Keppira D'Bear

Elfino's page

407 posts. Organized Play character for Palandri.


Full Name

Elfino

Race

Speed 40' | Hero 1 | Active Leads: -, - |

Classes/Levels

Exploration: Search (Init +9) | ✋+1 Shortbow| Status:

Gender

LN Male Elf Investigator 3 | ♥️ 30/30 | AC 19 | F+5 R+10 W+8 | Perc +9 (Low-Light Vision, Darkvision) |

Homepage URL

AC 19 (+4/+2 from cover)

About Elfino

Name: Elfino
Ancestry: Elf
Heritage: Cavern Elf
Background: Criminal
Class: Investigator (Forensic Medicine)
Alignment: Lawful Neutral
Deity: Irori
Home Region: Inner Sea (Absalom)

Level: 3
XP: 24
Class DC: 19 (T)

Max HP: 30
AC: 19
Size: Medium
Speed: 40 feet (Nimble Elf, Fleet)
Senses: Low-Light Vision, Darkvision
Languages Common, Elven, Draconic, Gnomish, Goblin, Orcish, Kelish
Traits: Elf, Humanoid

Ability Scores: Str +0, Dex +3, Con +0, Int +4, Wis +2, Cha +0
Perception: +9 (E)
Saving Throws: Fort +5 (T) - Ref +10 (E) - Will +9 (E)

Description:

Age: 75 (looks 30)
Gender: Male (he/him/his)
Height: 6'7" (200cm)
Weight: 165 lbs (75 kg)
Hair: White
Eyes: Red
Skin: White with a slight pinkish tone (Albino)

At first, Elfino appears to be an unusually tall and slender humanoid male dressed in a long black hooded coat. The hood usually covers his head, but when lowered, his albino-like features become immediately and jarringly apparent. He has a close-cropped mop of snow-white hair crowning a clean shaven face whose skin is the color and smoothness of polished alabaster. His clear red eyes stare at you with preternatural stillness; giving you a weary look that belies his apparent age. His pointed white ears and almond-shaped eyes remove any doubts as to his pure elven ancestry. Under his coat he wears clothing of the same unremittingly fuliginous color as his coat. A sleeveless leather jerkin is worn over padded armor, and crossed with a bandolier. His leather breeches are tucked into his calf height boots. From his belt hangs a rapier and a smaller dagger; on his back is a black leather backpack to which is attached a blackwood shortbow and quiver; all his weapons are stored in black leather sheaths. His clothing and equipment is absent of all ornamentation, and with his hood up, he tends to blend in easily into the night.

Background:

One night some 75 years ago, a recently-married elf couple visiting Absalom made a wrong turn on their way back to their lodgings and ended up in The Puddles, the great city's notorious slums. While trying to find their way out of the twisting narrow alleys, they were accosted by a vampire, who quickly dispatched the groom with a slash of his claws. He then grabbed the bride before she could flee and sank his fangs into her neck to feed. His meal was interrupted by the appearance of a mysterious masked woman, and after a brief scuffle, the severely wounded bloodsucker fled into the night. The masked woman carried the unconscious bride to a nearby brothel and commanded the prostitutes to care for her. They knew better than to disobey. The elvish bride turned out to be pregnant and though she never fully recovered from the delirium induced by the vampire's attack, she did manage to give birth with the help of the prostitutes. Still severely weakened from the attack and the exertion of the birthing, the mother died soon thereafter.

It was immediately obvious that the child was not normal, even by elvish standards. The vampire's attack had apparently left its mark on the boy. He had all the regular features of an elf: Pointed ears; almond eyes; a long slight body, but his skin was white and smooth as alabaster; his eyes a bright red; and his hair bleached of all color. He was an albino. The prostitutes, not being the most imaginative bunch, named the child Elfino.

With the boy's parents dead, the prostitutes from the brothel raised the strange boy as one of their own children. Elfino's strange looks and demeanor marked him as different and he was generally treated with scorn; he was shunned by his step-siblings and most who came in contact with him. He soon learned that it was best to keep a low profile and made few friends as he grew up.

By the time Elfino was ten years old, word of the strange elf boy from the brothel had made its way around the slums. At night, he would cover his white hair and skin with a hooded black cloak and roam the streets of Absalom in search of easy pickings. He was intelligent, quick and quiet. He mostly avoided stealing from the locals; better heeled visitors however were fair game. Whatever items of value that he stole were taken back to the brothel to support his stepmothers.

His exploits brought him to the attention of the head of the local underworld, a woman named Valeria, aka "Queenpin". She had her men track Elfino down and bring him to her. It turns out that Valeria had been the masked woman who had driven off the vampire all those many years ago. She was so impressed with the young albino's intelligence and abilities, that she took Elfino under her wing and became like another mother to him.

Elfino took to a life of organized crime like a fish to water. Starting at the bottom, he slowly worked his way up the underworld's ranks, facing the usual derision and contempt for his appearance as he rose. After some twenty years of proving himself, he eventually became the aging Valeria's chief lieutenant, and was given the job of supervising her organization's diverse smuggling activities. This state of affairs continued essentially unchanged for many more years, until Valeria finally died of old age. Elfino however, was ageless; his elvish blood extending his life and youth almost indefinitely.

Without "Queenpin" at its head, her carefully crafted underworld organization splintered into factions who then went to war with each other. With cold, calculating ruthlessness, Elfino kept control of much of Valeria's old smuggling enterprise. Eventually an uneasy peace settled over the surviving factions, and everyone got back to the task of making money.

The years passed; his underlings came and went; his smuggling empire grew and waned. His interest in the business slowly turned to boredom, and eventually he came to see it as a burden. He spent much of his time over those years training himself in a variety of different skills and languages, but even that could only keep his interest for so long.

Throughout all of Elfino's existence, there was one thing that had not diminished with time; his hatred for vampires and the tainted blood that had made life so difficult for the young elf. From Valeria and his other stepmothers, he'd heard of the events that led to his birth and his life of estrangement from normal society. He held all vampires collectively responsible for this state of affairs and had sworn himself to their destruction. Once old enough, he'd also made attempts to find out who his parents had been, but to no avail. It was as if Absalom had devoured them whole, leaving no trace of his parents behind except for their orphaned child.

Elfino finally decided that he'd had enough of life as a criminal mastermind. After transitioning his powers to a trusted lieutenant, he dedicated himself to discovering his elvish roots. Knowing of the vast network of intelligence gathering that was the Pathfinder Society, he presented himself at the gates of the Grand Lodge and was accepted as an initiate; after many years of training, he passed his confirmation. Between missions for the Society, Elfino spends his spare time trying to find some trace of who his parents might have been.

Feats:

Nimble Elf
Your Speed increases by 5 feet.

Fleet
Your Speed increases by 5 feet.

Experienced Smuggler
When the GM rolls your Stealth check to see if a passive observer notices a small item you have concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items. Due to your smuggling skill, you’re more likely to find more lucrative smuggling jobs when using Underworld Lore to Earn Income.
PFS Note Allows you to always Earn Income with the Underworld Lore with tasks of your level -1 (instead of the normal level -2).

That's Odd
When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary. The GM determines what it is, or whether there's nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it's suspicious. For example, if you entered a study with a large bloodstain on the ground, the bloodstain is so obviously suspicious it's evident to you already, so the GM might note that there's something suspicious about the desk drawer instead. You would then need to investigate the drawer further to find out what specifically is out of the ordinary. That's Odd doesn't reveal whether creatures are suspicious.

Forensic Acumen
You can perform a forensic examination on a body, as described under Recall Knowledge in the Medicine skill, in half the normal amount of time it would take (to a minimum of 5 minutes). If you succeed at your check, you can attempt an immediate check to Recall Knowledge to follow up on something you found, with a +2 circumstance bonus. This check is usually related to the cause of injury or death, such as a Crafting check to identify a poison or weapon that was used or an additional Medicine check to identify a specific disease. If you prefer, you can instead attempt to Recall Knowledge about the type of creature whose body you were examining, using the appropriate skill and gaining the same circumstance bonus.
The circumstance bonus increases to +3 if you have master proficiency in Medicine and +4 if you have legendary proficiency.

Medic Dedication
When you succeed with Battle Medicine or Treat Wounds, the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per day, you can use Battle Medicine on a creature that's temporarily immune. If you're a master in Medicine , you can do so once per hour.

Battle Medicine (◆) (Forensic Medicine & Medic Dedication: +level HP, 1h immune)
Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

Assurance: Medicine
You can forgo rolling a skill check for Medicine to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).

Continual Recovery
When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.

Abilities:

Cavern Elf
You gain darkvision.

Forensic Medicine
When you use Battle Medicine, on a success the target recovers additional Hit Points equal to your level, and the target becomes temporarily immune for only 1 hour, not 1 day.

Pursue a Lead
You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don't need to know the identity, purpose, or nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject.
Whenever you attempt a Perception or skill check to investigate a designated subject, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma.
You can maintain two active investigations at a time. If you Pursue another Lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you've given up pursuit of a subject, you can't Pursue that Lead again until after the next time you make your daily preparations.

Clue In (↺)
Trigger Another creature attempts a check to investigate a lead you're pursuing.
They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally.

Devise a Stratagem (◆)
Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.
When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap.
If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action.

Strategic Strike
When making a Strike that adds your Intelligence modifier on your attack roll due to Devising a Stratagem, you deal an additional 1d6 precision damage.
As your investigator level increases, so too does the deadliness of your strategic strike. Increase the number of dice by one at 5th, 9th, 13th, and 17th levels.

Keen Recollection
Your proficiency bonus to untrained skill checks to Recall Knowledge is equal to your level instead of +0.

Skills:

Acrobatics: +8 (T)
Arcana: +9 (T)
Athletics: +0 (U)
Crafting: +9 (T)
Deception: +0 (U)
Diplomacy: +0 (U)
Intimidation: +0 (U)
Any Recall Knowledge Lore: +7 (U, Keen Recollection)
Architecture Lore: +9 (T)
Underworld Lore: +9 (T)
Medicine: +9 (E)
Nature: +7 (T)
Occultism: +9 (T)
Performance: +0 (U)
Religion: +2 (U)
Society: +11 (E)
Stealth: +10 (E)
Survival: +7 (T)
Thievery: +8 (T)

Attacks:

Ranged (1+) +1 Shortbow +9 (60ft, Deadly d10), Damage 1d6 P
Melee (1) Dagger +8 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 P/S
Melee (1) Fist +8 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4 B

Defenses:

Light Armor (T) (Padded Armor: AC +1)
Unarmored Defense (T)

PFS Information:

PFS Number: 2380483#2006
Faction: Horizon Hunters (Reputation: 24)
Faction: Radiant Oath (Reputation: 2)
Training: Spells
Bonus Lore: Architecture Lore
Bonus Consumable: Healing Potion (Minor)

Boons:

Advanced: Devil's Keep (Scenario #1-11)
Uses Once per adventure
Trigger A creature within 30 feet of you targets you or an ally with an attack.
The creature takes fire damage equal to 1d6 + your level (basic Reflex save). The DC of the Reflex save is equal to your spell DC or your class DC, whichever is higher.

Diggen the Liar (Scenario #1-11)
You refused to release the ghost of Diggen Thrune and instead turned the captive spirit over to Zarta Dralneen at the Grand Lodge. This boon will have a special effect in a future scenario.

Valais’s Assurance (Scenario #1-12)
Uses 2/2
Valais Durant is the leader of the Radiant Oath, in no small part because of her kindness and willingness to share her power with those in need. You may check a box next to this boon and spend an action to use the champion focus spell lay on hands, heightened appropriately for your level. This does not cost a focus point.

Tarnbreaker Champions (Scenario #1-10)
You are a champion of the Balgirdtrek, which earns you special privileges throughout the Lands of the Linnorm Kings. While playing in an adventure that takes place primarily in the Lands of the Linnorm Kings, you can stay for free at any Ulfen or Varki inn or similar establishment, and you gain a 10% on all non-magical goods bought in Ulfen or Varki settlements (this does not stack with any other discount or reduction in price). In addition, you gain a +1 circumstance bonus on all Diplomacy checks to Make A Request while playing in an adventure that takes place primarily in the Lands of the Linnorm Kings.

Engraved Wayfinder (Scenario #1-01)
To celebrate your success as a Pathfinder agent, Janira gave you a compass lid engraved with your name and a Glyph of the Open Road, symbol of the Pathfinder Society. You can attach this lid to any compass, including a wayfinder, to personalize it.

Equipment:

Adventurer’s Pack
Backpack - Worn
Bedroll - Stowed
Chalk (10 pieces) - Stowed
Flint and Steel - Stowed
Rope (50 feet) - Stowed
Rations (2 weeks) - Stowed
Soap - Stowed
Torches (5)- Stowed
Waterskin - Stowed

Ordinary Clothing
Long hooded cloak - Worn
Sleeveless leather jerkin - Stowed
Cotton shirt - Worn
Leather breeches & belt - Worn
Sturdy boots - Worn
Leather gloves - Stowed
Cotton shirts - Stowed

Winter Clothing - Stowed

Padded Armor - Worn

Healer's Tools - Worn

Thieves’ Tools - Worn
Replacement Picks - Worn

Repair Kit - Stowed

Writing Set - Stowed

Dagger - Worn

+1 Shortbow - Worn
Arrows [30] - Worn

Wayfinder - Worn
Activate (◆) command; Effect The wayfinder is targeted by a 1st-level Light spell.

Healing Potion (Minor) (2) - Worn
When you drink a healing potion, you regain 1d8 Hit Points.

Talisman: Snapleaf - Worn
Usage affixed to armor; Activate (↺) Interact; Trigger You begin to fall.
This small, crystalline carving takes the shape of a tree leaf and attaches to armor or clothing with a simple strap. When you activate the snapleaf, you gain the benefits of feather fall and a 2nd-level invisibility spell for 1 minute or until you stop falling, whichever comes first.

Cash Left: 72gp 2sp - Worn
Bulk: 3.9 (of 5) - Unencumbered

Party Loot:

Daily Preparations:

Invest the following items:
(1) - Wayfinder

Botting Instructions:

Exploration: Elfino's default exploration mode is Search +8.

Encounter: TBD