Appraise +8, Bluff +8, Diplomacy +7, Disable device +11, Knowledge (arcana, engineering, history, planes, religion) +8, Linguistics +9, Perception +5, Sense motive +10, Sleight of hand +11, Spellcraft +8
Gender
Elven Occultist; HP 17/21; AC 18, touch 15, ff 13; CMD 17; Fort +3, Ref +6, Will +2 (+2 vs enchantment, immune to sleep)
Age
124
Alignment
True Neutral
Strength
10
Dexterity
20
Constitution
10
Intelligence
18
Wisdom
8
Charisma
13
About Fillion Rafael
Elven Occultist
Init: +5
Senses: Perception +5
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DEFENSE
studded leather armor(+3), + 5dex
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AC 18 , touch 15, flat-footed 13
hp 21
Fort +3, Ref +6, Will +2 (+2 vs enchantment, immune to sleep)
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OFFENSE
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Spd 30 ft.
Melee: Wooden sword cane 1d6+1 +8 to hit x2 crit
Ranged: Wooden stakes 1d4+1 +8 to hit x2 crit
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STATISTICS
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Str 10 +0, Dex 18 +4 (20 +5 transmutation), Con 10 +0, Int 18 +4, Wis 8 -1, Cha 13 +1
Base Atk +2; CMB +2; CMD 17 (1d6 damage/round to anyone grappling him)
Feats: Weapon finesse, weapon proficiency (bladed scarf)
Traits: Convincing liar (+1 to bluff and it becomes a class skill)
Skills: Appraise +8, Bluff +8, Diplomacy +8, Disable device +11, Knowledge (arcana, engineering, history, planes, religion) +8, Linguistics +9, Perception +5, Sense motive +10, Sleight of hand +11, Spellcraft +8
Languages: Common, Alabast, Celestial, Draconic, Sylvan, Goblin
SQ: Low light vision, 7 mental focus points, Implement areas (transmutation, enchantment, illusion), Implements (illusion-ring, enchantment-necklace, transmutation-vest), resonant powers (+2 to a physical stat, 10% miss chance, +1 to all charisma checks), base focus powers (legacy weapon: 1 point for +1 to weapon for 1 min, minor figment: 1 point for minor image or ghost sound, cloud mind: 1 point to daze foe within 30 feet), focus powers (cloak image: 1 point to use disguise self for 3 min duration, inspired assault: 1 point to touch an ally and grant a +1 to attack and vs fear effects for 1 min)
Combat Gear: cloak of resistance (placed as lining of frock coat), studded leather armor, bladed scarf, wooden sword cane, 8 wooden stakes, 3 alchemists fires, bandolier, 5 days of trail rations, traveler's outfit, 3 acid flasks, smelling salts, 2 smoke sticks, 5 tindertwigs, 5 candlerods, pocketed scarf, tangleburn bag, 3 doses of rusting powder, traveler's any-tool, Inquisitor's monocle (The thick glass lens of this golden-framed monocle is attached to the wearer by a weighty chain. This monocle helps draw out the truth of things, and was originally created to aid in the investigation of crimes and the questioning of witnesses.
Twice per day on command, it can create a zone of truth, as per the spell. In addition, this monocle grants its wearer a +5 competence bonus on Sense Motive checks. Though it fits over only one of the wearer’s eyes, the item takes up the entire eyes slot.)
61 gp
Appearance: Fillion is an elf with a height of only 5'9", though he seems taller given his confidence. He is adorned in a dark blue frock coat and constantly wears 2 vibrant scarves. He carries a cane, but seems to show no signs of having trouble walking.
Personality: Fillion views himself as an investigator. He is driven by the need to find and solve puzzles. This obsession goes to the point of completely ignoring the people around him because he's so caught up in his own thoughts, often spoken aloud.
Backstory: Fillion grew up in Corten...in an orphanage. Therefore, the first mystery he ever tried to solve was what happened to his parents. He still hasn't solved that one. However, he pretty quickly had another mystery to solve: how to deal with the larger children who saw him as an easy target. Step one was learning that he is faster than these other boys. Next, he was smarter. Continuing this, he used those smarts to figure out weaknesses of these larger boys. Blackmail, manipulation, turning them on one another...these all worked gloriously.
He never did end up getting adopted. The child who is smarter than prospective adoptive parents, rats out one spouse to another for cheating, figures out the embezzling scams that are paying for the nice new home, and so forth gets sent back to the orphanage every time.
Eventually, when he came of age, he set off on his own...with no clue of where to go. He wandered into a tavern aware that room and board were options. Of course, he had no way to pay for either. Overhearing complaints of a rash of crimes in the city, he became curious. Curiosity turned into subtle eavesdropping, which turned into questioning, which turned into interrogating, which turned into following up on leads, which led to a friendship with the madam of a local brothel, which led to an inroads, which led to a wizard who was using summoned creatures to commit crimes.
Having gotten some recognition for being clever and solving mysteries, he found there was work to be had. He even found a great office to work out of...in the aforementioned brothel.