The adopted daughter of Count Lironus De-Quinn, She is but one of 5 siblings and 6 adopted siblings with in the rich trading family of De-Quinn. Privately educated, trained in courtly manners and intrigue. She learned to smile and fight, to charm and spy for her family. The De-Quinn family has a saying 'De-Quinns wast nothing' be it persons, things or opportunity. With her skills she was given a roll, in house security, joining the house guard as an officer. But there was little to do, so boredom got her recruited into the pathfinders. Which has its upsides for the family as well.
Description:
A tall elf 6'2", Pail Skin and Blond hair, pail blue-eyed, Her clothing a tailored well made uniform, black with gold trimmings. Long coat, Jacket, Shirt, pants, Riding boots. Each boot holds a fine Elf Dagger, to match the thin Elven Blade on her hip. When needing range attacks she uses magic.
Personality
A Elf Noble who works for her house as Guard officer. 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 noble aloofness. As a follower of Irori the Master of Masters. She likes the pathfinder life style and revels in leaning new things.
Faith: Irori (Master of Masters)
N Medium Elf Ancient Elf Humanoid
Perception +7; Low-Light Vision
Languages None selected
AC 18; Fort +3, Ref +9, Will +7
HP 20
Speed 30 feet
STATES Str +0, Dex +3, Con -1, Int +3, Wis +1, Cha +3
Additional Feats: Arcane Sense
Your study of magic allows you to instinctively sense its presence. You can cast 1st-level detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd level; if you’re legendary, it is heightened to 4th level.
Courtly Graces
You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a noble if you aren’t one. If you want to impersonate a specific noble, you still need to use Deception to Impersonate normally, and to Lie when necessary.
Intimidating Glare,
Otherworldly Magic,
Psychic Dedication,
Trap Finder
You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap. You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.
Occult Known Spells DC 17, attack +7; Cantrips
Arcane Innate Spells DC 17, attack +7; Cantrips
Detect Magic
1 Cantrip Concentrate Detection Manipulate
Area 30-foot emanation
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.
Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM.
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
Prestidigitation
Cantrip Concentrate Manipulate
Range 10 feet; Targets 1 object (cook, lift, or tidy only)
Duration sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile - it can't be used as a tool, weapon, or locus or cost for a spell.
• Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk. Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
Focus Spells (1 points)
Telekinetic Projectile(Amped) [3d6]
Attack Cantrip Evocation
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.
Critical Success You deal double damage.
Success You deal full damage.
Items [Gold 32, Silver 9 Coper 7]
On Person
Uniform, [Padded Armor], Voicebox, Sword + Scabbard, 2x daggers [In Boots], Blocks of Mettle x2 [2sp], wrist sheath for Mettle blocks.
Spell Material Component Pouch [On Belt] + feather step stone
Belt pouch 1: Bullets(20 rounds),Bag of marbles,
Belt pouch 3: Chalk (10), Flint and Steel, Earplugs, thieves' tools (+1 set of replacement picks), Wayfinder, Earplugs,
Belt pouch 4: Healer's Toolkit, Healing Potion (Minor) x3 -2* )
Neck: Irori holy symbol of an Open blue palm on a gold chain [2gp]
Body: Armor.
Belt: Wayfinder, in pouch.
Items
Backpack
Bedroll, Rope, Rations (5days), Waterskin, Soap, Clothing (Winter), Small coffee set and cooking pot,
Wayfinder
Item 2 Price 28 gp [Taken as Boon on Paizo.]
Uncommon Evocation Invested Magical
PFS Note All Pathfinders have access.
Usage worn
This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass. An indentation in the middle of the wayfinder can hold a single aeon stone. Placing an aeon stone in this indentation provides you all the benefits of having the aeon stone orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a wayfinder and the aeon stone within it simultaneously, and they count as only one item toward your investiture limit. An invested aeon stone slotted in a wayfinder also grants its resonant power. If you have more than one wayfinder with an invested aeon stone on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional aeon stones orbiting your head, just not in wayfinders.
Activate [one-action] command ; Effect The wayfinder is targeted by a 1st-level light spell.
Light 2gp Learned.
Cantrip Evocation Light
Traditions arcane, divine, occult, primal
Cast [two-actions] somatic, verbal
Range touch; Targets 1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally Duration until the next time you make your daily preparations The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends.
Heightened (4th) The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet)
Occult Known Spells DC 16, attack +6; [Ranged]
Cantrips Needle Darts, DC16 +6 DMG3d4 P Range 60 [Class +1d6 precision*]
Phase Bolt DC16 +6 DMG3d4 P Range 30 [Class +1d6 precision*]
Occult Known Spells DC 16, attack +6; Cantrips Needle Darts, Phase Bolt
Arcane Innate Spells DC 16, attack +6; Cantrips Detect Magic
Arcane Innate Spells DC 16, attack +6; Cantrips Prestidigitation
Class
You are skilled and opportunistic. Using your sharp wits and quick reactions, you take advantage of your opponents’ missteps and strike where it hurts most. You play a dangerous game, seeking thrills and testing your skills, and likely don’t care much for any laws that happen to get in your way. While the path of every rogue is unique and riddled with danger, the one thing you all share in common is the breadth and depth of your skills.
Key Ability: DEXTERITY OR OTHER
At 1st level, your class gives you an ability boost to Dexterity or an option from rogue's racket.
Additional Feats
Bard Dedication
You cast spells like a bard and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the occult spell list or any other occult cantrips you learn or discover. You're trained in spell attack rolls and spell DCs for occult spells. Your key spellcasting ability for bard archetype spells is Charisma, and they are occult bard spells. You become trained in Occultism and Performance; for each of these skills in which you were already trained, you instead become trained in a skill of your choice.
Choose a muse as you would if you were a bard. You have that muse for all purposes, allowing you to take that muse's feats, but you don't gain any of the other abilities it grants.
Special You cannot select another dedication feat until you have gained two other feats from the bard archetype.
Magical Trickster
Whether you’re using magic items, wielding innate magic, or dabbling in spell casting, you can sneak spells past your foes’ defenses as easily as any blade. When you succeed at a spell attack roll against a flat-footed foe’s AC and the spell deals damage, you can add your sneak attack damage to the damage roll. If your single spell leads to multiple separate damage rolls, apply your sneak attack damage only once per target.
Otherworldly Magic
Your elven magic manifests as a simple arcane spell, even if you aren’t formally trained in magic. Choose one cantrip from the arcane spell list. You can cast this cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
Skill Training
You become trained in the skill of your choice. Special You can select this feat multiple times, choosing a new skill to become trained in each time. [Nature]
Additional Specials Bard Archetype Muse (Enigma),
Your muse is a mystery, driving you to uncover the hidden secrets of the multiverse. If your muse is a creature, it might be a dragon or otherworldly being; if a deity, it might be Irori or Nethys. You gain the Bardic Lore feat and add true strike to your spell repertoire.
Skill Training (Nature)
Rogue's Racket Eldritch Trickster Racket
When it comes to a big heist, every rogue worth their salt knows that magic can throw meticulous plans into chaos, whether in the form of arcane wards or pesky divinations. You dabble in magic just enough to help handle these problems by jury-rigging spells and throwing a bit of your own magic into the mix. You might be a solitary thief, performing burglaries that can't be explained by skill alone, or a specialist called in by other rogues to deal with magical security measures. You might even be on the up-and-up, hired to test magical defenses or even build them yourself. Choose a multiclass archetype that has a basic, expert, and master spellcasting feat. You gain that archetype's dedication feat as a bonus feat even though you don't meet its level prerequisite, though you must meet its other prerequisites. For you, the Magical Trickster rogue feat has a prerequisite of 2nd level instead of 4th level. You can choose the spellcasting ability score for the multiclass archetype you chose as your key ability score.
Sneak Attack,
When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the off-guard condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.
Surprise Attack
You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.
Free Actions and Reactions
INATE SPELLS
Bard Catnaps Max 5.
Level 1 Needle Darts
Attack Cantrip Concentrate ManipulateMetal
Range 60 feet; Targets 1 creature
Defense AC
You shape needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack. Critical Success The target takes double damage and 1 persistent bleed damage. Success The target takes full damage. Heightened (+1) You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1.
Place of Birth
Non-Elven City or Metropolis:
Both of your parents are alive.
5 biological siblings and 6 half siblings. You gain access to the Kin Guardian combat trait.
Noble Birth:
You were born to privilege among the nobility. Unless one of your parents is the regent, your family serves a higher-ranked noble but lesser nobles serve your family in turn. You gain access to the Influence social trait and
the Rich Parents social trait. Roll on Table 1–28: Nobility to determine your family’s noble rank.
PARENTS’ PROFESSION
Merchants: You gain access to the Merchant social trait.
Noble Rank
Count: You are the noble child of a count or countess.
Your family members receive hereditary titles, land, and estates, and are among the most wealthy nobles in your domain. Knights and minor lords pay tribute to your family, and your parents attend directly to the monarch. You’re expected to attend the royal court.
Academy Training:
You attended a private academy where you studied a number of skills and gained training in your current profession. Whether you were a brilliant student or a dropout, the university environment was your home for a good portion of your formative years.
Spy: You’ve always had an innocent expression and a silver tongue, so naturally you were recruited as a spy during your childhood. You could have come from any social class; you might have gathered information as an urchin on the streets or acted as servant to one lord while you reported to another. You gain access to the Fast Talker social trait.
GM Erich's #3-99 Fate in the Future [3-4] (PbP Outpost VII)
lesser antidote
Lesser healing potion x2
feather step stone
+1 circumstance bonus on your next Fortitude saving throw.
+1 circumstance bonus on your next Will saving throw.
+1 circumstance bonus to one skill check or attack roll,
HIRELINGS:
Hireling: You have recruited a non-combat hireling who can assist you with a certain set of skill checks. This ally performs the selected skills with a total modifier equal to 2 + your level, and they are considered trained in the skills. You must expend any actions and be in range to perform the action yourself, and any consequences of these actions affect you (such as falling when using Athletics to Climb). The hireling doesn’t have or use its own ability modifiers and can never benefit from item bonuses, status bonuses, or fortune effects. Abilities that grant you a circumstance bonus do not grant that circumstance bonus to your hireling even though you are using your action to attempt the check. You cannot aid your own hireling. You cannot use the hirelings skills except recall knowledge in combat, and the hireling cannot be affected by, or affect combat, and cannot be harmed unless willfully endangered, and has no effect other than performing the selected skill checks. When you purchase this boon, you select one skill as well as one Lore skill. The hireling can perform only these skills checks.
Hireling, Expert: When you gain this boon, select one Hireling boon you possess. The selected ally’s proficiency for their selected skills improves to expert, and their modifier to skill checks increases to 4 + your level.
Hirelings:
She has a hunting Loge house. on the family estate with her young half old 'maid' 'Yorky' Green-flower.
Who cleans and looks after the inside of the house,
Hireling (4 AcP): 'Yorky' Green flower (Lore House Keeping, Diplomacy, Crafting)
'Yorky' is a freed slave who she saved from a very valiant owner but cutting his head off, whole he was valiantly treating Yorky
Hireling (4 AcP): 'Yorky' Green flower (Lore Gardening, Elvish, Crafting)
And her old human greens man and fix it, Mr Jeff, he looks after the grounds.
He is a mystery to her as he came with the house he acesnt is so strong she has no idea what he is saying,
So she just nods and lets the old man get on with his job, which he dose very well.
Nother of them come with her on Missions, living there lives happy at the house.
Perception +7; Low-Light Vision
Languages None selected
Skills Acrobatics +7, Arcana +7, Athletics +4, Crafting +7, Deception +6, Diplomacy +6, Intimidation +6, Lore: Heraldry +7, Lore: Bardic +7, Medicine +5, Nature +5, Occultism +9, Performance +6, Religion +5, Society +7, Stealth +6, Survival +5, Thievery +6
Str +0, Dex +3, Con +0, Int +3, Wis +1, Cha +2
Items Armored Coat
AC 18; Fort +4, Ref +9, Will +7
HP 22
Clever Gambit Prerequisites mastermind racket Trigger Your Strike critically hits and deals damage to a creature you've identified with Recall Knowledge. Your battle tactics are aided by assessing your foe's capabilities and range. You Step or Stride; this movement doesn't trigger reactions from the triggering creature.
Speed 30 feet
Melee Rapier +7 (Deadly d8, Disarm, Finesse), Damage 1d6 P +1d6 precision
Melee Dagger +7 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 P +1d6 precision
Melee Fist +7 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4 B +1d6 precision
Precision Damage Sneak Attack 1d6
Occult Known Spells DC 16, attack +6; Cantrips Phase Bolt, Needle Darts
Arcane Innate Spells DC 16, attack +6; Cantrips Detect Magic
Arcane Innate Spells DC 16, attack +6; Cantrips Prestidigitation
Additional Feats Arcane Sense, Bard Dedication, Charming Liar, Courtly Graces, Otherworldly Magic, Trap Finder
Additional Specials Bard Archetype Muse (Enigma), Rogue's Racket (Mastermind Racket), Sneak Attack, Surprise Attack