I apologize for what is surely to be a very long post...
Aalin Ranohrel
Human Female Artificer 1
Alignment: NG
Religion: The Sovereign Host (Onatar, NG God of Artifice and the Forge)
Age: 17
Size: Medium; 5’3”, 115lb.
Languages: Common, Goblinoid, Dwarven, Giant
Traits: Plucky (lord, I hate the word 'plucky'...), Quick
Flaws: Vulnerable
Sanity: 50/50
Abilities:
Str 12 (+1)
Dex 14 (+2)
Con 12 (+1)
Int 16 (+3)
Wis 10 (+0)
Cha 14 (+2)
Hit Points: 6 (1d6+1-1 Quick Trait)
Initiative: +2 (Dex)
Speed: 40 ft. (30 + 10 for Quick Trait)
Armour Class: 15 = 10 + 2 (Dex) + 4 (class defense bonus) -1 (Vulnerable Flaw)
Saves: Fort +0 (base +0 / Con +1 / -1 Plucky Trait); Ref +2 (base +0 / Dex +2); Will +3 (base +2 / Wis +0 / +1 Plucky Trait)
Action Points: 5
Class Features: Artificer Knowledge; Artisan Bonus; Disable Trap; Item Creation.
Infusions: 3 per day = 2 + 1 bonus for high Int score.
Craft Reserve: 17 (used 3 to make scrolls...see below)
Feats: Magical Aptitude / Skill Focus - Use Magic Device / Artificer bonus feat - Scribe Scroll / Education
Skills:
Appraise: +7 (ranks +4 / Int +3)
Concentration: +5 (ranks +4 / Con +1)
Craft (blacksmithing): +7 (ranks +4 / Int +3)
Disable Device: +7 (ranks +4 / Int +3)
Knowledge (arcana): +6 (ranks +3 / Int +3)
Knowledge (architecture and engineering): +6 (ranks +3 / Int +3)
Knowledge (history): +5 (ranks +1 / Int +3 / Education +1)
Knowledge (religion): +5 (ranks +1 / Int +3 / Education +1)
Search: +7 (ranks +4 / Int +3)
Spellcraft: +9 (ranks +4 / Int +3 / Magical Aptitude +2)
Use Magic Device: +11 (ranks +4 / Cha +2 / Magical Aptitude +2 / Skill Focus +3)*
*UMD check is +13 to activate scrolls (Artisan Bonus)
BAB: +0
Melee: +1 (+0 BAB, +1 Str)
Ranged: +2 (+0 BAB, +2 Dex)
Attacks:
light crossbow +2;1d8 piercing, 19-20/x2
dagger +1; 1d4+1 slashing/piercing, 19-20/x2
light mace +1; 1d6+1 bludgeoning, x2
Gear (total value: 88gp / total weight: 24.5lb.):
Travelling clothes (1gp, 5lb.)
Light crossbow (35gp, 4lb.)
20 crossbow bolts in cases (2gp, 2lb.)
Dagger (2gp, 2lb.)
Light mace (5gp, 4lb.)
Backpack (2gp, 2lb.)
Waterskin (1gp, 5lb.)
Scroll Case (1gp, 0.5lb.)
Scrolls (13gp x 3 = 39gp, 0lb.) - Scrolls to be chosen soon...
Background: Aalin is a farm girl with a dream, and it isn’t to be a blacksmith. But then, apprenticing with the local smith, Maril, was just a cover. In fact, Maril wasn’t exactly what he appeared to be, either.
Aalin met Maril at age 11 when she accompanied her father to the workshop with a plough blade that needed to be repaired. The older man and the child struck up a friendship which lead to an apprenticeship in more than just blacksmithing.
In Maril, Aalin felt she had found an intellectual equal (such was her ego, even at that age) and he knew things...he knew about faraway places and strange creatures.
And magic.
Maril was not just a blacksmith. He was an Artificer, long since retired from a life of adventuring across Khorvaire and beyond, and now settled just outside the village of Bluevine in Aundair to live the quiet life of a smith.
He recognized the girl’s talent for magic almost immediately and realized that he might now have the chance to pass down some of his knowledge to someone else. He could also see that Aalin was not like other girls her age. She was pretty, charming and well-liked, but not well-understood. Maril knew Aalin would not be able to find a place for herself in the small community. It would have been different had her parents the resources to send her to school. But this was not to be.
Thus, she spent the next six years working in Maril’s workshop. There, she learned blacksmithing. She also listened raptly to his stories about exotic locations - the Pond of Shadows, Taer Sadaen, Dreadhold - and studied the languages of distant peoples and creatures.
And she learned about magic and began to dream of an adventurer’s life. The farm would no longer do. When she wasn’t at Maril’s, she was in her own workshop, in the hayloft of the family barn, where she practiced and worked on her own magical creations. Her parents despaired and the townspeople continued to talk.
Though he was clearly advancing in age, Maril had always seemed healthy and strong. So it was a shock to Aalin when, after a minor accident in the shop, her master fell ill. Local healing and Maril’s own skill with magic were not enough to overcome the infection, which continued to spread. Maril eventually died.
***
I imagine that after her master's death, Aalin left town and headed for Sharn, looking for adventure. I haven't yet got her to the 'Morgrave Gambit' part, but that's coming.
She's young, and for all her feelings of superiority, she's got little experience of the real world; she's just heard stories and read books. She might even be a bit of a liability to any party taking her on...but she's also pretty keen to dive right in and see what happens.
I hope Aalin, who seems quite different from the rest of the characters already posted, will find a place within the party. If Aalin is not the sort of character you are looking for, or if you have any suggestions, corrections, etc., please let me know.