Caroliss Minerran

Lady Alyln De-La-Qill's page

123 posts. Alias of Johnny_Panic.


Full Name

Lady Alyln De-La-Qill

Race

Dusk Elf [Native]

Classes/Levels

Telepath L5 | pp 34/40 | HP: 30/30 | AC: 14/18/22 | Touch: 14/18/22 | FF: 14/18/22 | Fort: -1 | Ref: +5 | Will: +6* | Init: +4

Gender

Female

Size

6'4"

Age

looks 30

Alignment

LN

Languages

Telepathy + Others

Strength 8
Dexterity 18
Constitution 10
Intelligence 22
Wisdom 14
Charisma 13

About Lady Alyln De-La-Qill

Lady Alyln De-La-Qill Image here + Church Uniform HERE + In combat

Companion Psicrystal L5 Soruss

Hero Points 6/6

-===Appearance and Personality===---
Sex - Female
Race - Dusk Elf
Alignment - LN
Age - Looks 30 [Acts much older]
Hight 6'4" (Size Mid)
Wight - 89kg
Body: Slim
Eye: Dark
Hair: Black.

Description
The Lady Alyln De-La-Qill, is a dusk elf, her skin pail, her eyes dark, her hair long and jet black. She covers her elf ears with it to give her a more human look. [DC12 to spot she is an elf] She looks about 30 to a human, but as an elf she is a lot older. She has on a uniform, that is simple, piratical but very well made. She has a belt that holds a number of items. In her boot she also has a cold Iron dagger. She has no armor or other weapons, looking the part of a civilized woman. She moves with grace and has a keen eye, always observing and tracking those around her. In combat she can deadly, being a crack shot with her handgun.

Personality
Lady Alyln De-La-Qill is complicated, a deep thinker, calculating, manipulative and when needed cunning. Her body may be weak but her mind is a sharp as any blade. As and elf noble her manners are impeccable, always showing respect where respect is due. With those that she knows well, she can be kind and caring. For those that she hunts she is relentless and methodical. She holds the law over all things for with out the rules of law there can be no order and the world would fall to madness.

Statistics:

LN Elf
Classes/Levels psion Telepath [L5]

Init +4; Senses Dark Vision 60' Perception +11*

-------------------------------=DEFENSE=-------------------------------

AC [18/22] TA[14/18] FF[14/18] 10+4*Armor+4Dex+0Items+4^force+0other]
power-Internal Armor +4* 5 Hours [1pp]
power-Force Screen +4^ 5 mins [1pp]

HP: 40/40 5x{+1d8+0Con+0FC}
Fort: +1, {+1Base,+0Con}
Reflex: +5, {+1Base,+4Dex}
Will: +6,{+4Base,+2Wis}

Resistance:
+2 racial saving throw bonus against enchantment spells and effects. [Race]
--Focused--
+10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive.
[power]
Resistance 5 against one of these energy types: Cold, Acid, Fire, Electricity.[power 5 mins]

Immunity's
Sleep and sleep effects.

Other

CMD 15 {10+2Base -1Str +4Dex +0size +0misc}

-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft. [+ others Magic]
You gain a swim speed of 20 feet.[power 5mins]
You gain a climb speed of 20 feet.[power 5mins]
You gain a burrow speed of 15 feet.[power 5mins]
CMB: +1; {+2Base -1Str +0size +0misc}
Base Atk: +2;
Melee:+1{+2Base,-1Str}
Ranged:+6{+2Base,+4Dex}

--Melee: +2
Unarmed attack TH+1 DMG[1d3-1] x2 (NL)
Cold Iron dagger TH+1 DMG[1d4-1] 18x2

--Ranged: +6
-:Mind thrust 1d6 DC16 Range 35'
-:Energy Splash RTA+6 1d3 Range 35'
Telepathic Lash 35'
-:MW 1H Caplock Handgun: TH+7 [Dmg 2d4+4], Crit: x4, Capacity: 8, Misfire: 1 (5 ft.), Range: 15 ft, Weight: 2 lbs., Type: B/P [Reloads cylinders holds 8]
Alchemical Cartridges = See Alchemical Cartridges Below

-------------------------------=STATISTICS=-------------------------------
17/16/14/13/12/08

Str 08 [-1][08][08]
Dex 18 [+4][18][16][+2Race]
Con 10 [+0][10][12][-2Race]
Int 22 [+6][20][17][+2Race][+1Level][+2Item]
Wis 14 [+2][14][14]
Cha 13 [+1][13][13]

Traits and Feats:

-------------------------=Traits=----------------------
Traits:
1: Bruising Intellect [social] [from feat]
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.

2: Focused mind [Magic]
+ 2 trait bonus to concentration.

----------------=Drawbacks=-----------------
1:Sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell.

--------------=Feats=-----------------
Level Feats:
1:Additional Traits
2:Access Psionic Talents
3:Expanded Knowledge[Natural healing]

Class Bonus feats Pisonic
1:Psicrystal Affinity
2:Psicrystal Containment

Item
-:Blind Fight [Item]
-:Alertness
-:Improved-Evasion

Weapon and Armor Proficiency
Psions are proficient with the club, dagger, blunderbuss, Pistol, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.

Race Traits:

Dusk elf

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:
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

Urbanite:
Elves who live in cities for more than a century can grow to know the ebb and flow of social situations just as their forest-dwelling cousins know the rules of the wild. Elves with this racial trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation. This racial trait replaces keen senses.

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

Offense Racial Traits
Voice in the Darkness: Prerequisite(s):
Charisma 13+. Characters who practice coercion and intimidation in the Underworld or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks. Elves can take this trait in place of weapon familiarity

Senses Racial Traits
Blended View: Prerequisite(s):
low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Elves can take this trait in place of keen senses. + Light sensitivity Drawback.

Skills:

Skill Points 5x(2+6INT)=[45][+5FC] [40 used]
Acrobatics*(Dex)____+5{+1rank,+4Dex}
Appraise(Int)____+6{+0rank,+6Int}
^Autohypnosis(Wis)____+11{+5rank,+2Wis+1Item}
^Bluff(Cha)____+5/15/17{+1rank,+1Cha}{+10power}{+2Power}
Climb(Str)____-1{+0rank,-1Str}
^Craft(Trap) (Int)____+6{+0rank,+6Int}
^Diplomacy(Cha)____+11/13{+5rank,+1Cha+2Race}{+2Focused}*
Disable Device____+4{+0rank,+4Dex}
Disguise (Cha)____+1{+0rank,+1Cha}
Escape Artist(Dex)____+4{+0rank,4Dex}
Fly(Dex)____+4{+0rank,+4Dex}
Handle Animal (Wis)____+3{+1rank,+2Wis}
Heal(Wis)____+5{+1rank,+2Wis}[+2item]
>Intimidate(Cha Int)____+16/18{+5rank,+6Int}[+2Item]{+2power}
^Knowledge (Arcana/Psionics)(Int)____+10{+1rank,+6Int}
^Knowledge (Dungeoneering)(Int)____+10{+1rank,+6Int}
^Knowledge (Engineering)(Int)____+10{+1rank,+6Int}
^Knowledge (Geography)(Int)____+10{+1rank,+6Int}
^Knowledge (History)(Int)____+10{+1rank,+6Int}
^Knowledge (Local)(Int)____+10{+1rank,+6Int}
^Knowledge (Nature)(Int)____+10{+1rank,+6Int}
^Knowledge (Nobility)(Int)____+10{+1rank,+6Int}
^Knowledge (Planes) (Int)____+10{+1rank,+6Int}
^Knowledge (Religion) (Int)____+10{+1rank,+6Int}
^Linguistics(Int)____+10{+1rank,+6Int}
^Perception(Wis)____+11{+5rank,+2Wis}{+2Item}
^Perform[All](Cha)____+1{+0rank,+1Cha}
^Profession[All](Wis)____+2{+0rank,+2Wis}
Ride(Dex)____+3{+0rank,+3Dex}
^Sense Motive(Wis)____+14/+16{+5rank,+2Wis+2Race}{+2Item}{+2power}
Sleight of Hand(Dex)____+4{+0rank,+4Dex}
^Spellcraft(Int)____+10{+1rank,+6Int}
^Stealth (Dex)____+10{+1rank,+4Dex}{+2Race}
Survival(Wis)____+5{+1rank,+2Wis}{+2Item}
^Swim(Str)____-1{+0rank,-0Str}
^Use Magic Device(Cha)____+5{+1rank,+1Cha}

concentration [+16][6Int+ML/CL+5+3Item+2trait]
[With concentration over 15 hide display is automatic unless other events need a higher roll than DC15]

^In Class Skill Bonus +3
* Background Points

-=Non-Standard Skill Bonuses=-

*Autohypnosis +1 Item
*+10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive.

Call to mind power 1pp [+4 + reroll]
By meditating on a subject, you can recall natural memories and knowledge otherwise inaccessible to you. On a failed Knowledge check, you can manifest this power to gain a new check with a +4 competence bonus. If successful, you instantly recall what was previously buried in your subconscious.

Augment For every 2 additional power points you spend, the competence bonus increases by +1.

-=Languages=-
Languages:Telepathy [Link mind]

-=Languages=-
Common, Evlan, Celestial, Infernal, Abyssal, Necril, Sylvan
Aquan ("Tongue of the Sea")
Auran ("Tongue of the Heavens")
Ignan ("Tongue of Fire")
Terran ("Tongue of Earth")

Special Abilities:

SPECIAL/CLASS ABILITIES
+2 racial bonus on caster level checks made to overcome spell/power resistance [Race]
Immune to sleep and sleep effects [Race]
Dose not need to eat or drink [Item]
Only sleep 2 hours per day to gain the benefit of 8 hours of sleep.[Item]
Light at will [item]
+4 competence bonus on Constitution checks to hold your breath. [item]
Endure elements [Constant] as the spell [Item]
Protection against exposure to vacuum and underwater pressure. [Item]

Improved Evasion (Ex)
Benefit: This works like evasion, except that while still taking no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. If helpless does not gain the benefit of improved evasion. [item]

Psion -> Telepath L5:

Psion - telepath

5th
BAB+2
Hit Die: d6.
SAVES +1/+1/+4
Bonus feats,x2
Discipline Detect Psionics,
Class Talents x2
Discipline Ability x1

Skills
Skill Ranks at Each Level: 2 + Int modifier.
The psion's class skills are Autohypnosis* (Wis), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Spellcraft (Int). Telepath (Telepathy): Bluff (Cha), Diplomacy (Cha), and Sense Motive (Wis).

Weapon and Armor Proficiency:
Psions are proficient with the club, Dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield.
Armor does not, however, interfere with the manifestation of powers.

Telepathy Discipline:
A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.

Discipline Talents (Ps)
Choose two powers from the following list: conceal thoughts, mind link, mind thrust, telepathic lash. As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. The damage of mind thrust is reduced to 1d6. You may only use conceal thoughts on yourself if used as one of your discipline talents.

Mental Intrusion (Ex)
At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power’s save DC. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.

Powers
25+15 [40/40] PP/day [-1pp Armor]
Powers known 11
Power level 3th
Max power spend 5pp
DC15 [10+6int+PL]

Powers Known
A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.
Choose the powers known from the psion power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest any power that has a power point cost equal to or lower than his manifester level.
The number of times a psion can manifest powers in a day is limited only by his daily power points. A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier.
Maximum Power Level Known: A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers.
To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power's level.

Psion Discipline ability x2+1 DC16
1:Detect Psionics 35' [no pp cost]
2:Mind Thrust 1d6 35' [no pp cost]
3:Mind link 35'

Talents: DC16
1:Empathy 35' 5mins
2:psionic-repair
3:Conceal Thoughts 5Hours [Self Only no pp cost]
4:far-hand 35' 5lb
5: Telepathic Lash 35'
--Energy Splash 35' 1d3 DG

1st level powers 1pp DC17
1:Mind link 35' 50mins [4pp +4 subjects]
2:Mind Thrust 35' 1d10 1pp
3:Energy Ray 35' 1d6 1pp
4:Internal Armor +4ac 5hours
5:Force Screen +4ac 5mins
6:Call to Mind
-:Natural Healing [1pp=3hp] [From feat]

2st level powers 3pp DC18
1:Read Thoughts 5mins [Max DC21 5pp]
2:Compelling Voice 5 hours
3:Miner Metamorphosis 5mins

3ed level powers 5pp DC19
1:Telekinetic Force 150' 250lb
2:mindhunter

Equipment:

Starting cash 10,500

Weapons:
MW Cold Iron Dagger 4gp [Right Boot]
MW Cap lock Pistol [290gp] [Holster]

Armor:
none

Belt: - [See Belt]
Body: -
Chest: -
Eyes: -
Feet: -
Hands: -
Head: Psionic Tattoo of Vast Intelligence [4000gp]
Headband: -
Neck: -
Shoulders: -
Wrists: Psionic Tattoo-of-many-garments [200gp]
Ring L: Psionic Tattoo of Sustenance [2500gp]
Ring R: Ring, poison pill 20gp

Slotless

Belt of handy-haversack [2000gp]
This is a Belt that is also a Handy Haversack, where the mind pouch has been split into 4 more 20lb pouches.

Pouch 1 2' 20lb
Holster - Hand-Gun + Caps/shells Acts as Holder.
Fire rounds + normal rounds.
Her rounds are kept in Cylinders [8/8] Ready to be loaded into her pistol. She has 4 such, 16gp 4lb
Alcomaical Rounds
With her skill and craft
Lady steel has developed a number of Alcomaical bolt rounds. So that she has drums of them ready to use.
Darkflarex5 5gp
Smoke pellet, smog 40gp -lb

Pouch 2 2' 20lb
Grooming set 10gp 1lb
Small Magnifying eye-glass 5gp --lb
Small item bags --gp 1/4lb
Vial, iron x10 1gp
Flask x3 3gp
Air crystals 50gp -lb

Pouch 3 2' 20lb
Clothing 20lb 100gp
Cold, hot, hat, Rain, Snow shoes.

Pouch 4 2' 20lb
Coffee set and coffee 10gp
3 Bottles of wine and classes 10gp
Bedrool 2lb 20gp
Rope, silk (50 ft.) 5lb 20gp
String or twine (50 ft.) 1gp 1/4lb
Whistle, silent 1sp -lb
map case + maps 30gp 1lb

Pouch 5 2' 20lb
Small Tent 20lb 10gp

Pouch 6 20lb
Healer Kit 10/10 1lb 50gp
Letters of refinance,
Small bag uncut Gems
Mask --gp

On Belt Clip
for her, Psicrystal 1/4lb

On Belt Clip
Wayfinder Campos [1200gp] [+2 Survival rolls]
[Can give of light on command]
Slotted Ioun Stone
-:Iridescent Spindle (Ioun Stone Cracked)
This stone grants a +4 competence bonus on Constitution checks to hold your breath. Price: 500 gp.
*Slotted power, Iridescent spindle: Endure elements, [Constant] as the spell, as well as protection against exposure to vacuum and underwater pressure.
-:Incandescent blue sphere: (Ioun Stone Cracked)
This stone grants a +1 competence bonus on one Wisdom-based skill. Price: 200 gp.
*Slotted power, Blind-Fight feat

-=Carrying Capacity=-
26 lbs less/27–53 lbs/54–80 lbs.
-=Current Load Carried=- 11lb [light]

Money 0 GP 0 SP 0 CP

Background:

write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.

1)Lady Alyln De-La-Qill was born in city of Tyrantias, to a elf house of nobility.
2)She is the youngest of three having two older brothers who run the family business of shipping and trade.
3)At an early age Alyln shows her gifts the Magisterium was informed and she was taken into training early. Seen an asset whose "Talents" give her a true calling as an ecclesiastical "Investigator" She has been doing this for some 40 years.
4)Married once, her Ex-husband, A human by the name of Lord Alrino Lirono-Qill. A wealthy nobleman who she meet at court. They love was deep for a few years but as he aged faster then her they started to drift and as her work took her away there love became something less. She has not paid him a visit in 15 years. They are till on good terms and deeply respect each other.
5)She has a child, Fenrnal, who lives with her ex-husband, this child even half elf, looks human but for her eyes, which are like Alyln. Alyln give her up feeling it would not be right to burden the child with a mother who could be killed in her line of work. She has mixed feelings about this. Should her daughter ever find out she dose not know what she would do.

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game. During any session in which you take positive action to achieve that goal, I will award you an action point that can only be used in scenes furthering that goal. These Action Points are separate from the action points you gain by resting and reaching milestones. You can change goals later, though you lose all the accumulated Action Points for the goal you abandoned.

1)Become the Lord commander of the 'Departmento Investigation' the churches spy network.
2)Understand what life is about, what fate has for her and why the world is as it is. She is very clever and spends time reading about the new arts of science and Philosophy.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

1)[known] She had a child with her ex-husband, that child looked more human then self, and so he has raised her as his own. Alynln felt it would not be fair to let this child [A girl] know who her true mother ws, as the danger in her work made it very likely Alyln could be killed.
2)[unknown] Her Brothers have been smuggling banded artifacts and items to collectors. Like old Dragon eggs and even darker livestock. She has no idea the family wealth is now based on this.

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1)The Barron Jolian Rake IV: The head of the 'Depatmento Investigate' and part of the churches secret service. She has worked for him for over 30 years. He has a safe house where they meet when he offers her work. He keeps the world safe and the nobles church in power.

2)Lord Alrino Lirono-Qill: Her ex-husband no remarried, they are on good terms, even if his new wife dose not like her. She sometimes calls and has from time to time helped him out with business problems.

3)Brigger Lofar: An evil gang boss know for crime with prejudiced. After he and his underworld gang killed a number of traders. She and others worked to uncovered him and his gang. The authority's locked him away, but news is, he paid his way out and is after vengeance. He is smart cunning and evil.

Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1)Playing with her late father, and brothers at Knights and dragons.
Three of the servants dressed as a dragon while she and her brothers chased it with wooden swords.

2)Seeing the sun side with her ex-husband, over the vine fields of his county villa. They had been siting eating breakfast an a warm summer morning. she had been 12 mouths pregnant and would seen give birth to her daughter. The light sun, the wounder breeze and feeling all was good in the world.

3)Hunting a killer known as the "Slasher" the moment she shot him in the leg and he fell screaming to his death. Seeing into his mind the evil there then looking down at his smashed body in the street below and the screams of passers by. He had killed 17 women and her feeling was that they had got justice.

Alchemical Cartridges:

Ammunition (Firearms):
An alchemical cartridge is a prepared bundle of black powder with a bullet or pellets, sometimes with more exotic material added, which is then wrapped in paper or cloth and sealed with beeswax, lard, or tallow. There are many types of alchemical cartridges, the simplest being the paper cartridge—a simple mix of black powder and either pellets or a bullet. Alchemical cartridges make loading a firearm easier, reducing the time to load a firearm by one step (a full-round action becomes a standard action, a standard action becomes a move action, and a move action becomes a free action), but they tend to be unstable. The misfire value of a weapon firing an alchemical cartridge increases as listed in each entry.

--Silver cartridges, 16

--Cold Iron cartridges, 16

Cartridge,
Fire Rounds:
On impact theses rounds do 1 point Fire damage and the subject must make a refund save DC16 or catch fire. Doing 1d6 fire DMG a round until put out with a Reflex save DC16 [+1 per round not made] objects make a save relative to the object type. [20 rounds]

Cartridge,
Flare:
When a flare cartridge hits its target, it only deals half damage, but the creature struck is blinded for 1 round (Fort DC 15 reduces this to dazzled), and creatures within a 20-foot burst are dazzled for 1 round (Fort DC 15 negates the effect). Flare cartridges are also useful for sending up signal flares. Firing a flare cartridge increases the firearm’s misfire value by 2 unless it is fired from a blunderbuss or a dragon pistol, in which case doing so only increases the firearm’s misfire value by 1. Flares can only be used to attack single creatures; they do not work as a shot for a cone scatter attack.

NOTES: