Darkborn

Lady Alya De Qill's page

454 posts. Organized Play character for Johnny_Panic.


Full Name

Lady Alya De-Qill

Classes/Levels

Investigator - Psychic Detective [L4] [LN] HP 23/23|AC17/21,T13/17,FF14/18|F +1*/R+7/W+5|CMB +3, CMD 15|Init+3|Per+10| SM +8/+8* | Ins6/6 day | LLV 120' |

Gender

Lady Alya De-Qill

Size

6'2"

Special Abilities

Immune to sleep magic

Alignment

LN

Deity

None

Languages

Common + Elven + Celestial + Sylvan + Infernal

Occupation

Army Investigator

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

About Lady Alya De Qill

Investigator - Psychic Detective [L4]

01: Player name: GM Panic
02: Character name: Lady Alya De-Qill
03: PFS#: 27215-2
04: Faction: Sovereign Court
05: Race,Class and Level: Elf Investigator - Psychic Detective [L3]
06: Day Job: Profession(Law Enforcement): [1d20+8]
07: PP 12/14 [2 Spent]
08: 27215-1001
09: [Sovereign Court: 14]
10: [Fame: 14]

Description: A tall elf, Pail Skin, Blond hair, blue-eyed, her clothing is a well-made uniform, black with gold trimmings. Jacket, pants, Shirt, boots. One of which holds a fine Elf Dagger, to match the fine long fine Elven Curve Blade on her hip. Blades that serve well in combat, and if not she knows a spell or two.

Background: A lesser daughter to a noble house her options were simple, Marry or make your own way. She went for the latter. A singular mind, Alya is smart, fast-witted, and very pragmatic. Well-spoken and educated. She thinks her way past most problems, but if that fails she knows a trick or two. She is a proud elf and acts like it, which can at times come over as judgmental and snobbish.

Init +3; Senses: lowlight 120' Perception [+10+1d6] / detect magic, as a constant spell-like Effect.
[Move 30']

STATISTICS
20 Points
Str [12][+1][10][01p][+1Level]
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]

OFFENSE
Base Atk +2;
RA +5 [+3BAB+3Dex]
MA +3 [+3BAB+1Str]
CMB +3; CMD 15

Weapons
Unarmed Strike TH+6 [DMG1d3+1] [NL]
MW Cold Iron Elven Curve Blade - TH+7 [DMG1d10+1] Critical 18–20/x2 Type [Slashing] [Belt]
You receive a +2 circumstance bonus to your Combat Maneuver Defense whenever a foe attempts to sunder your elven curve blade due to its flexible metal.You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an elven curve blade sized for you, even though it isn’t a light weapon.
Elven Leafblade TH+6 [DMG1d4+1] 18–20/x2 R20' Type [S/P] [In Boot]
This short sword has a blade reminiscent of a long, narrow leaf and is suitable both for slashing swings and targeted thrusts. These weapons are designed to be wielded alongside elven thornblades. Attacks with an elven leafblade gain a +2 bonus on attack rolls made to confirm critical hits.

Elven Spears, TH+6 [DMG1d6+1] Crit x3 R20' [On Mount]
Ranged
Telekinetic Projectile TH+6 [DMG1d6] x2 30'
MW Light Cross Bow [TH+7] DMG[1d8] Rang 80' 19-20/2

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

HP 18/18 3x(1d8+con0)
Fort [+01][+1Class+0Con]
Ref, [+07][+4Class+3Dex]
Will [+05][+4Class+1Wil]

Defensive Abilities
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects
+2 bonus on saves against psychic spells and spell-like abilities. [class]

Feats
Levels
1:Weapon Finesse (Combat)
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.

Item's
1:

Campaign
1:

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

Traits
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:Animal Whisperer [Campaign]
You’ve spent more of your life around animals than people, and find them easier to understand. You gain a +1 trait bonus on Handle Animal checks, and Handle Animal is always a class skill for you. Your trait bonus increases to +5 whenever you attempt to “push” a wild animal to perform a trick for you, so long as its attitude is indifferent or friendlier. You may target creatures of the animal type with charm or compulsion spells as if they were humanoids, but unless you have another ability to make yourself understood to animals, you must still succeed at a Handle Animal check to “push” your target in order to communicate specific requests.

DrawBack [Back Story]
1:Family Ties [This gives in-game Benefit other than Fluff for the PC]
Your family is extremely important to you, and you feel disheartened when you can’t do what they ask.
Effect(s) When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom– and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.

Skills
Skill Ranks per Level: 4x[6 + 4Int modifier +4FC] = [44]

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

[+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.
Expanded Inspiration (Ex)
Benefit: An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.

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

+3 Acrobatics*(+3dex, +0rank +0Class)
+8 Appraise(+4int, +1rank +3class)<
+4 Bluff(+0cha, +1rank +3class)[+1d6]<
+1 Climb*(+1str, 0rank +0Class)
+4 Craft(all)(+4int, +0rank +0class)<
+8 Diplomacy(+0cha, +4rank +3class +1trait)[+1d6]<
+8/10 Disable Device (+4int, +1rank +3class) [+2item)<
+4 Disguise(+0cha, +1rank +3class)[+1d6]<
+7 Escape Artist(+3dex, 1rank +3class)<
+7 Heal (+1wis +1rank +3class +2Item)[+1d6]<
+8 Handal Animal (+0Cha +4rank +3class +1Trait)<
+4 Intimidate(+0Cha, +1rank +3class)]<
+8 Linguistics(+4int +1rank +3class)[+1d6]<
+10 Perception(+1wis, +4rank +3class +2Race)[+1d6]<
+8 Profession(Law Enforcement) (+4int +1rank +3class)[+1d6]<*[Day Job]
+7 Ride (+3Dex +4ranks +0Class)
+0 Perform (+0Cha +0Rank +0Class)
+8 Sense Motive(+1wis,+4rank +3class)[+1d6]<
+7 Sleight of Hand(+3dex, +1rank +3class)<
+8 Spellcraft(+4int, 1rank +3class)[+1d6]<
+8 Stealth(+3dex, 2rank +3class)<
+3 Survival(+1Wis 0rank) [+2Item]
+1 Swim (+1Str 0rank)
+4 Use Magic Device(+0cha, +1rank +3class)<
34
^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]
44
+8 Concentration (+4int +4CL)
RCP [-0]

languages Known -
Common + Elven + Celestial + Draconic + Gnome + Sylvan.

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.

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

Base Speed
Elves have a base speed of 30 feet.

Languages:
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
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects

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

Magical Racial Traits
Fey-Sighted
To some elves with fey heritage, magic is a visible presence they have known all their lives. These elves have detect magic as a constant spell-like ability, with a caster level equal to their character level. This racial trait replaces elven magic.

Offense Racial Traits
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.

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

Class: Investigator [psychic-detective] L4
Psychic Detective Investigator Archetype

BAB+3
Saves +F1/R+4/W+4
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).

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 spell 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.

3rd—Calm spirit*, daylight.
4th—Modify memory.
6th—Banishment, moment of prescience, scrying (greater).

This ability replaces alchemy.

RACE
1-detect magic, as a constant spell-like Effect.

0 Level Spells [DC14] [At will]
1:Detect Psychic Significance 30'
2:Telekinetic Projectile 5lb 30'
3:Prestidigitation
4:Mending
5:Light 40mins
6:Read Magic

1st Level Spells [DC15] [4+1/day]
1:Detect Thoughts [3 mins]
2:Shield [3mins +4 AC]
3:Vanish [3 rounds]
Spells From Class
1:Detect chaos
2:detect evil
3:detect good
4:detect law
5:find traps

2st Level Spells [DC16] [4+1/day]
1:Speak with Animals][4mins]

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 [+2]
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 the investigator's talents.

Expanded Inspiration (Ex)
Benefit: An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.

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.

Studied Strike (Ex) [+1d6]
At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage. The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

BOONS
-: Wayfinder 1b 250gp [Boon]
-: Wand CLW 31/50 --gp --lb [2pp Boon]
-: Special: Year of the Shadow Lodge (1 xp, 2 PP, 1250 gold) [boon]
-: Magic Boon: As a standard action, you may recall one spell that you have already prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. You may only use this ability once. On using this ability, check the box and line through this boon.
-: Mendevian Commendation Boon: You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev (maximum +3).

Equipment

Starting cash [Startig 105gp+200gp]=[305gp]
[Games]= [0gp+795gp+775gp+556gp+1911gp+1270gp+1280gp]=[6587gp]
[Day Job] = [11+4+5+10+5+20+10]=[70gp]
Spent 305+1250+750+900+2000=[5205]
C[6587+70]-S[5205] = 1382gp left

Clothing
Fine Uniform [See Armor] [50gp]
Boots,

Weapons:
-: MW Elven Curve Blade - [380gp] Belt 3lb [Back back]
-: Elven Leafblade [40gp] [Belt]
-: MW Light Crossbow [340gp] [Back Pack]
-: Elven - Cold IronSpears x 2 [8GP] [Mount]

Armor:
A Well made uniform] [1150gp] 12lb
Includes Fine boots, leather breeches, a belt, a shirt, gloves, a jacket, Hat. The belt includes several loops or rings for tying pouches. + Mithral-shirt [1100gp]

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

None slotted Items

Bag Handy Haversack 5lb [2000gp]

Side Pouch 1 [20lb]
-: Spell Components
-: Small Money bag.
-: MW Thieves' Tools [100gp] [2lbs].
-: Healers Kit [9/10][50gp][1lb]
-: Small silver Pencil and notepad [5sp]
-: Compass [10gp]
-: Whistle, signal x3 [2gp]
-: Whistle, [Dog] silent [9sp]

Side Pouch 2
-: Family letters, and letters of Refinance --gp --lb
-: Wayfinder 1b 250gp [Boon]
-: Wand CLW 33/50 --gp --lb [2pp Boon]
-: Signal Whistle [5sp]
-: Water Flask [5sp]
-: Bag of nuts and dried fruit 2lb
-: flint and steel
-: Family Pendant Flag [for Spear]
-: Antiplague [50gp]
-: Antitoxin [50gp]

Main Backpack [80lb]
-: Light crossbow - 35gp 4lb [In LBH]
-: Quiver 48/48 Bolts, [cold iron] Belt = [6gp]
-: Quiver 48/48 Bolts, [2gp]
-: Lead-filled steel ball [weapon] [5gp] [5lb]
-: Masterwork Survival kit [50gp] [5lb]
-: Bedroll [1sp] 5lbs
-: Small folding stool [1gp]
-: Grooming set [30gp] 1/4lb
-: Elf Chess set [Travaling] [5sp] [1/8lb]
-: Summer, Clothing + Cloak Winter [12gp]
-: Raiding Duster coat and Hat [5gp]
-: Rope, silk (50 ft.) [10gp]
-: Tent small [20gp] [20lb]
-: Mess Kit [1gp]
-: 12 days Rations, Elven trail 24gp 24lb
-: Hard bread [3cp] 1/2lb
-: Two bottles of wine. [4gp] [1/2lb]
-: Bag of Flour [1gp] [3lb]
-: 2x Water skins [4gp] 2lb
-: Coffe set [1gp]
-: Coffee, exotic [3 cp] 1/2 lb.
-: Coffee, desert [2cp] 1/2 lb.
-: Coffee, dragon’s blend [1gp]
-: Coffee, hybrid [1gp]
-: Coffee, marching [1gp]

Guard Dog: Jax [25gp]
This Small, combat-trained dog is bred for battle; breeders favor strength, a thick body, and a low center of gravity. Guard dogs are sold in most large cities and some cultures use them for sport fighting or in some armies’ special infantry.

Mount
Heavy War Horse(Combat Trained): [300gp]
Heavy warhorses are bred and trained for war.
They are often are outfitted with heavy barding, but fight just as fiercely even without the armor.
-: War Saddle, riding [10gp]
Saddle, Bags x2 [10gp]
Mount Blankets [5sp]
Mount feed, 4lb bag of oats [5sp]

Back of saddle

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

10mins backstory:

Sovereign Court: Unite the nobility of the inner sea and foster a sense of noblesse oblige. Rewards give you your own personal Q , a network of spies, and a training montage for your allies.

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 months 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.