About Elize 'Lys' Brokenshield
Elize 'Lys' Brokenshield
AC 21, touch 17, flat-footed 14 (+6 Dex, +2 armor, +2 shield, +1 dodge)
HP 43 (5d10 + 5 [Con])
Fort +7, Ref +12, Will +5
Speed 30 ft.
Melee battleaxe +4(1d8-1; x3)
Ranged +12 (1d10+7; 19-20, x3)
Rapid Shot +10/+10 (1d10+7)
DA+RS +8/+8 (1d10+11)
Space 5 ft., Reach 5 ft.
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).
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.
Secret Knowledge [Religion] - +2 trait bonus Knowledge (Religion), Knowledge(Religion) is a class skill
World Traveller [Race] - +1 trait bonus to Sense Motive, Sense Motive class skill.
Highlander [Regional] - +1 trait bonus to Stealth, +2 in mountains, Stealth class skill.
Drawback: Nervous: Taking 10 for tasks that have a penalty for failing gives a result of 8.
[Human] Rapid Shot
[1st] Point-Blank Shot
[3rd] Precise Shot
[4th, Bonus] Deadly Aim
[5th] Rapid Reload
+11 Sense Motive
+14 Sleight of Hand
+15/16 Stealth (mountains)
+14 Disable Device
FCB: 1½ Grit points bonus.
[Light Load: 33lbs. || Medium Load: 66lbs. || Heavy Load: 99lbs.] 31lbs. worn.
The Messenger; +1 Heavy Repeating Crossbow, Darkwood (2520gp) [6lbs.]
Dwarf-Crafted Battleaxe. (10gp.) [6lbs. Left on horse as tool]
+1 Quilted Cloth. (1150gp.) [15lbs.]
Light Horse. (75gp.) [I'm not carrying the horse around.]
Iron Rations, two weeks' worth. (14sp.) [on the horse.]
40 bolts, 300 more on the horse, 30 silver bolts, 60 blunt bolts, 10 Adamantine Bolts. (100gp.) [4lbs.]
Left arm of Lastwall Plate armor (Works as +1 Masterwork Buckler(1,005gp.)) [5lbs.]
Masterwork Backpack (50gp.) [4lbs.]
Belt of Dexterity (+2) (4000gp)
Cloak of Resistance +1 (1000gp)
Heavy Wrist Launcher /w 2 Raining Bolts
5 Heartstake Bolts (100gp)
Masterwork Thieves' Tools 50gp
3 Oils of Abundant Ammunition (150gp)
Elize was one of the many orphans growing up in Trunau, but the only one with 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.
As she grew older, her rather care-free demeanor was attempted to be reigned in by joining the training for the watch, where due to her being rather small, meant mostly watching, something her eye for detail quite liked, and excelled at it, but, again, didn't quite seem like something she'd want to devote herself to.
In that fateful night at the Killin' Ground, sneaking out to see her pals, she was moved by Halgra's speech, and departed Trunau the following day, hugging her parents. The Brokenshields were afraid at first, but, seeing passion in their daughter's eyes for the first time talking about her future, let her go. Borrowing her mother's old battleaxe and armed with nothing more than that and her hopeknife, left for Nirmathas.
Arriving in Nirmathas, she became smitten by the passion of all the people there, when talking about freedom. Volunteering to join a squad, she soon matched and surpassed her teacher in the use of a crossbow, and began showing survival skills to rival veteran rangers. Spending the better half of a year there, fighting for freedom, leading guerilla warfare, her enthusiasm for Nirmathan started to wane as soon as she realized that the lack of organisation in them is was as much a curse as it was a boon. After surviving another poorly-planned battle, she simply vanished eastward, without leaving a trace.
Arriving in Druma, and being in awe at the grandeur and lavishness of everything there, she wished to forge a life for herself there. The organisation, apparent camaraderie and, to lesser extend, nice black uniforms, led her to apply for training. Her unerring skill with the crossbow, skill in subterfuge, survival and infiltration made the entrance tests easy, but seeing the sheer brutality of the Blackjackets when taking care of things and cynism against anything that doesn't involve money, made her join a caravan heading for Ustalav, leaving yet another place behind her back, retaining only a set of Blackjacket uniform as a memento of the experience.
As an experienced mercenary looking for work, she quickly found herself accompanying an inqusitor of Pharasma. Putting undead and saving villages from ravening monsters felt like a good life to lead, until, in a tragic turn of events, the inqusitor was slain by a mob of villagers, dominated by a vampire. Unable to fight the fight against such foes, she found herself with nothing else to do in Ustalav. All she had left was the clothes on her back, and the inquisitor's weapon in her hands.
Elize is a young human, leaning on the short and wiry side, with auburn hair and brown eyes. Under the right circumstances, she could be called cute. The thing that catches the eye is the absolutely unordinary outfit she has: An Ustalavian-styled 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. A small smile is almost always on her face.
Elize is quite the talkative person, and is as active as a dynamo. She usually compares things to something that has happened in the past five years of her past, and would always love to share a tale if prompted (and sometimes, even if not). Inquisitive in nature, she shows interest in almost anything, usually, followed by the question, "Can I try too? Please?"
Not one to show weakness, she usually masks negative emotions and distaste with humour and jests, especially fear. 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.