Iriel Goldwind, at least that is the name she uses among humans, is a one hundred and twenty six year old elf.  She rarely speaks of her past, of the violent storm that shattered the ship her family was travelling on, or the years she spent crafting poisons and other lethal concoctions for an assassin’s guild after she washed up on shore.<br/><br/>She is the child of Elven wanderers and alchemists, a duo who made their way studying the world and unlocking its secrets.  They taught her as they travelled, and even at a young age she had a knack for alchemy.  The storm that killed her parents, and left her half-drowned on a distant shore, changed Iriel's life forever.  Between a fever and hallucinations, she doesn't remember much of the days that followed.  Questions about her past and skills, threats of violence if she tried to escape, and an offer of employment that was effectively slavery.  When her mind finally cleared, she was working for a small group of assassins, producing poisons for their use.<br/><br/>She took up dancing as an escape, the freedom of movement a protest against the cramped quarters that she lived most of her life in.  She never thought that she'd one day use it to help support herself.<br/><br/>It was in the confusion during a raid by the local city guard that Iriel saw her chance.  She fled, taking what little coin she had managed to scavenge, and booked a trip on the first ship she came across.  She had no destination in mind, just away, far away.<br/><br/>Korvosa was a place for Iriel to make a new start.  She chose it at random, hoping that those that might be searching for her would have difficulty following a trail that didn't have a specific purpose.  She found a job as a stage dancer and occasional mercenary.  While she still practices alchemy, she refuses to sell poison.  While she might use it to aid herself, she doesn't want to be responsible for the death of those that may be innocent.<br/><br/>Iriel has been with the company for two months, and has only been in the city for roughly two and a half.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body"><div class="floatright">(https://elliquiy.com/elluiki/images/e/e7/Dancer_elf.jpg)</div><tt class="bbc_tt">Aeriele Mithtalen, Eriel 'the Elven Dancer' Goldwind<br/>Level 2 True Neutral Elven Alchemist<br/><br/>STR:  8 [-1]   INT: 20 [+5]<br/>DEX: 16 [+3]   WIS: 10 [+0]<br/>CON:  8 [-1]   CHA: 14 [+2]<br/><br/>HP: 8<br/>BAB: +1<br/>Fort +2, Ref +6, Will +0<br/><br/>  CLASS<br/>Alchemy<br/>Bomb 1d6<br/>Brew Potion<br/>Mutagen<br/>Throw Anything<br/>Discovery<br/>Poison Resistance +2<br/>Poison Use<br/><br/>  FEATS<br/>Skill Focus (Craft, Alchemy)<br/><br/>  TRAITS<br/>Alchemical Adept (+2 Craft Alchemy, don't ruin ingredients as easily)<br/>Talented, Dance (+1 Perform (Dance), Perform always a class skill)<br/><br/><br/>  RACIAL<br/>Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.<br/><br/>Keen Senses: Elves receive a +2 racial bonus on Perception checks.<br/><br/>Envoy: Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf's level. This racial trait replaces elven magic.<br/><br/>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.<br/><br/>Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.<br/><br/>  SKILLS<br/>Acrobatics +5, Craft (Alchemy) +17, Disable Device +8, <br/>Knowledge (Nature) +10, Perception +7, Perform (Dance) +8, <br/>Sleight of Hand +8, Spellcraft +10, Survival +5, <br/>Use Magic Device +7<br/><br/>Languages: Common, Elven, Celestial, Draconic, Goblin, Orc, Sylvan<br/><br/>  DISCOVERIES<br/>Precise Bombs<br/><br/>  EXTRACTS<br/>--1st Level (4/day)<br/>Crafter's Fortune<br/>Cure Light Wounds<br/>Disguise Self<br/>Firebelly<br/>Illusion of Calm<br/>Polypurpose Panacea<br/>Shield<br/>Targeted Bomb Admixture<br/><br/>  EQUIPMENT<br/>Alchemist's lab (+2 to alchemy)<br/>Backpack<br/>Bandolier<br/>Bedroll<br/>Belt Pouch<br/>Bottle x10<br/>Canteen<br/>Everburning Torch<br/>Flask x20<br/>Hip Flask<br/>Oil x10<br/>Rope<br/>Soap<br/>Vial x10<br/>Waterproof Bag<br/>Wrist Sheath<br/><br/>3x Smoke Pellet (Crafted)<br/>3x Tanglefoot Bags (Crafted)<br/><br/>Peasant's outfit<br/>Peasant's outfit (Tear Away)<br/>Explorer's outfit<br/>Entertainer's outfit<br/>Entertainer's outfit<br/>Artisan's outfit<br/><br/>Chain Shirt<br/>Longsword<br/>Masterwork Longbow<br/>  w/100 Arrows<br/>Dagger<br/>Dagger<br/><br/>53gp<br/>9cp</tt></div></div>