Velriana Hypaxes

Elize 'Lys' Brokenshield's page

577 posts. Alias of Evgeni Genadiev.


Full Name

Elize Brokenshield

Race

Human

Classes/Levels

Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |

Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10

Gender

Female

Size

Medium

Age

26

Alignment

NG

Deity

None in particular

Location

Ustalav

Languages

Common, Orc, Dwarf

Occupation

Carriage Haver

Strength 10
Dexterity 19
Constitution 12
Intelligence 14
Wisdom 14
Charisma 10

About Elize 'Lys' Brokenshield

Elize 'Lys' Brokenshield
Female Human Gunslinger (Bolt Ace) 3/Occultist (Psychodermist)
NG medium humanoid (human)
Init +6; Senses, Perception +8

DEFENSE:

AC 20, touch 15, flat-footed 15 (+4 Dex, +3 armor, +2 shield, +1 dodge)
HP 28 (3d10 + 3 [Con] + 3 FCB)
Fort +4, Ref +8, Will +6 (+2 vs Fear)

OFFENSE:

Speed 30 ft.
Melee handaxe +7(1d6; x3)
Ranged +8 (1d10; 19-20, x3)
Rapid Shot +6/+6 (1d10)
DA+RS +4/+4 (1d10+2)
Space 5 ft., Reach 5 ft.

SPECIAL ABILITIES:

====GUNSLINGER====
Grit (2/day)

Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Nimble(Ex): Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).
_____DEEDS______

Sharp Shoot (Ex): At 1st level, a bolt ace can resolve an attack against touch AC instead of normal AC when firing a crossbow at a target within its first range increment. Performing this deed costs 1 grit point. Can't be reduced by Cost-reducing Deeds.

Vigilant Loading (Ex): At 1st level, as long as a bolt ace has at least 1 grit point, she does not provoke attacks of opportunity when loading a crossbow.

Shooter's Resolve (Ex): At 3rd level, a bolt ace can spend 1 grit point when making a crossbow attack as a standard action and ignore the effects of concealment (though not total concealment) and cover (other than total cover) against that shot.

Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

====OCCULTIST====
Monster Hunting Lore (Ex): At 2nd level, a psychodermist gains a bonus equal to half his occultist level on skill checks made to craft trophies and Knowledge checks made to identify the abilities and weaknesses of creatures.
Discern Death (Su) At 2nd level, as a full-round action that provokes attacks of opportunity, a psychodermist can glean information from a creature’s corpse. The psychodermist must study at least one drop of the creature’s blood, a small portion of its flesh, or a fragment of one of its bones as a part of this action. This ability otherwise functions as blood biography, using the psychodermist’s occultist level as his caster level. The psychodermist can use this ability once per day at 2nd level, plus one additional time per day for every 3 levels beyond 2nd.
Trophies (Su): Gain Harvest Parts as bonus Feat.
Mental Focus (5/day, DC 14)
Abjuration
Warding Talisman (Su): Whoever wears (or holds, for bells) it gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 per 4 occultist levels.
Aegis (Su): As a standard action, you can expend 1 point of mental focus and touch a suit of armor or a shield to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum bonus of +4 at 18th level). Enhancement bonuses gained via this ability stack with those of the armor or shield, to a maximum total enhancement bonus of +5.

Divination
Third Eye (Su): The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist’s level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants low-light vision.
Sudden Insight (Sp): As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. You can use this foreknowledge as a free action before you roll any ability check, attack roll, or skill check to gain an insight bonus on that roll equal to 1/2 your occultist level (minimum +1). You can use your foreknowledge only once per turn, and if it’s not used by the end of your turn, the insight fades and you gain no benefit.
Watchful Eye (Sp): You can expend 1 point of mental focus as a standard action to create an invisible sensor within 30 feet that watches a 5-foot-square area. Whenever any creature enters that square, you receive a mental image of the creature as long as you are on the same plane as the sensor. The sensor remains active for 10 minutes per occultist level you possess. The image will not wake you from slumber, although you do receive all of the images the sensor collected once you wake up. The sensor can be deceived by invisibility and similar magic. You can expend additional points of mental focus when creating the eye to increase the size of the square by 5 feet per additional point spent (to 10 feet square, 15 feet square, and so on).

Transmutation
Physical Enhancement (Su): The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).
Legacy Weapon (Su): As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5.
Philosopher’s Touch (Su): As a standard action, you can expend 1 point of mental focus and touch a weapon, causing it to gain the properties of a special material. You can cause the weapon to be treated as cold iron or silver for the purposes of overcoming damage reduction for 1 minute per occultist level you possess.
Sudden Speed (Sp): As a swift action, you can expend 1 point of mental focus to grant yourself a burst of speed. This increases your land speed by 30 feet for 1 minute. This ability does not stack with itself.

______SPELLCASTING______
Knacks (DC 12): Know Direction, Detect Poison, Mending
1st Level: Alarm, Heightened Awareness, Gravity Bow, Feather Fall, Liberating Command

Traits and Feats:

Alternate Race Trait - Imposter Wary (+2 vs Illusions, Sense Motive free ranks)
Vagabond Child [Region] - +1 to Disable Device, class skill
Making Good On Promises [Campaign] - +2 vs fear.

FEATS
[Human] Fast Learner
[Occultist] Harvest Parts
[1st] Precise Shot
[3rd] Rapid Shot

Skills:

4 base, 2 from int, 1 from Skilled/Alternate, +1 from FLearner, 2 background

Disable Device (3 ranks, 4 Dex, 3 Class, +2 Tools, 1 bonus) +13
Perception (3 ranks, 2 Wis, 3 Class) +8
Survival (3 ranks, 2 Wis, 3 Class) +8
Acrobatics (1 rank, 4 Dex, 3 Class) +8
Climb (1 rank, 3 class) +4
Ride (1 rank, 4 Dex, 3 class) +8
Knowledge (Religion) (1 rank, 2 Int, 3 class) +6
Knowledge (Dungeoneering) (1 rank, 2 Int, 3 Class) +6
Stealth (3 rank, 4 Dex, 3 class) +10
Sense Motive (3 rank, 2 wis, 3 class) +8
Use Magic Device (1 Rank, 2 Int, 3 class, 1 bonus) +7

Knowledge (Engineering) (3 ranks, 2 int, 3 class) +8
Lore (Monster Hunters) (3 ranks, 2 int, 3 class) +8

FCB: +1 HP, +1 skill point bonus.
Languages: Common, Dwarven, Orc

GEAR/POSSESSIONS:

Heavy Horse, Combat Trained x2 (600gp)
Military Saddle (20gp)
Carriage (100gp)
Masterwork Heavy Repeating Crossbow (Class)
2 Wrist Launchers, Heavy (500)
Mwk. Handaxe (310)

Parade Armour (Druma) (25)
+1 Metal Buckler (1015)

200 Bolts (20)
100 Blunt Bolts (20)
5 Silver, alchemical Bolts (11gp)
2 Raining Bolts (40)
20 Barbed Bolts (2)
Masterwork Thieves' Tools (50)

282gp left, will probably leave for books, etc.


===================================================

Background:
Elize was one of the many orphans growing up in Trunau, the sole 'civilised' town in the Hold of Belkzen, raised by dwarven parents. Growing up in the Brokenshield household meant learning about maintaining, fixing and creating various devices, from hammering a cart-wheel to shape to keeping Trunau's porticullis oiled and rust-free. Elize showed some promise, but it was clear that she isn't terribly interested in the future of a tinkerer, and, seeing how her adoptive parents were still quite young and more than likely to outlive her, was left to her own devices.
A known pest and a prankster, it wasn't much surprise when she left Trunau quickly after coming of age to find her fortune around Lake Encarthan. Fleeting assistance to the Nirmathans' freedom-fighting, cut short by a vicious Molthunian response and flight to Druma. Encapturing by the glimmer and gold of the Kalistocracy, training to join the ranks of the Blackjackets, only for acts of brutality in service of coin few too many spoke to her better instincts.

It was Ustalav where she found purpose - a promising, if not veteran mercenary with a heart not too dark and desire for dedication obvious to some, where she joined forces with Viktor - an inquisitor of Pharasma, aiding the countryside with problems paranormal and mundane alike. Coin was sparse, but beds (or barns) were warm and easier to sleep with, and even the few horrors were easier to face with someone with conviction - faith that Lys never found - at your side. Professor Lorrimor was a man she'd seen a sparse few times - the studious eccentric consulted for matters more eldritch than the usual. At the wise professor's insistence, while consulted on a hunt for a devious vampire spawn, the broke inquisitor attempted to refuse a scroll containing the power of the sun - only to be given it for exchange for a future offer. The light proved life-saving as the duo were ambushed in their sleep soon after, with the Professor's name uttered in prayers (by the inquisitor) and many toasts (by Lys).

All light fades to darkness, however. In a small, nameless village, Viktor fell - slain by a mob of villagers, dominated by a vampire. Unable to fight the fight against such foes, after a mad dash to freedom and life, she found herself alone, once again.

Fear may clasp the heart, but debt and duty fend its claws, goes the Dwarven saying. Alone with nothing but a debt once again, Lys set foot to Professor Lorrimor's estate.

Appearance:
Elize is a young human, leaning on the short and wiry side, with auburn hair and brown eyes, plain but jovial, if not unattractive. The thing that catches the eye is the absolutely unordinary outfit she has: A once-majestic inquisitor's hat, a pair of gaudy Druman jeweled earrings, wearing a worn, unbuttoned Blackjacket uniform, interrupted by a sleeve of black-painted Blackwall full plate, and finishing with even more worn ranger's boots. Despite the mish-mashness of it, it's all picked so it fits together. A humongous crossbow-shaped contraption is strapped to her back, the words The Messenger engraved in silver on the stock. Two quivers, or Magazines are on each side of the blackjacket, and a worn leather pouch is usually on her side.

Personality:
Elize is crass. And nervous. And hides the latter behind the former. She gives lip service to Pharasma, aids others out of principle while convincing herself it's out of habit, and is internally sure that a sudden and inevitable end is behind every corner.

Not one to show weakness, she usually masks negative emotions and distaste with humour and jests, especially fear and loneliness, the two emotions drilling in her mind in the quiet after battle. While outwardly jovial, she often questions her choices, her skills and especially, her conviction to the cause, the thought of running away whispering quietly in her mind.