AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex) hp 14 (1d8+3) (+3 feat) Fort +2, Ref +7, Will +4; +2 vs. enchantments;I Init +7; Senses low-light vision; Perception +8
About Geesyl Graftfinger
Gessyl Graftfinger
Elf investigator 1
CN Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +8
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Defense
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AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
hp 14 (1d8+3) (+3 feat)
Fort +2, Ref +7, Will +4; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee dagger +5 (1d4+2/19-20) or
. . dagger +5 (1d4+2/19-20) or
. . elven curve blade +5 (1d10+3/18-20)
. . spear +2 (1d8+2)
Ranged Spear+5 (1d8+3)
..Sling+5 (1d4)
Investigator Extracts Prepared (CL 1st; concentration +3)
. . 1st—comprehend languages, cure light wounds
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Statistics
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Str 15, Dex 20, Con 14, Int 14, Wis 15, Cha 12
Base Atk +0; CMB +2; CMD 17
Feats Weapon Finesse, Toughness (bonus)
Drawback Impatient
Traits dangerously curious, warrior of old
Skills Acrobatics +8, Climb +5, Diplomacy +5, Disable Device +9, Perception +8, Sleight of Hand +8, Stealth +8, Use Magic Device +6; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Goblin, Orc
SQ alchemy (alchemy crafting +1), elven magic, inspiration (2/day), trapfinding +1
Other Gear studded leather, dagger, dagger, elven curve blade, backpack, bedroll, belt pouch, fishhook (2), flint and steel, investigator starting formula book, mug/tankard, sewing needle, signal whistle, string or twine, thieves' tools, thread (50 ft.), trail rations (7), waterskin, whetstone, spear, sling, 20 sling bullets, 1 gp
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Inspiration (+1d6, 2/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones
Personality:
Often impatient and impulsive, Geesyl is eager to find out more about the power of the inevitables. Her curiousity is only regulated by her deep desire for friendship and hyperfocus, sometimes obsessive need to get to the bottom of things. However, she approaches these desires with more reserve than in her youth after her appointed counsel's mentorship. Despite their perceived benevolence, Geesyl is slightly paranoid about the inevitables and wonders too, what lies outside of their protective pen.
Backstory:
Geesyl was abandoned by her father as a teen, forcing her to fend for herself. The social programs inside Axiom helped her deal with the anxiety and aggressive impulses that she presented as a youth, although the curiosity has never waned.
Initially drawn to the Industrial Quarter, she was released from her apprenticeship for stealing parts to tinker with back at her tiny dwelling. Her appointed counselor discovered that she also had a knack for alchemy. She was reassigned to the Academic Quarter under the tutelage of Professor Alber Quimby, a practioner of some renown.
Often in trouble with the guard for petty crimes, such as theft and assault, merely for the sake of seeking a thrill from her humdrum school life.
Bored with academia, she possesses a heart for adventure. The counseling resource provided by Axiom's social services resources has helped her regain focus.
Currently, she serves in the department of Alchemy as an apprentice to a rather nice man with a bland personality.
Selected:
Geesyl offered up her name to join the caravan. The officials have witnessed her fighting and scouting skills, and having a handle, mostly, on her impulsiveness, they are glad to send her along and consider her rehabilitation process a success.