With her usual hair color (auburn), Jaelynn often can be mistaken for a "regular old wood elf," and she seems to be fine with that.
In reality, Jaelynn is a High Elf, though she doesn't introduce herself as such, and usually avoids talking about it.
Her hair and clothing seem to change from day to day. She can wear (and look good in) anything from her RHC uniform to the random assembly of different pieces of clothing found in her room or "borrowed" from who-knows-where. The only (nearly-) consistent items of clothing are accessories. A pair of dark goggles (which she claims protect her eyes from bright light, though she rarely actually wears them over her eyes), a pair of wire-framed glasses (which never seem to help anyone else see any better), and a hat of some kind or another. She also seems to enjoy wearing knee- or thigh-high, high-heeled boots, which lift her from her natural 5'9" to almost 6' tall.
She's very smart, and very beautiful, but seems not to "get" people. She's friendly enough, and has a moral compass (doesn't like to kill needlessly, doesn't steal from "people you're not supposed to steal from," etc), but doesn't seem to quite fit inside the lines.
A good example of her line of thinking is something like, "why go to all the time and trouble of getting a warrant, when I can just get her to agree to let me search the house now?" And, "what's wrong with letting him give me stuff if he wants to? Just because I don't plan on dating him -ever- doesn't mean he can't give me stuff."
Oddly, while she seems to have no problem with using her looks to get what she wants (or what people want to give her), she also seems to have absolutely ZERO patience with people trying to hit on her.
Despite being an elf, she claims she's from a pretty wealthy Risuri noble family, the Vance family. Apparently, she was adopted by them over 100 years ago. She's fiercely loyal to Risur, though she's supposed to be engaged to some elf noble somewhere. She doesn't like to talk about that, either. It seems that her loyalty to family and country is what motivated her to enlist in the RHC.
She's always studying something, and seems to always know something about any subject that might come up. She is always looking for knowledge, despite having an encyclopedic assortment of facts in her mind already.
She speaks more than a half-dozen languages, yet hasn't managed to learn tact in any of them. People seem to be willing to give her something of a pass because she's pretty, and a female high elf (which has an attractiveness all its own).
She transferred to Unit 11 (and Flint) from Slate a couple of months ago, and doesn't seem to have gone out of her way to establish a social life. She knows where some of the better eateries, wine & spirit shops, restaurants, and clothiers are in town, but doesn't seem to go out much. Work, study, and good food and drink seem to be all she really cares about, and not necessarily in that order.
Race: High Elf (Lightbringer)
+2 Dexterity, +2 Intelligence, –2 Constitution
Size: Medium
Speed: 30 feet.
Low-Light Vision
Elven Immunities: Lightbringer (High) Elves are immune to light-based blindness and dazzle effects.
Elven Magic: Lightbringer (High) Elves are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability.
Keen Senses: Elves receive a +2 racial bonus on Initiative checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Favored Class Option (Arcanist): Increase total number of points in the arcanist's arcane reservoir by 1/level.
CLASS:Arcanist Proficiencies: Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
Str: 10
Dex: 12 (+1)
Con: 8 (-1)
Int: 18 (+4)
Wis: 14 (+2)
Cha: 16 (+3)
Backgrounds Breadth of Experience/Knowledge is Power: +4
Although still young for her kind, Jaelynn has several lifetimes' worth of experience and knowledge, and she still studies like a university student desperate to pass a final exam. "Do your research" is hardly ever something said to her (though the reverse isn't true), and she's recently finished a report for the RHC entitled "143 Types of Tobacco Ash." It's rare that her apartment isn't a mess of books, charts, experiments, strange tools, and clothing scattered all over.
Trained by Vekeshi Mystics: +3
Shortly after Jaelynn reached her age of majority (as in, "at Noon that day"), she was taken by "her people" to live with her "Aunt Myrda," and the Saerpheni family. Though the family is descended from one who left the Elfaivaran faith, and not directly tied to any of the enclaves, some of the members are, in fact, Vekeshi Mystics, and they trained Jaelynn in those arts.
Adopted Risuri Noble: +1
Rescued from Danor as a child during the 2nd Yerasol War, she was NOT fostered to one of the High Elf families in Risur, but was instead "adopted" by the family of the noble who rescued her - the Vance family, in Slate. This created quite a bit of tension between the Vance family and the High Elf community in Risur (small though the latter is). To ease the tension, she was given a wood-elf tutor who was loyal to her adopted noble family. She was raised to be loyal to Risur, and to "her family," and she is.
Melee Rapier +1, 1d6, 18-20/x2, P
Dagger +1, 1d4, 19-20/x2, P or S
Nightstick +1, 1d6, x2, B
Ranged Dagger +2, 1d4, 19-20/x2, 10', P or S
Nightstick +2, 1d6, x2, 10', B
Ranged Touch Cantrips +2, variable (See Spell Descriptions)
BAB: +1 CMB: +1
Class Abilities:
Arcane Reservior: Max 9
An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Arcanist Exploits: See Magic (Su): The arcanist can see magical auras. If she expends 1 point from her arcane reservoir, for 1 minute she instantly recognizes magic item auras and spell effects (as detect magic). During this time, she is treated as if she had studied each aura for 3 rounds and she treats her Knowledge (arcana) skill check as if she had rolled a 15 on the d20. In addition, if she touches a magic item during this time, she can immediately identify its properties using Spellcraft without needing to spend 3 rounds examining the object. If an enemy possesses the object, the arcanist must first succeed at a melee touch attack to identify the item.
Consume Spells:
At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.
Spells Prepared Level 0 (5): Daze, Detect Poison, Prestidigitation, Ray of Frost, Spark
Level 1 (3): Charm Person, Hypnotize, Sow Thought
Default Prep List (If not otherwise specified): 0: Daze, Detect Poison, Open/Close, Prestidigitation, Ray of Frost
1: Charm Person, Mage Armor, Sleep
Spells Available Per Day: Level 0: At Will
Level 1: 4/5: ST on LeBrix
Spellbook:
Cantrips
Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Bleed: Cause a stabilized creature to resume dying.
Dancing Lights: Creates torches or other lights.
Daze: A single humanoid creature with 4 HD or less loses its next action.
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Disrupt Undead: Deals 1d6 damage to one undead.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Haunted Fey Aspect: You surround yourself with disturbing illusions.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Spark: Ignites flammable objects.
Touch of Fatigue: Touch attack fatigues target.
Level 1
Alchemical Tinkering: Transform one alchemical item or firearm into another alchemical item or firearm of the same or lesser cost.
Charm Person: Makes one person your friend.
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Disguise Self: Changes your appearance.
Grease: Makes 10-ft. square or one object slippery.
Hypnotism: Fascinates 2d4 HD of creatures.
Mage Armor: Gives subject +4 armor bonus.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5)
Peacebond: Locks a weapon in place on the target's body.
Sleep: Puts 4 HD of creatures into magical slumber.
Sow Thought: Plant an idea, concept, or suspicion in the mind of the subject.