Keyra Palin

Evelyn Goldwall's page

84 posts. Alias of inara14.


Full Name

Evelyn "Evie" Goldwall

Race

Unused

Alignment

N-G

Languages

Common, Elven, Aquan, Osirioni, Azlanti

Occupation

Pathfinder/Chronicler

Strength 8
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 10
Charisma 16

About Evelyn Goldwall

Evelyn Goldwall
Female Human Bard (Archaeologist) 2
NG Medium Humanoid (Human)

Init +4 (+3 Dex, +1 trait)
Senses: Perception +4.

DEFENSE
AC 16, touch 13 , flat-footed 13 (+3 armor, +3 dex)

HP 15/15 (8 + 1 con)

Fort +1 (0 base, +1 Con)
Ref +6 (3 base, +3 Dex)
Will +3 (3 base, 0 Wis)

OFFENSE
Rapier: +3, d6-1,(18-20) x2, P
+1 Adaptive Shortbow: +4, d6+1, (x3), P
Spd 30 ft.
Space 5 ft.; Reach 5 ft.

Base Atk +1
CMB 0 (1 BAB, -1 Str)
CMD 13 (10, 1 BAB, 3 Dex, -1 Str)

SPELLS
Known: Lvl 0 (5), Lvl 1 (3)
Lvl 0 (∞). Prestidigitation, Dancing Lights, Detect Magic, Mage Hand,Message
Lvl 1 (1+1/day) Cure Light Wounds, Sleep, Comprehend Languages

STATISTICS
Str 8 (-1)
Dex 16 (+3)
Con 12 (+1)
Int 16 (+3) (14 base, +2 racial)
Wis 10 (+0)
Cha 16 (+3)

FEATS
Additional Traits [Level 1 Feat]: You gain two additional traits.
Lingering Performance[Human bonus]: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing.

TRAITS
Pathfinder Recruit: Explore, report, and cooperate. This is the credo you’ve lived by since you’ve joined the Pathfinder Society, and after hearing about the expedition to found Talmandor’s Bounty you applied, eager to see the remains of Azlant. However, you quickly learned that the Bountiful Venture Company wasn’t interested in involving the Pathfinder Society in the formation of the colony. This struck you as strange, because who else has as keen an understanding of some of the elements of ancient Azlant as the Pathfinder Society? Regardless, you went through the application process, making sure to highlight all of your applicable skills and experience while keeping your involvement in the Society to yourself. You were elated to receive notice that you were selected for the second wave of colonists bound for the broken continent of Azlant. You begin play with a standard wayfinder (see sidebar on page 11) and you gain a +1 trait bonus on initiative checks.

Fate’s Favoured: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Unintentional Linguist You gain a +1 trait bonus on Linguistics checks, and you begin play knowing one of the following languages (in addition to those granted by your race and Intelligence modifier): Abyssal, Aquan, Celestial, Ignan, Infernal, Protean, or Terran.

Attached Whenever the object (Mother’s Necklace) of your attachment is either threatened, in danger, or in someone else’s possession, you take a -1 penalty on will saves and a -2 penalty against fear effects. If the object you’re attached to is ever destroyed, exchange this drawback for the “doubt” drawback.[/i]

Trap Finder: (GM Approved from Mummy's Mask) You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

Armour Expert Any Armour that you wear has -1 Armour check penalty

SKILLS
Knowledge (Arcana) +8 (2 ranks, +3 Int, +3 class)
Knowledge (Nature) +7 (1 rank, +3 Int, +3 class)
Knowledge (History) +8 (+2 rank +3 int, +3 class)
Knowledge (Religion) +8 (+2 rank, +3 Int, +3 class)
Knowledge (Geography) +7 (+1 rank, +3 Int, +3 class)
Linguistics +8 (1 rank, +3 Int, +3 class, +1 trait)
Perception +6 (2 rank, 0 Wis, +3 class, +1/2 class level)
Spellcraft +7 (1 rank, +3 Int, +3 class)
Disable Device +10 (2 rank, +3 dex +3 class +1 trait, +1/2 class level)
Swim +1 (+2 rank, -1 str)
Bluff +7 (1 rank, +3 cha, +3 class)
Diplomacy +8 (2 ranks, +3 cha, +3 class)
Stealth +8 (+2 rank, +3 dex, +3 class)
Use Magic Device +8 (+2 rank, +3 cha, +3 class)
Craft (Bows) +7 (+1 rank, +3 int, +3 class)
Acrobatics +8 (+2 rank, +3 dex, +3 class)
Sense Motive:+4 (1 rank, 0 Wis, +3 class)
Total Points: 26 [2x(6 bard + 3 Int +1 human +2 background +1fcb)]

LANGUAGES
Common, Elven, Aquan, Ancient Osiriani, Azlanti, Osiriani

EQUIPMENT
Rogues Kit (50gp): Backpack, Bedroll, Belt pouch, caltrops, 10 chalk, a flint and steel, grappling hook, iron pot, mess kit, mirror, 10 pitons, rope, soap, thieves tools, 10 torches, 5 days of trail rations, waterskin.
Standard Wayfinder (Trait)
Flask (3CP)
Studded Leather Armor (25gp) +3 armour bonus, max +5 dex, ACP -1
Rapier (20gp)
Shortbow (30gp)
50 arrows (5gp)
Explorer’s Outfit (10gp)
Medium Tent (15gp)
Selection of books (10gp)
Teapot (1sp)
Parchment 20 sheets (2gp)
Ink pen (1sp)
Ink (8gp)
Assortment of jewellery including her Mother’s pendant and a collection of small, worthless, Osirion trinkets such as earrings and anklets.
4 gold 7 silver 7 copper
Wayfinder (500gp): Light spell on command, non magical magnetic compass, +2 survival checks to avoid becoming lost, can hold one Ioun stone so that the owner gains the stone’s benefits.

SPECIAL ABILITIES
Bonus Feat: Humans select one extra feat at 1st level. Keen senses: Half elves receive a +2 racial bonus on perception checks
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Archaeologist’s Luck (Ex): Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Cantrips
Uncanny DodgeCannot be flat footed.
Clever Explorer: At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.

Personality and Appearance
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At first glance, Evie’s love of study and learning would make her appear to be a very calm and deliberate person, however those who spend any time with her know her as incredibly impulsive. If Evie ever sees a window of opportunity, she will always move. She is a compassionate person, always thinking of others over herself, when her mind has not become distracted by an interesting train of thought.
Evie is a rather striking individual, but she does not realise it herself. She has stunning deep red hair and striking green eyes. She has olive coloured skin and tans deeply very easily. When leaving for the colony, she is already deeply tanned as she has recently spent a lot of time in Osirion.

She has a taste for fashion and especially a love for jewellery however, due to her tunnelled focus, when she is hunting down some information or artefacts over a few days, she forgets about her appearance and appears more and more dishevelled each day. She wears a lot of browns and greens, but is adorned with small monetarily worthless pieces of jewellery including her mothers’ pendant and some other small pieces she picked up in Osirion.
Hair: Deep red/brown
Eyes: Green
Height: 5’ 6”
Weight: 130 lbs.
Age: 25

Background
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Evelyn, known as Evie, was born in Almas, Andoran into a loving family strongly devoted to Abadar. Her family provided for her very well; Evie and her siblings were all well-educated, well-travelled and had everything they needed to live comfortably. Evie was very different to her older brother and sister, which led to her and her father often clashing at home. Her father promoted the virtues of deliberation, planning and order, whereas Evie found that to be too constrictive as she often acted on a whim if something took her fancy – leaving the planning until later.

Evie’s father paid the high costs for her to attend Almas University as he wanted to tend her exceptional curiosity and intelligence and hoped the experience would help her to settle in Almas. Unfortunately for him, it achieved quite the opposite and Evie was strongly influenced by her professor, Jalus Ebincott, a strongly liberal man and Pathfinder emeritus. Upon his recommendations, she joined the Pathfinder Society and, due to her intense interest in Ancient History, her Venture Captain suggested that she head to Osirion to chronicle the new lottery taking place. She jumped at this chance to venture into the world herself and when she mentioned this to her parents, her father banned her from leaving. Disregarding her father's wishes, Evie left without his blessings. Her mother wished her well, among an abundance of tears, and gave her a family heirloom, a necklace passed down throughout generations, to ensure she always keeps her family close to her heart.

Evie was shaped by her experiences of order and planning at home, writing a daily journal to document her travels and she writes back to her mother and brother when she can. Her writing has developed considerably since this time, and she is considering writing her own published journals in the future.

In Osirion, she took part in the Lottery to explore Wati’s Great Necropolis with Ben Ali Hinothep - a companion she met in the markets. Together they explored Ahkentepi’s tomb and the House of Pentheru finding some ancient treasures, but most importantly for Evie, a wealth of new knowledge on Ancient Osirion daily life. During this time, Ben and Evie forged a close bond which they have promised to continue through correspondence.

A couple of months after the lottery, Evie returned home with great haste as well as trepidation, as her brother had been diagnosed with a mysterious disease and her family were worried that he would not survive. Fortunately by the time Evie returned home, he was already beginning to recover and so she gave him her blessings and left. She could not bring herself to stay at home with her father, who had not yet forgiven her, and so on advice from Jalus Ebincott, she chose to apply to the Bountiful Venture Company’s new venture to continue the colonisation of Ancorato.

Aware that the Bountiful Venture Company did not want Pathfinder Society members on their expedition, Evie presented herself as a chronicler to record the progress of the colony and prepare reports for the company. Her knowledge and passion for ancient civilisations aided her in her application. She represented her recent adventures in Osirion as a success and enthused about how she would like to further this for the Azlanti civilisation.