within an organization could be used for the furthering of her own ends. She continued her proclivity for gambling, which was an asset in the lands she travelled to for the faction, but only used her probability-warping powers for purposes greater than her own enrichment. When she found herself in a game with a slaveowner, she subtly used her hexes and abilities to nudge the game in her favor, until her opponent might put title to one or more of his slaves in the pot. Winning, she would take the slave and emancipate him or her, and possibly buy the lucky person passage to Andoran should the locale be hostile to freed slaves.
She kept this practice as low-key as possible, knowing that making lives better for as many slaves as she could was all that was possible for the time being. Her cautious, shy friendships developed in the faction, such as the dashing, handsome human paladin of Saranae, Numair Nejem, tended to be among those who thought Qadira would be much better off if slavery was abandoned.
After a recent trip on behalf of her faction through Kyonin, serving as a native assistant to a diplomat, then the River Kingdoms, where she met a community of escaped slaves who she had helped, now living proud and independent lives. Skirting through the wilderness to avoid the decadent realms of Numeria and Razmiran, she arrived at Nerosyan, following a tip that a large number of pathfinders were converging there.
Arcane Focus: +2 racial bonus to concentration checks to cast arcane spells defensively
Elven Magic: +2 racial on CL checks to overcome spell resistance, +2 racial on spellcraft to identify magic items
Low light vision: see twice as far as humans in low-light conditions
Elven Immunities: Immune to magic sleep, +2 racial bonus to saving throws against enchantment spells and effects
Eastern Mysteries (Qadira faction) Once per day, you may select one single spell that you are casting that allows for a saving throw. You may increase the DC of that spell by +2.
Good Dreams (Desna) Each time you sleep, the GM tells you of a dangerous dream you had. Once per day, if you have to make a saving throw against a threat related or similar to that dream, you can roll twice and take the more favorable result. If you do not encounter circumstances similar to the threat or situation you dreamed, this trait has no effect that day.
Adopted (Halfling) [Not really adopted but lived with a halfling family for many years, helping them guide escaped slaves to freedom]
-> Freedom Fighter (Halfling) You gain a +1 trait bonus on any skill check or attack roll made during the process of escaping capture or in helping a slave escape bondage, and Escape Artist is always a class skill for you.
Headband of Vast Intellect +2 (fly, Auran) : 4000gp 1lb
Haramaki: 3gp 1 lb
masterwork light crossbow: 335gp 4lbs
+1 dagger: loot 1 lb
Masterwork dagger: 302g 1 lb
Spring-loaded wrist sheath 5gp 1 lb
In Wrist sheath: Wand of Mage Armor (48/50) (2 prestige points)
Explorer's Outfit free 8lbs
Handy Haversack of Holding made of darkleaf cloth: Gift 5lbs (Holds up to 270lbs)
Ring of Protection: 2000gp
Wayfinder Free 1 lb
Dusty rose Prism: 1000gp (+4000 bonus) (+1 insight bonus to AC, in wayfinder +1 resistance bonus to all saves)
Brooch of Cleanliness 100gp
MW silver punching dagger 40gp 1 lb
Cold Iron Punching dagger 55gp 1 lb
Belt pouch 1gp 1lb hold 10lbs
Total 30 lbs
Finely crafted deck of cards 10gp 1lb
Ivory Dice 10gp
Unique Platinum Piece 10gp
Masterwork sewing kit (artisan's tools) 55 gp 2 lbs
Total: 4 lbs
Alchemist's lab 200gp 40 lbs
Lesser Extend Metamagic Rod: 3000gp 5 lbs
Pearl of Power, 2nd level: 4000gp
Pearl of Power, 1st level x2: 2000gp
3x Dweomer's Essence: 1500gp
Marbles 1sp 2 lbs
20 crossbow bolts 2gp 2 lbs
10 silver bolts 2gp 1 lb
10 cold iron bolts 3gp 1 lb
Healer's kit (10/10) 50 gp 1lb
Explorer's Outfit 10 gp 8 lbs
Scholar's outfit 5gp 6 lbs
Courtier's Outfit 30 gp 6 lbs
Cold Weather Outfit 8 gp 7 lbs
Hot Weather Outfit 8gp 4 lbs
Peasant's outfit 1sp 2lbs
Folding chair 2 gp 10 lbs
2 flasks holy water 50 gp 2 lbs
2 flasks Alchemists' fire 40 gp 2 lbs
2 flasks Acid 20 gp 2 lbs
2 flasks Liquid Ice 80 gp 2 lb
Chronicler's Supplies 40gp 5lbs
Pathfinder's kit Gift 15 lbs
Deluxe Dungeoneering kit Gift 15 lbs
Nushadirx2 (neutralizes acid) 20gp 2lbs
Night teax200 20gp
Bachelor snuffx2 2gp
allnightx2 150 gp
Smelling salts 25 gp
Healy Myrrhx5 250gp
Powderx2 2 cp
Air crystalsx2 100gp
2xUniversal Solvent 100gp
Vermin Repellent crafted
60 pp 31gp 4sp 8 cp 2lb
Total in HH: 142 lbs
Purchased scrolls (taught to familiar)::
Reduce Person 25gp
Restore Corpse 25gp
Unprepared Combatant 25 gp
Daze Monster 150gp
Hold person 150 gp
Miserable Pity 150gp
Lightning Bolt 375 gp
2pp: 'free' 750gp wand of Cure Light Wounds (tiny sized for familiar, familiar carries)
2pp: 'free' 750gp wand of Mage Armor (in spring-loaded wrist sheath)
2pp: 'free' 750gp wand of Shield (tiny sized for familiar, familiar carries)