Lady Alya De Qill's page

205 posts. Organized Play character for Johnny_Panic.

Full Name

Lady Alya De-Qill




Investigator Psychic Detective [L3] AC 17, T 13, FF 14 | F +1*/R+6/W+4 | HP 18/18 | CMB +1, CMD 14 | Init +3 | Perception +9 | Condition: None







Special Abilities

Immune to sleep magic






Common + Elven + Celestial + Sylvan + Infernal


Army Intelligence officer

Strength 11
Dexterity 16
Constitution 10
Intelligence 18
Wisdom 12
Charisma 10

About Lady Alya De Qill

Investigator - Psychic Detective [L3]

01: Player name: GM Panic
02: Character name: Lady Alya De-Qill
03: Class and Level: Investigator - Psychic Detective [L3]
04: PFS#: 27215-2
05: Faction: Sovereign Court
06: Day Job: Profession(Law Enforcement): [1d20+8] 22GP
07: PP 6/6 [0][+2][+2][+2]
08: EX 6 = L3 [2+2+1+1]
09: [Sovereign Court: 8]
10: [Fame: 8]

Init +3; Senses: lowlight; Perception +9
[Move 30']

20 Points
Str [11][+0][10][01p]
Dex [16][+3][16][05p][+2Race]
Con [10][+0][12][02p][-2Race]
Int [18][+4][16][10p][+2Race]
Wis [12][+1][12][02p]
Cha [10][+0][10][00p]

Base Atk +2;
RA +5 [+2BAB+3Dex]
MA +2 [+2BAB+0Str]
CMB +2; CMD 15

Cod Iron Dagger TH+5 [DMG1d4] x2 R20'
Rapier TH+5 [DMG1d6] x2 18-20
Light Crossbow TH+5 [DNG1d8] 19/20 x2 R80' [Same as light cross bow]
Telekinetic Projectile TH+5 [DMG1d6] x2 30'

AC 17/21*, touch 13/17* flat-footed 14/18*
(10 +4Armor +3Dex, +0dodge, +0natural, +0size)
*Shield [+4AC 3mins* when used]
Uniform + mithral-shirt[+4 Armor]

HP 18/18 3x(1d8+con0)
Fort [+01][+1Class+0Con]
Ref, [+06][+3Class+3Dex]
Will [+04][+3Class+1Wil]

Defensive Abilities
Immune to magic sleep effects and gain a
+2 racial saving throw bonus against enchantment spells and effects.[Race]
+1 bonus on saves against psychic spells and spell-like abilities. [class]

1: [See Weapons]

1:Weapon Finesse (Combat)
The gadget spec URL could not be found
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
2:Breadth of Experience
Although still young for your kind, you have a lifetime of knowledge and training.
Prerequisites: Dwarf, elf, or gnome; 100+ years old.
Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.



Weapon Proficiency
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.[Class]


1:Lesser Noble [‎Regional]
You come from an aristocratic family, though your family has long since lost any power or prestige it once had.
Benefit: You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks. In addition, your starting money is increased by 100 gp— your “birthright,” such as it is.

2:Bruising Intellect
Your sharp intellect and rapier-like wit bruise egos.
Benefits: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

1: She can only cast her Psychic magics when her magic Eye is exposed.
On her forehead. A blue tattoo like eye.

Skill Ranks per Level: 3x[6 + 3Int modifier +3FC] = [30]

< [Class Skills] [^ Kn skills can use]

occult-skill-unlocks = + [If in use]

+7 Acrobatics*(+3dex, +1rank +3Class)<
+7 Appraise(+3int, +1rank +3class)< +
+4 Bluff(+0cha, +1rank +3class)<
+4 Climb*(+0str, 1rank +3Class)<
+4 Craft(all)(+4int, +0rank +0class)<
+5 Diplomacy(+0cha, +1rank +3class +1trait)< +
+10 Disable Device (+4int, +1rank +3class +2item)<
+4 Disguise(+0cha, +1rank +3class)<
+7 Escape Artist(+3dex, 1rank +3class)<
+7 Heal (+1wis +1rank +3class +2Item)<
+8 Intimidate(+4Int, +1rank +3class)<
+8 Linguistics(+4int +1rank +3class)[+1d6]< +
+8 Perception(+1wis, +2rank +3class +2Race)<
+8 Profession(Law Enforcement) (+4int +1rank +3class)<*[Day Job]
+3 Ride (+3Dex 0ranks)
+0 Perform (+0Cha +0Rank)
+5/+7 Sense Motive(+1wis, +1rank +3class)< +2 [See below]
+7 Sleight of Hand(+3dex, +1rank +3class)<
+8 Spellcraft(+4int, 1rank +3class)[+1d6]<
+7 Stealth(+3dex, 1rank +3class)<
+4 Survival(+3Wis 1rank) +
+1 Swim (+0Str 1rank)
+4/+6 Use Magic Device(+0cha, +1rank +3class)<

^Knowledge (Arcana)(Int)____+10{+1rank,+4Int +3class +2Feat} [+1d6] +
^Knowledge (Dungeoneering)(Int)____+10{+1rank,+4Int +3class +2Feat} [+1d6]
^Knowledge (Engineering)(Int)____+10{+1rank,+4Int +3class +2Feat} [+1d6]
^Knowledge (Geography)(Int)____+10{+1rank,+4Int +3class +2Feat} [+1d6]
^Knowledge (History)(Int)____+10{+1rank,+4Int +3class +2Feat} [+1d6]
^Knowledge (Local)(Int)____+11{+1rank,+4Int +3class +1trait +2Feat} [+1d6]
^Knowledge (Nature)(Int)____+10{+1rank,+4Int +3class +2Feat} [+1d6]
^Knowledge (Nobility)(Int)____+10{+1rank,+4Int +3class +2Feat} [+1d6]
^Knowledge (Planes) (Int)____+10{+1rank,+4Int +3class +2Feat} [+1d6]
^Knowledge (Religion) (Int)____+10{+1rank,+4Int +3class +2Feat} [+1d6]

+6 Concentration (+4int +3CL)

RCP [-0]

[+1d6] 5/5 Day
The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

+2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

languages Known -
Common + Elven + Celestial + Sylvan + Infernal

Special Abilities

Race Elf
Standard Racial Traits
Ability Score Racial Traits
Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.

Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Elves are Humanoids with the elf subtype.

Base Speed
Elves have a base speed of 30 feet.

Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits
Elven Immunities
Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Feat and Skill Racial Traits
Keen Senses:
Elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits

Magical Racial Traits

Elven Magic:
Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Offense Racial Traits

Fey Thoughts:
Select two of the following skills: Acrobatics. Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity

Senses Racial Traits
Low-Light Vision: 120'
Elves can see twice as far as humans in conditions of dim light.

Class: Investigator [psychic-detective] L2

Saves +F1/R+3/W+3
Alignment: Any.
Hit Die: d8.
Parent Classes: Alchemist and rogue.
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
Skill Ranks per Level: 6 + Int modifier.
The investigator's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Weapon and Armor Proficiency

Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Spell Casting
A psychic detective casts psychic spells drawn from the psychic class spell list and augmented by a select set of additional spells (see Psychic Detective Spells). Only spells from the psychic class spell list of 6th level or lower and psychic detective spells are considered to be part of the psychic detective's spell list. If a spell appears on both the psychic detective and psychic class spell lists, the psychic detective uses the spell level from the psychic detective spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic detective must have an Intelligence score equal to at least 10 + the spell's level. The saving throw DC against a psychic detective's spell is 10 + the spell's level + the psychic detective's Intelligence modifier.

Like other spellcasters, a psychic detective can cast only a certain number of spells of each spell level per day. She knows the same number of spells and receives the same number of spells slots per day as a bard of her investigator level, and knows and uses 0-level knacks as a bard uses cantrips. In addition, she receives bonus spells per day if she has a high Intelligence score.

At 5th level and every 3 levels thereafter, a psychic detective can choose to learn a new spell in place of one she already knows, using the same rules as a bard.

In effect, the psychic detective loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell the psychic detective can cast.

A psychic detective need not prepare her spells in advance. She can cast any psychic detective spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell's level.

Psychic Detective Spells: A psychic detective has the following spells on her spell list, in addition to psychic spells of 6th level or lower.

1st—Detect chaos, detect evil, detect good, detect law, find traps.
3rd—Calm spirit*, daylight.
4th—Modify memory.
6th—Banishment, moment of prescience, scrying (greater).

This ability replaces alchemy.

Inspiration (Ex) [6/6 day]
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding [+1]
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Trap Sense (Ex) [+1]
At 3rd level, an investigator gains an intuitive sensae that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).

Psychic Meddler (Su)
At 2nd level, a psychic detective receives a +1 bonus on saves against psychic spells and spell-like abilities. This bonus increases by 1 at 5th level and every 3 levels thereafter, to a maximum of +6 at 17th level. Starting at 5th level, the psychic investigator adds half this bonus on caster level checks to dispel psychic effects.
This ability replaces poison lore, poison resistance, swift alchemy, and poison immunity.

Investigator Talent (Ex) or (Su)
At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once. Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.. A psychic detective selects investigator talents as normal, except she cannot select the alchemist discovery investigator talent. She can select the Expanded Phrenic Pool* feat as a discovery even though she doesn’t meet that feat’s prerequisites, and she can select an extra phrenic amplification once as a discovery.
The following investigator talents complement the psychic detective archetype: confusing strike, device talent, effortless aid, hidden agendas, inspired intelligence, item lore, and unconventional inspiration.
This ability alters investigator talents.

Phrenic Dabbler (Su)
At 3rd level, a psychic detective gains a small pool of phrenic points equal to 1/2 her psychic detective level, as well as one phrenic amplification, as the psychic class feature. This does not allow the psychic detective to qualify for the Extra Amplification feat.
This ability replaces the investigator talent gained at 3rd level.

Phrenic Amplifications
A psychic develops particular techniques to empower her spellcasting, called phrenic amplifications. The psychic can activate a phrenic amplification only while casting a spell using psychic magic, and the amplification modifies either the spell’s effects or the process of casting it. The spell being cast is called the linked spell. The psychic can activate only one amplification each time she casts a spell, and doing so is part of the action used to cast the spell. She can use any amplification she knows with any psychic spell, unless the amplification’s description states that it can be linked only to certain types of spells.

Will of the Dead (Su):
Even undead creatures can be affected by the psychic’s mind-affecting spells. The psychic can spend 2 points from her phrenic pool to overcome an undead creature’s immunity to mind-affecting effects for the purposes of the linked spell. This ability functions even on mindless undead, but has no effect on creatures that aren’t undead. This amplification can be linked only to spells that have the mind-affecting descriptor.

Keen Recollection
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

0 Level Spells [At will]
1:Detect Psychic Significance
2:Telekinetic Projectile
6:Read Magic

1st Level Spells [4+1/day]
1:Detect Thoughts
2:Shield [3mins +4 AC]
3:Vanish 3 rounds.

Spells From Class.
1st—Detect chaos, detect evil, detect good, detect law, find traps.
3rd—Calm spirit*, daylight.


Starting cash [105gp+200gp]+[1000gp+14gp]=[used]
New=[15 Day Job + 556gp last game -40gp -10gp +775 +24 DJ +22gp]
Current 795+775=1580-1100[Armor mithral-shirt [2pp]] -75 wand +250 Wayfinder -130tools]= [105go left]

Uniform [See Armor]

-:Cold Iron Combat Knife 4gp [In boot]
-:Rapier - 20gp 3lb

A Well made uniform] 12,50gp 12lb
Includes Fine boots, leather breeches, a belt, a shirt, gloves, jacket, Hat. The belt includes several loops or rings for tying pouches. + mithral-shirt [2pp]

Feet: Fine boots
Hands: Gloves
Neck: Whistle, signal 8sp --lb
Shoulders: -
Wrists: -
Ring L: -
Ring R: Family Signet ring, [Silver] 5gp --lb

None slotted Items
Pouch Spell Components 5gp [2lb]
-: Spell Components

Belt Poches x2 10gp
-:Small Money bag.
-:MW Thieves' Tools [common] [100gp] Weight 1lbs.
-:Healers Kit [9/10][50gp][1lb]
-:Small silver point pen and not pad
-:Family letters, and letters of Refinance --gp --lb
-:Wayfinder 1lb 250gp
-:Wand CLW 2/50 75gp --lb [1used]

Horse, light [75gp]
-:Saddle, riding [10gp]
-:Light cross bow - 35gp 4lb [In LBH]
-:[Quiver 24/24 Bolts, Belt] = 3gp

Saddle, Bags x2 [10gp]
-:Tent small [20gp] [20lb]
-:Kit, survival kit, common 8gp 4lb
-:Bedroll [1sp] 5lbs
-:12 days food rations + water 3gp 3lb
-:Two bottles of wine. [4gp]
-:Small folding stool [2gp]
-:Cloak Winter
-:Rope, silk (50 ft.) [10gp]
-:Lead filled steel ball [10gp] [5lb]

-=Carrying Capacity=- .
Light 0-38 lb. Medium 39–76 lbsHeavy 77–115 lbs
-=Current Load Carried=- 31lb [light]
Starting cash

10mins backstory:

Five things about her background
1. Lady Alya De-Qill was born into an old noble elf clan. The younger child hers was to be a life of a well to do living and marriage to a lesser lord. Her elder brother and sister taking the Clan name rights.
2. As a child it became clear she was a gifted thinker, her mind running well ahead of her teachers and tutors. By 20 she had read every books in the high tops. One teacher she respected was a blind Dwarf called Misrank, old and well traveled. He told her about far off lands and cultures. He also showed her how to craft a mind Palace in which to hold facts and information. To this day she uses this skill to remember things.
3. She was enrolled in a human military academy, and trained to be an Intelligence officer with Psychic powers to aid her.
4. She now works as such, working for anyone who needs her skills.
5. She will always seeks logic as a way to victory, out smarting and thinking others. Cold yes, sometimes seeming to be unfeeling. She has no faith in gods seeing them as just more powerful beings just like her.

Two Goals
1. To learn as much as she can, she respects knowledge and problems.
2. Become immortal, so she can learn more.

Two Secrets [One known/one unknown]
1. She once uncovered a plot to kill her Brother, the now head of the clan. She switched whine with the poisoned to the plotters and her brother drank it. It was they that died, she then spent 3 mouths killing off one by one the ones that did not die then. Her brother knows nothing of this, but her sister dose.
2. It was her sister at the heart of the plot, but she dropped it and dropped the others in it, once she found Alya telling her of it.

Three People [2 friends 1 enemy]
1. Lady Gloriana Morilla, Leader of the Sovereign Court
2. Black Heart Reena, I female elf gang boss, who hired Alya once. They like each other and have sent some time in each others company.
3. The Orc smuggler "Offolrog", Zal uncovered his undergraund smuggling root and passed the information on. Offolrog has said he will kill Alya should he ever get his big green hands on her.

Three Memories
1. Looking over a murder scene, winter time and the Inn was locked form the inside. 20 dead bodies, most ripped apart, blood frozen to the walls. The wards still intact and no one left alive. A feeling of excitement working out, what had happened.

2. Standing on the deck of a ship in harbor, a large half-orc coming at her. Sword out, face of teeth and anger. She taking two steps to the left and waiting. His breath as he came close, lifting his word, her counting. He stops looking at her, as if to ask Why are you counting then she gets to zero and the small chemical charge going off. The puff of acid and her pointing at the half-orcs feet. Him looking down nonplussed as the deck gave way and he fell into a hold full of fish.

3. A night on the town with Black Heart Reena, getting drunk and into a bar fight. Hiring a bard and singing rude songs all night.