Iramine

Allyph Yssal's page

466 posts. Alias of StephNyan.


Full Name

Allyph Yssal

Race

(HP 63/63 | AC:22 [+1 vs. Traps*] | T:16 [+1*] | FF:16 | CMB:6 [10 vs. Grapple/Pin] | CMD:21 | Fort:+5 | Ref:+11 [+1*] | Will:+7 [+2 Enchant] | Init:+6 | Perc:+13 [+1*; +1 to avoid surprise by foe] | Speed: 30)

Classes/Levels

Spells:
Lv1: 8/8 | Lv2: 8/8 | Lv3: 5/5 | Elemental Ray: 8/8 | Impromptu SA: 1/1

Gender

F Half-elf Arcane Trickster/3 Sorceress (Ele: Air)/4 Unchained Rogue/3

Size

Medium (5 ft. 7 in. / 170 cm)

Age

18

Alignment

Chaotic Neutral

Deity

None

Languages

Common, Elven, Halfling, Orc

Strength 12
Dexterity 19
Constitution 12
Intelligence 14
Wisdom 10
Charisma 20

About Allyph Yssal

Character Sheet:
CN Medium Humanoid (Elf, Human)
Init +6 (+4 Dex +2 Trait)

Defense
AC 22 (10 +5 Armor +1 Deflection +1 Natural Armor +1 Dodge +4 Dex); Touch 16 (10 +1 Deflection +1 Dodge +4 Dex); Flat-Footed 16 (10 +5 Armor +1 Natural Armor)
HP 63 (46 +10x1 Con +7x1HP Favored Class Bonus)
Fort Save +5 (+3 Class +1 Con +1 Resistance); Ref Save +11 (+6 Class +4 Dex +1 Resistance); Will Save +7 [+2 vs Enchant] (+6 Class +0 Wis +1 Resistance)

Resistance 10 to Electricity (Elemental Resistance)

Offense
Speed: Medium (30 ft)

Melee: Dagger
Damage: 1d3 [+3d6 Sneak Attack]
Attack roll: +8 (+4 Base Atk +4 Dex)
Crit: 19-20x2

Melee: +1 Adamantine Rapier
Damage: 1d6 +4 [+3d6 Sneak Attack]
Attack roll: +9 (+4 Base Atk +4 Dex +1 Enhancement)
Crit: 18-20x2

Ranged: +1 Darkwood Shortbow
Damage: 1d6+1 [+3d6 Sneak Attack]
Attack roll: +9 (+4 Base Atk +4 Dex +1 Enhancement)
Crit & range: x3; 60 feet

Statistics
Str 12 (10 +2 Enhancement)
Dex 19 (16 +2 Enhancement +1 Lv4)
Con 12 (10 +2 Enhancement)
Int 14 (12 +2 Enhancement)
Wis 10 (8 +2 Enhancement)
Cha 20 (16 +2 Race +2 Enhancement)

Base Atk +5; CMB 6 (+5 Base Atk +1 Str); CMD 21 (10 +5 Base Atk +1 Str +1 Dodge +4 Dex)

Feats
Bloodline Powers [Elemental: Air] (Class)
Bloodline Spells [Elemental: Air] (Class)
Cantrips (Class)
Danger Sense +1 (Class)
Dodge (Class; 'Combat Trick' Rogue Talent)
Eschew Materials (Class)
Evasion (Class)
Finesse Training [Rapier] (Class)
Greater Spell Focus [Illusion]
Hidden Blade (Class)
Impromptu Sneak Attack (Class)
Ranged Legerdemain (Class)
Shadow Gambit
Silent Spell
Skill Focus [Stealth] (Race)
Still Spell
Sneak Attack [3d6] (Class)
Spell Focus [Illusion]
Trapfinding (Class)
Weapon Finesse (Class)

Racial Traits
Adaptability
Elf Blood
Elven Immunities
Keen Senses
Multitalented
Low-Light Vision

Traits:
Elven Reflexes
Love Lost

Skills (Untrained):
Fly +4 (+4 Dex)
Heal +0 (+0 Wis)
Perform +5 (All except Sing) (+5 Cha)
Ride +4 (+4 Dex)
Survival +0 (+0 Wis)

Skills (Trained):
Acrobatics +10 (3 +3 Class +4 Dex)
Appraise +6 (1 +3 Class +2 Int)
Bluff +9 (1 +3 Class +5 Cha)
Climb +5 (1 +3 Class +1 Str)
Diplomacy +18 [+2*] (10 +3 Class +5 Cha)
Disable Device +11 [+2 Masterwork Thieves' Tools +1 vs Traps -5 Ranged (30ft)] (4 +3 Class +4 Dex)
Disguise +8 (1 +3 Class +4 Dex)
Escape Artist +8 (1 +3 Class +4 Dex)
Intimidate +9 (1 +3 Class +5 Cha)
Knowledge (Arcana) +6 (1 +3 Class +2 Int)
Knowledge (Local) +6 (1 +3 Class +2 Int)
Linguistics +6 (1 +3 Class +2 Int)
Perception +13 [+1 to locate traps] (8 +3 Class +2 Keen Senses +0 Wis)
Perform (Sing) +11 (1 +3 Class +2 Trait +5 Cha)
Sense Motive +4 (1 +3 Class +0 Wis)
Sleight of Hand +13 [+1 to conceal a light blade -5 Ranged (30ft)] (6 +3 Class +4 Dex)
Spellcraft +15 (10 +3 Class +2 Int)
Stealth +23 (10 +3 Class +6 Skill Focus +4 Dex)
Swim +5 (1 +3 Class +1 Str)
Use Magic Device +9 (1 +3 Class +5 Cha)

* +2 circumstance bonus on Diplomacy checks made against citizens of Korvosa (with medal worn openly). (Pseudodragon's Mark)

Languages: Common, Elven, Halfling, Orc

Equipment
Combat gear
+1 Adamantine Rapier (5320gp, 2lbs.)
Dagger (2gp, 1lb.)
+1 Darkwood Shortbow (2350gp, 1lb.)
Wand of Shield [41 charges left] (New=750gp, -)

Ammunition
Alchemical Silver Arrows [18] (20 = 41gp, 3lbs.)
Cold Iron Arrows [20] (20 = 2gp, 3lbs.)

Wearing & otherwise equipped
Belt of Physical Perfection +2 (16,000gp, 1lb.)
Bracers of Armor +5 (25,000gp, 1lb.)
Cloak of Resistance +1 (1000gp, 1lb.)
Gold Earrings with Amethysts (30gp, -)
Gold Necklace with Amethysts (70gp, -)
Headband of Mental Superiority +2 (16,000gp, 1lb.)
Noble's Outfit (75gp, 10lbs.)
Pseudodragon's Mark, medal (400gp, -)
Sleeves of Many Garments (200gp, 1lb.)

Handy Haversack (2000gp, 5lbs.): 16.5/120lbs.
Antiplague (50gp, -)
Bedroll (1sp, 5lbs.)
Chalk [x10] (each 1cp, -)
Cold Iron Arrows [20] (20 = 2gp, 3lbs.)
Rope, Silk (50ft.) (10gp, 5lbs.)
Sack (1sp, 0.5lb.)
Thieves' Tools, Masterwork (100gp, 2lbs.)
Waterskin (1gp, 4lbs.)

Encumbrance: 29.7lbs.; Medium Load, (Light Load up to 43lbs., Medium up to 86lbs., Heavy up to 130lbs.)
Money: 4,735gp 0sp 7cp

Class Info - Unchained Rogue
Favored Class: Arcane Trickster
Favored class bonus: +3x1HP

Ranged Legerdemain (Su): An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.

Impromptu Sneak Attack (Ex): Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack she makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack). At 7th level, an arcane trickster can use this ability twice per day.

Class Info - Sorcerer
Favored class: Sorcerer
Alternate favored class bonus: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power. (Chosen 0 times.)
Favored class bonus: +4x1HP

Spells level 0 (Unlimited uses): Dancing Lights; Detect Magic; Ghost Sound; Mage Hand; Message; Ray of Frost; Read Magic
Spells level 1 (8 a day: 6 +2 for Cha): Auditory Hallucination; Burning Hands (Bloodline Spell; electricity only); Vanish; Silent Image; Sleep; Snowball
Spells level 2 (8 a day: 6 +1 for Cha): Invisibility; Minor Image; Scorching Ray
Spells level 3 (5 a day: 4 +1 for Cha): Major Image; Audiovisual Hallucination

Bloodline: Elemental Bloodline (Air)
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.

Bloodline Powers
Elemental Ray (Sp) [Air] (8 a day: 3 +5 Cha +0x0.5 Fav Class): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Elemental Resistance (Ex): At 3rd level, you gain energy resistance 10 against your energy type. At 9th level, your energy resistance increases to 20.

Boons
Good Samaritans: Dozens of families recognize you for saving the lives of family members or neighbors. You each gain a favor from a skilled craftsman, local artist, or other member of an NPC class. This favor might be the gift of an item worth no more than 1,000 gp, a place to hide out for a night, help researching a topic, or any of a variety of useful services.

Background:

Early life
Born in the small town of Galdent, not too far from Korvosa, Allyph was the daughter of a human named Aldyth and a elf whose name she was never told. It was because of not knowing her father that she inherited her mother's family name, Yssal. Unknown to the townsfolk Aldyth came from a family of witches, and had wanted to teach her daughter witchcraft when old enough.

It however happened that Allyph, six years old at the time, unexpectedly electrocuted a bird she enthusiastically pointed at. This happened in broad daylight with many onlookers and caused Allyph, already shunned for being a half-breed, to be declared dangerous by the townsfolk. Aldyth fled town with her daughter, who she now realized was a sorceress. They fled to Korvosa, where Aldyth's brother Thomar lived. When they arrived in Korvosa he took them in, and it was in Korvosa that Allyph grew up to become a woman.

Losses and sworn revenge
Allyph and her mother had been living safely with Thomar for many years. Although Allyph would only practice her sorcery in secrecy, not eager to be deemed a freak in Korsova as well. One day, when Allyph was out to buy food, a man came to the Yssal's house and demanded money. It turned out Thomar had a debt to a man named Gaedren Lamm. Unable to pay it, Thomar attempted to scare the debt collector into leaving. Enraged, the debt collector pulled a knife and stabbed Thomar in the stomach. In an attempt to save her brother, Aldyth tried stabilizing him with a spell. The debt collector thought Aldyth was about to attack him, and sliced her throat. When Allyph came home she found her mother and uncle dead. Next to her uncle's body was a name he'd written on the floor with his own blood: Gaedren Lamm.

Wishing revenge for her mother and uncle their deaths, Allyph wanted to find the man named Gaedren Lamm. She wanted to figure out what his role was in the deaths of her mother and uncle. Be it a coincidence she ran into him, but by pursuing a lead she'd found Allyph had actually managed to find Gaedren. When Allyph had confronted the crime lord he'd stated Allyph had to pay off her uncle's debt. Outraged, she'd refused and attempted to kill him. Gaedren had struck her down, and Allyph realized she'd be no match for Gaedren and his men while alone.

Allyph fled, and it took several weeks for her to recover from her injuries. While recovering Allyph constantly moved from one abandoned house to another, never staying in one place longer than a week. The city had enough abandoned houses, and Allyph managed to avoid running into Gaedren or his men again. One morning Allyph found a card, The Courtesan, with a message on the back:

"”I know what Gaedren has done
to you. He has wronged me as
well. I know where he dwells,
yet cannot strike at him. Come
to my home at 3 Lancet Street
at sunset. Others like you will
be there. Gaedren must face his
fate, and justice must be done.”"

It seemed the time for revenge was near.

Personality:

Valuing individuality and freedom, Allyph prefers to pursue her personal ideals. She dislikes situations in which other people tell her what to do. This causes other people to sometimes think of her as stubborn. Despite having a history of being shunned for being a half-bred, she's a proud young woman who strives to be true to her ideals. Allyph however values her appearance just as much as her ideals. This causes her to either be very touchy or easily flattered when commented on her appearance.

Though not bound to any deity or religion, Allyph respects the forces of nature and believes a soul to be present in any organism; be it a plant or a human. As such she shows reverence for the organisms that lose their life so that she herself may live. When other people don't show the same reverence, she tends to get upset.

Appearance:

Being a half-elf, Allyph inherited traits of both human and elven lineage. She is 5'7" (170 cm) tall. This makes her taller than the average female human, but not as tall as the average female elf. Allyph weights 130 lbs (59 kg), and has inherited the lean build and comely features of her elven lineage. However her skin color is dictated by her human lineage, and of a rather pale complexion.

Allyph's ears are slightly pointed, but not as pointed as those of elves. Usually she drapes her long, slightly wavy hair over her ears, and the black hair reaches halfway her upper arms. This does obscure her ears from sight, though Allyph's intention in doing so is simply her sense of hair fashion. Even though Allyph's eyes are human-like, they stand out due to being a light shade of violet.

Having a preference for dresses, Allyph can usually be seen wearing those. She currently wears a violet dress with golden embroidery, and gold earrings and a gold necklace each set with amethysts. She sometimes wears a white cloak with the same golden embroidery over her dress, but usually keeps it in her backpack. Allyph wears a pair of black heels to appear a bit taller than she actually is.