Gunslinger

Rin Fizzlefuse's page

27 posts. Alias of Destroya.


Race

| Divination 6/6; Evocation 5/6; Illusion 6/6 | Active Effects: third eye (+3/+1), intense focus (+3), distortion (20%)

Gender

HP: 39/51 | AC 20 (touch 14, flat-footed 17) | CMD 16 | Fort +7, Ref +6, Will +6 (+2 vs enchants) | Speed 30' | Sense Motive +13; Perception +13 (low-light vision, darkvision) | Initiative +3

About Rin Fizzlefuse

Personality:

Inquisitive and direct. Rin loves a good mystery but only because she wants to solve it. The more bizarre and perplexing a situation is the more likely she is to get involved. She's never afraid to go first and take chances because she'd rather die knowing than live wondering. Despite her burning need to know she does feel that the chase is better than the catch so she often moves from one puzzle directly to another. "Why?" is the closest thing she has to a catch phrase.

First impressions mean a lot to Rin and how she treats a person will often depend on that crucial first interaction. It is possible to recover with her from a poor first impression but it takes time and effort. She shows more flexibility in her judgement when dealing with vulnerable populations such as children, seniors, and the ill. She has no tolerance for women who play up the role of the damsel in distress or who act like their heads are filled with air. Even worse are the men who encourage and enable such flighty behavior in women. Those unfortunate enough to provoke the ire of Rin will find themselves completely ignored and shut out in a dramatic display of the cold shoulder. The quickest way to get yourself back into Rin's good graces is to prove yourself as a valuable resource. She's never one to waste good tool! Rin naturally respects people who live their lives with integrity, have good intentions, and who work within the bounds of the law. Oddly enough she has no problem occasionally bending the rules herself if the cause is noble or the mystery is juicy.

Tinkering about with various contraptions is a bit of a side interest for Rin. More often than not her version of tinkering is taking a gadget apart just to see how it works with no intentions of putting it back together. The more parts working together to make a whole, the better she likes it. She's a bit more productive with her alchemy than she is with her tinkering and crafts up useful items when she can spare the time. She feels that working with your hands builds character and ensures you leave something behind to remind others of your legacy. She's a sucker for trinkets and knick-knacks that are obviously aged and come with an interesting history.

Appearance:

Long, straight platinum hair is pulled back in two high asymmetrical pig tails that seem determined to sprout off in every direction before coming to a stop just past Rin's shoulder blades. Partially grown out bangs flop lazily over one eye causing her to frequently huff and puff upwards to get them out of her face. Deep set blue eyes peek out from under high arched brows with a permanent look of skepticism accentuated by smokey hues painted over her eyelids. Her plump lips are likewise colored with a dark shade of dusky rose making her wide mouth even more prominent against her fair skin. In the middle of her face sits a round, upturned nose which often sports a smudge of ink across the tip. Rin's slender elven frame stands tall and proud giving her an air of openness about her.

Style:

Eclectic is probably the best term to describe Rin's style. She prefers muted tones, bold patterns, and a mix of textures in combination with a wide array of accessories. Her most iconic outfit features a dark grey leather high back corset with a linen grey and black striped bust. The skirt has short, light grey ruffles in the front while the back falls to the ground and is edged with the same grey ruffles in a double layer around the hem. Slung low around her hips is a thick black belt with a discolored silver buckle. She covers most of her legs in a pair of grey and black stockings with a blocky striped pattern that rise part way up her thighs. She denies using alchemical glue to keep them in place. Her knee-high boots are made of faded dark grey suede with black laces running up their length and a sizable heel she thinks compensates for her mediocre height.

Rin accessorizes with trinkets that have stories and as such most of them show signs of age and wear. On her hands she wears black leather fingerless gloves that look like they've seen more then a few cracks patched over in their time. It seems like the straps and brass buckles used to keep the gloves from slipping off have been completely replaced rather recently. Her middle finger on her left hand sports a large, ornate ring. The metal is worked to resemble lace and the superior craftsmanship is evident. The large stone in the center is a dark purple but any jeweler could identify it as fake at a glance. Rin has a few simpler rings on her other fingers and she tends to twirl them around when she finds herself sitting idle. Around her neck hangs a rather chunky locket on a metal chain so old Rin can't identify the metal through its color. On one side of the locket is a portrait that seems to be clipped from an old newspaper and on the other is a bit of pink ribbon glued in place. The crowning finish to her outfit is a pair of goggles on a thick black band that sit on her head like a headband. The goggles are in good shape compared to her other accessories and the glass is cleaned and smudge free. The frames of the goggles are silver with brass rivets and Rin's name is etched in on one side.

RIN FIZZLEFUSE

Female Elf Secret Broker Occultist 7
NG Medium humanoid (elf)
Init +3; Senses aura sight, low-light vision; Perception +10

DEFENSE

AC 20, touch 14, flat-footed 17 (+5 armor, +1 deflection, +3 Dex, +1 natural)
hp 51 (7d8+7)
Fort +7, Ref +6, Will +6; +2 vs enchantment effects
Immune sleep

OFFENSE

Speed 30ft
Melee mwk dagger +5 (1d4-2/19-20)
Ranged mwk dagger +9 (1d4-2/19-20)
Implement Schools
... Divination (goggles, 6 points) — Resonant third eye; Focus mind eye (7 minutes)
... Evocation (gloves, 6 points) — Resonant intense focus (+4); Focus energy ray, energy blast (DC 19)
... Illusion (ring, 6 points) — Resonant distortion (20%); Focus cloak image (7 minutes), minor figment (7 rounds), unseen
Occultist Spells Known (CL 7th; concentration +13)
... 3rd (2/day) — displacement, invisibility purge, retrocognition
... 2nd (5/day) — blood biography, mirror image, pilfering hand
... 1st (6/day) — burning hands, detect secret doors, vanish
... 0 (at will) — detect psychic significance, ghost sounds, light
Spell-Like Abilities (CL 7th; concentration +13)
... 1/day — comprehend languages, detect magic, detect poison, read magic

STATISTICS

Str 7, Dex 16, Con 12, Int 23, Wis 10, Cha 12
Base Atk +5; CMB +3; CMD 16
Feats Brew Potion, Brilliant Planner, Craft Wondrous Items, Extra Mental Focus

Skills:

Acrobatics +7
... (+3 class skill +3 Dex +1 ranks)
Craft (alchemy) +16
... (+3 class skill +6 Int +7 b.ranks; background skill)
Diplomacy +15
... (+3 class skill +6 Int +6 ranks)
Disable Device +13
... (+3 class skill +3 Dex +7 ranks)
Knowledge (arcana) +15
... (+3 class skill +6 Int +6 ranks)
Knowledge (engineering) +16
... (+3 class skill +6 Int +7 b.ranks; background skill)
Knowledge (history) +16
... (+3 class skill +6 Int +7 ranks; intellect headband)
Knowledge (planes) +15
... (+3 class skill +6 Int +6 ranks)
Perception +10
... (+3 class skill +0 Wis +7 ranks)
Sense Motive +10
... (+3 class skill +0 Wis +7 ranks)
Sleight of Hand +12
... (+3 class skill +3 Dex +6 ranks; background skill)
Spellcraft +15
... (+3 class skill +6 Int +6 ranks)
Stealth +10
... (+3 class skill +3 Dex +4 ranks)
Use Magic Device +16
... (+3 class skill +6 Int +7 ranks)

Traits clever wordplay, pragmatic activator (diplomacy)
Languages Celestial, Common, Draconic, Elven, Gnome, Orc, Sylvan
SQ broker secrets, envoy, implements 3, knowledge is power, mental focus (18), object reading, share memory
Combat Gear wand of cure light wounds (50 charges); Other Gear mwk dagger, +2 darkleaf studded leather armor, headband of vast intelligence +2, cloak of resistance +1, amulet of natural armor +1, sleeves of many garments, gloves of reconnaissance, ring of protection +1, boots of the cat, traveler's outfit, handy haversack, silk rope (50 ft.), string (50 ft.), grappling hook, crowbar, folding shovel, waterskin, thermos (treated as flask) filled with 1 pint of tea, packed lunch and snacks (treated as trail ration), journal with ink and pen, gear maintenance kit, grooming kit, portable alchemist's lab, mwk manacles, good lock, belt pouch, chalk (7), flint and steel, concealable thieves' tools, 300pp 24gp 8sp 9cp

SPEACIAL ABILITIES:

Aura Sight At 5th level, the occultist can read the auras of creatures around her as a standard action. This functions as the aura sight spell with a duration of 1 round.
Broker Secrets a secret broker can trade her secrets to another. For the purpose of this ability, an object's secret is composed of pieces of information gained from a single object through object reading, object seer, psychometry, or read object that the occultist didn't otherwise know and hasn't shared with another, written somewhere, or otherwise recorded or found a way to recover should she forget them and lose possession of the object. The secret broker can willingly use this ability in tandem with handing the object over to another creature in order to transfer the object's secret to that creature. The secret broker forgets the object's secret and the creature instantly learns the object's secret.
The secret broker can also destroy an object to remove her memory of the object's secret without transferring it to another. In either case, any onlookers who understand what the secret broker is doing, and the recipient in the case of a transfer, can intrinsically tell that the secret broker has used this ability rather than simply sharing the memory through other means or destroying the object but keeping its secret.
Cloak Image As a standard action, you can expend 1 point of mental focus to hide your appearance behind an illusion, as disguise self. The effect lasts for 1 minute per occultist level you possess. At 5th level, you can instead expend 2 points of mental focus to appear as a creature of a different type, but you must remain the same size. At 7th level, you can expend 1 additional point of mental focus to target a willing creature other than yourself with this ability.
Distortion The implement allows its bearer to distort her form and location, protecting her from harm. As a standard action, the bearer can gain a concealment miss chance equal to 5% for every point of mental focus invested in the implement (to a maximum of 5% + 5% for every 2 occultist levels you possess) until the next time the bearer makes an attack. If this miss chance reaches 50%, it doesn't increase further, but the bearer gains all the benefits of invisibility. Creatures with see invisibility, true seeing, or similar abilities ignore the miss chance from this ability.
Energy Blast As a standard action that provokes attacks of opportunity, you can expend 2 points of mental focus to unleash a blast of energy. This blast has a range of 100 feet, and deals 5d6 points of energy damage, plus an additional 1d6 points for every 2 occultist levels you possess beyond 5th (6d6 at 7th, 7d6 at 9th, and so on, to a maximum of 12d6 at 19th level). The blast deals damage to each creature in a 20-foot-radius burst, but each affected creature can attempt a Reflex save to halve the damage. When you unleash an energy blast, you must decide what type of damage it deals (acid, cold, electricity, or fire).
Energy Ray As a standard action that provokes attacks of opportunity, you can expend 1 point of mental focus to unleash a ray of pure energy as a ranged touch attack. This ray has a range of 30 feet. The ray deals an amount of energy damage equal to 1d6 points + 1d6 points for every 2 occultist levels you possess beyond 1st (2d6 at 3rd level, 3d6 at 5th, and so on, to a maximum of 10d6 at 19th level). When you unleash an energy ray, you must decide what type of damage it deals (acid, cold, electricity, or fire).
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.
Implements The occultist can access schools of magic through her implements. If these items are not in her possession, she must succeed at a concentration check with a DC equal to 20 + the spell's level.
Intense Focus The implement channels and enhances the effects of damaging evocations. A spellcaster who bears the implement can add the implement as an additional focus component for any of her damaging evocation spells that have an instantaneous duration or focus powers with an instantaneous duration. If she does so, the spell or focus power deals 1 additional point of damage of the same type to each creature for every 2 points of mental focus invested in the implement, to a maximum of 1 + 1 for every 2 occultist levels you possess.
Mental Focus The occultist has a certain number of points of mental focus, which she can invest into her implements at the beginning of the day to access her implement schools’ resonant and focus powers. She can divide the focus in any way she desires. It takes 1 hour for the occultist to invest her implements with mental focus.
Once the occultist invests mental focus in an implement, the
implement gains its school’s resonant power, and the occultist can
spend mental focus stored in the implement to access its focus powers. The implement grants its resonant power to whoever possesses it (allowing the occultist to aid allies, but making her spells more difficult to cast). The occultist must be holding her implements to expend their focus powers.
The occultist can choose to save generic mental focus inside her own body instead of investing it. She can expend generic focus on any focus power she knows, but doing so costs twice as many points of mental focus, and an implement into which she did not invest mental focus grants no resonant power. If one of her implements is lost or destroyed, the invested mental focus is lost. Mental focus refreshes once each day after the Occultist sleeps for at least 8 hours.
Mind Eye As a standard action, you can expend 1 point of mental focus to create a mind eye—a magical sensor through which you can see and hear. The mind eye is invisible and its size is Fine, giving it an AC of 18. Any amount of damage to the eye destroys it, but it can be harmed by only spells or magic weapons. The eye moves with a fly speed of 60 feet with perfect maneuverability and can travel up to 1 mile away from you. You must concentrate as a standard action to direct the eye and receive sensory images through it. The mind eye sees as your eyes see, including any additional senses you possess (such as darkvision or see invisibility). The mind eye lasts for 1 minute per occultist level you possess.
Minor Figment As a standard action, you can expend 1 point of mental focus to create a minor figment. This can function as either ghost sound or minor image. In either case, the effect lasts for a number of rounds equal to your occultist level. If you are 7th level or higher, the figment lasts for a number of minutes equal to your occultist level, and you can cause the figment to change once during its duration when a specified condition occurs.
Object Reading An occultist learns how to read information from items she examines. Examining an item in this way requires her to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if she had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist's class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist's class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature's appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock, but doesn't require a skill check and can be used at will.
Sudden Insight 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.
Share Memory A secret broker learns to use her knowledge transference powers more flexibly, allowing her to use share memory at will, but only with willing targets.
Third Eye The implement allows its bearer to notice that which can't easily be seen. 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. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.) If the occultist is 7th level or higher and stores at least 9 points of mental focus in it, the implement also grants the effects of see invisibility.
Unseen As a standard action, you can expend 1 point of mental focus to become invisible, as invisibility. This effect lasts for 1 minute per occultist level you possess. You can expend 2 points of mental focus instead of 1 to use this power on a willing adjacent creature instead of yourself. You can still see creatures you make invisible with this power. If the invisible creature makes an attack or otherwise takes an action that would cause the invisibility to end, you can immediately expend 1 additional point of mental focus to allow the creature to remain invisible if the creature is within 30 feet of you.

EQUIPMENT PROPERTIES:

Boots of the Cat The boot’s wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on her feet.
Gloves of Reconnaissance On command, the wearer can use the gloves to see and hear though solid material no more than 5 feet thick by placing both hands on that material. The wearer can use the gloves once per day for up to 1 minute.
Sleeves of Many Garments The wearer of these sleeves can, when she slips them on, choose to transform the appearance of her current garments into any other non-magical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form.