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About 'Lizbeth'First Mate of Archon's Shadow Backstory:
Elizia Jynx better known as ‘Lizbeth’ to the crew of the Archon’s Shadow has lived among the pirates of the shackles as long as she can remember. Born in Port Peril to two Vishkanya slaves, who were kept and bred for their natural ability to create a deadly poison, Elizia was no-less loved by her parents for the situation. Raised as a slave to a feared Pirate captain known as Gelvar Stormwrath, Elizia was used as an exotic house slave until she could become old enough to create the toxin her race was famed for. As well as a house slave, Elizia was forced to perform for Captain Stormwrath and his chosen guests and officers, as a marvel of exotic beauty along with her mother and father. Years of slavery hardened Elizia against indecency and forced servitude until she no longer truly lived; being little more than a cold centre in a pleasing shell. Once she was a young teenager, Captain Stormwrath would take her aboard during sea journeys, using her toxin in battles to great effect. During, a hard fought battle with the Chelish Navy, her mother and father were killed by collapsed rigging, leaving Elizia alone. Once the ship was repaired and re-fitted in Port Peril, Captain Stormwrath immediately set out to sea once more, sailing through the waters around the Eye for new plunder, despite warnings and fearsome portents from the Priests of Gozreh. Ignoring these as superstition, the Captain set off regardless, sailing through the eye when he spied a prize seemingly ripe from the taking, a Corsair lying low in the water and sailing listlessly. Never one to stick to a code of brotherhood, Stromwrath ordered the prize to be taken alive. This was not to be however, as they got close, the Corsair’s helplessness was revealed to be a ruse and soon the pirates were facing a counter-boarding action from the pirates of the Archon’s Shadow. Led by a tall bronze-skinned half elf wielding a deadly cutlass and commanding the power of lightning and supported by the sermons of a powerful Half-orc, Stromwrath was soon defeated and taken prisoner. Elizia was freed by the Half-Orc, revealed to be the Quartermaster of the rival crew and offered a place on the Shadow or to be released wherever she wished. With nowhere else to go and no life outside slavery, Elizia agreed and joined the crew. Years aboard the Shadow has shown Elizia, who took the name Lizbeth to break away from her roots, that life can be worth living when you are free, she was taught to run the ship by the various crew members aboard and even taken under the wing of the mysterious captain and taught many skills and Arcane magic. At 16, Lizbeth was given the choice of joining the officers after the death of the previous First Mate at the hands of a sea shark. Lizbeth had personally killed the beast in vengeance for their departed crew mate and she readily accepted the request of their captain. At this point, Lizbeth was let in on some of the secrets of the Captain: first, that he was a privateer in the Andoran navy and secondly; his long trips away were at the behest of the Pathfinder Society and Major Colson Madris of the Steel Falcons. Lizbeth agreed to join the Society, invited by her Captain and Major Madris and joined the Andoran’s Gray Corsairs.
Who is Lizbeth?:
Character Sheet:
Elizia ‘Lizbeth’
Lizbeth Vishkanya/ Bloodrager (Urban, Draconic) 4 / Monk (Scaled Fist) 2 N Medium Humanoid (Vishkanya) Init +5; Senses: Low-Light Perception -1, Sense Motive -1 --------------------
HP 54 ; DR 2 Vs Bludgeoning Fort +10, Ref +10, Will +4 ; +Level Vs Posion, Dragon Style: +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. --------------------
Melee: Claws (x2) +10 / +10 ; d6 + 5 ; Slashing, Magic
Ranged: Cold Iron Chakram +10 ; d8 +1 x2 --------------------
Base Atk +5 (Flurry BAB: +5/+5) ; CMB +6; CMD 26 Feats: Weapon Finesse (1st), Dragon Style (Bonus), Stunning Fist (Bonus), Dodge (Bonus), Weapon Focus (Unarmed Strike) (3rd), Piranha Strike (5th), Eschew Matrials (Bonus), Traits: Criminal (+1 Disable device and c.s), Adopted (Elf) – Dilettante Artist (+1 Perform Dance and Diplomacy + c.s) Languages: Common, Vishkanya Skills: Acrobatics (5) + 13, Disable Device (3) +12 (+14), Diplomacy (6) +15, Handle Animal (1) +8, Escape Artist (4) +14, Intimidate (1) +8, Knowledge Arcana (1) +4, Perform (Dance) (1) +11, Stealth (1) +11, Swim (1) +5 SQ : Sensual (+2 on Perform), Limber (+2 Escape Artist/Stealth), Combat Gear: 5 Cold Iron Chakram (10gp), M/W Thieves’ tools (100gp), Acid Flask x2 (20gp), Alchemist fire x2(40gp), Cloak of resistance +1 (1000gp), Anti-toxin x1 (50gp), Anti-plague x1 (50gp), Bloodrager kit (5gp), Amulet of Mighty Fists (Agile), Belt of Incredible Dexterity (+2), Ring of Protection +1, M/W Backpack (50gp), Hot Weather Clothing (Free), Cold Weather Clothing (8gp), Headband of Alluring Charisma (+2), 1666gp 5sp Potion: CLW x2, CMW x1, CSW x1, Fly x1, Oil of Magic Weapon x1 Wand of Infernal healing 41/50, Wand of Mage Armour 45/50, spring loaded wrist sheath x2, Wand of Resist Energy 10/10, Wand of Remove Blindness/Deafness 7/7, --------------------
Toxic (2/day)[Swift] (DC: 15) :Apply Toxic saliva or Blood to a weapon wielded, Injury Poison, DC =10 + ½ level + Con; Frequency 1/round for 6 rounds; effect 1d2 dex damage; cure 1 save. Weapon Familiarity: Vishkanyas are always proficient with blowguns, kukri, and shuriken. Draconic Bloodline: Astral Drake Claws (Su): At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit. Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus. A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks. Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. Stunning Fist [DC17] [3/Day]: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your CHA modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. Controlled Bloodrage (+4 ; 14/Day): When an urban bloodrager rages, she does not gain the normal benefits. Instead, she can apply a +4 morale bonus to her Constitution, Dexterity, or Strength. This bonus increases to +6 when she gains greater bloodrage and to +8 when she gains mighty bloodrage. She can apply the full bonus to one ability score or split the bonus between several scores in increments of 2. When using a controlled bloodrage, an urban bloodrager gains no bonus on Will saves, takes no penalties to AC, and can still use Charisma-, Dexterity-, and Intelligence-based skills. A controlled bloodrage still counts as a bloodrage for the purposes of any spells, feats, and other effects. A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death. Fast Movement (Ex): A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed. Dragon Style: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round. Uncanny Dodge (Ex): At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion. Blood Sanctuary (Su): At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts. Blood Casting (Su): At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells (see below); spells from other classes cannot be cast during this state. Spells : 1st (DC15, 2 Known, 1+1/day) ; Feather Fall, Burning Hands Eagle Knight: Specialized in Diplomacy
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