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About Elize 'Lys' BrokenshieldElize 'Lys' Brokenshield
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).
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====
Divination
Transmutation
______SPELLCASTING______
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
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
Knowledge (Engineering) (3 ranks, 2 int, 3 class) +8
FCB: +1 HP, +1 skill point bonus.
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)
200 Bolts (20)
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.
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