Luculla Gens

Lizbeth Emander's page

156 posts. Organized Play character for Jessica Catalan (Organized Play Line Developer).


Full Name

Lizbeth Emander

Race

| HP: 15/15 | AC 16 (T12, FF 15) | CMB: +4 CMD: 15 | F:+6* R:+2* W:+5* | Init +1 | Perc +4, SM +0, Social +0

Classes/Levels

| Speed 30 ft. | Spells: 1st: 3/3 | MF: Abjuration: 5/5, Conjuration: 2/2 | A Sure Thing: 1/1, Pharasma's Blessing: 1/1 | Active Conditions: Warding Talisman +1, Sunrod, Shield (2 min), Resistance, Nauseated (1/5 rounds)

Gender

Female Human Occultist (battlehost) 4

Size

Medium

Deity

Besmara, Shizuru

Languages

Common, Celestial, Giant, Tian

Occupation

Pirate Ronin Pathfinder

Strength 16
Dexterity 13
Constitution 12
Intelligence 16
Wisdom 10
Charisma 10

About Lizbeth Emander

LEVEL UP TO 5 and spend GP

Statistics:

PFS # 276820-14
Faction: Silver Crusade
Experience 12
Fame 18, Prestige Points 16
Infamy 5, Infamy 5

Lizbeth Emander
Female Human Occultist (battle host) 2
CG Medium Humanoid (human)
Init +1; Senses Perception +5

------------------------------
DEFENSE
------------------------------
AC 16, touch 12, flat-footed 15 (+3 armour, +1 deflection, +1 Dex, +0 shield)
…shield: +4 AC
hp 15 (2d8+2)
Fort +5, Ref +1, Will +4

------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee +1 greatsword +6 (2d6+5/19-20)
Ranged shortbow +2 (1d6/x3) (60 ft.)
Spells Known (CL 2nd, Concentration +5)
1st—3/day—cure light wounds, shield
0—At Will—resistance, stabilize
Mental Focus Invested: Abjuration (5 points), Conjuration (2 points)

------------------------------
STATISTICS
------------------------------
Str 16, Dex 13, Con 12, Int 16, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 15
Traits pragmatic activator, a sure thing
Feats extra mental focus, weapon focus (greatsword)
Skills Appraise +8, Disable Device +8, Knowledge (arcana) +8, Knowledge (history) +8, Perception +5, Profession (sailor) +5, Spellcraft +8, Use Magic Device +8 (+1 w/ weapons, armour, and shields)
(8 points; 4 class, 3 INT, 1 race, 0 favoured class) (Check Penalty: -1)
Abilities Battle skill, Battle Reading, Focus powers (mind barrier, loci sentry), implement (Abjuration, Conjuration), knacks, mental focus (7), panoply bond, resonant powers (warding talisman)
Languages Common, Celestial, Giant, Tien

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
A Sure Thing (trait): Once per day, you gain a +2 bonus on a single attack roll against an evil creature. If the creature is not evil, this ability is wasted with no benefit.

Battle Reading: an occultist learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he 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 (see page 196), but doesn’t require a skill check and can be used at will.
...This works only on weapons, armour, and shields.

Battle Skill an occultist’s knowledge of magic items grants him a bonus when attempting to use them. He gains a bonus on all Use Magic Device checks (with weapons armour and shields) equal to 1/2 his occultist level.

Focus Powers (Su): An occultist learns the base focus power from (her one) implement school and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus. Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them. (DC 14)
Abjuration: Mind Barrier (Sp): Swift action, 1 mental focus, create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1. (2 damage)
Abjuration: Loci Sentry (Sp): Standard action, 1 mental focus, set a ward about an area. This area has a maximum radius of 10 feet + 5 feet per occultist level you possess. Whenever a creature enters the area, a sentry manifested by your psyche appears and strikes out at the intruder. The affected creature must succeed at a Will save or be dazed for 1 round. You are immediately aware of the sentry’s activation. The sentry lasts for up to 1 hour per occultist level you possess, or until triggered. When you set the sentry, you can set any number of specif ic creatures to be immune to the sentry and thus avoid triggering it. (15 ft. radius, 1 hour)
...Conjuration: Servitor (Sp): As a standard action, you can expend 1 point of mental focus to summon a servitor. This ability functions as summon monster I, but you can use it only to summon a single creature, and the effect lasts for 1 minute. At 4th level and every 3 levels thereafter, the level of the summon monster spell increases by 1, to a maximum of summon monster VII at 19th level. You can’t have more than one servitor in effect at a time. At any time, you can expend 1 point of mental focus as a free action to extend the duration of an active servitor by 1 minute.

Implements (Su): An occultist learns to use (one) implement school. At 2nd level and (10th, 14th, and 18th), the occultist learns to use one additional implement school, to a maximum of (five) schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.
[…]Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on). Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist. In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.
…Abjuration (greatsword)
...Conjuration (greatsword)

Knacks: An occultist learns one knack, or 0-level psychic spell, each time he selects an implement school (including when he again selects a school that he has already learned to use). These spells are cast like any other spell, but they can be cast any number of times per day. Knacks cast using any other spell slots because of metamagic feats applied to them, for example, consume spell slots as normal.

Mental Focus (Su): An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier (5); these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally. Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school, and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement. The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus.
…The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost. The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power.

Panoply Bond (Su): A battle host forms a supernatural bond with a specific weapon, suit of armour, or shield. This selection is permanent and can never be changed. The bonded item is masterwork quality and the battle host begins play with it at no cost. The bonded item is immune to the broken condition for as long as the battle host lives. If a battle host dies and is restored to life, the bonded item is also restored if it was destroyed. Any magic powers associated with a battle host’s bonded item function only for the battle host; in the hands of anyone else it is only a masterwork item. The bonded item starts as an implement for any single school of magic at 1st level, and gains access to additional schools of magic at 2nd, 10th, 14th, and 18th levels, granting the battle host access to base focus powers and resonant powers accordingly. The battle host’s bonded item serves as his implement component to cast occultist spells of all the schools that he knows. However, he must split his mental focus among the schools he knows for the purpose of determining resonant powers and using focus powers, even though he possesses only one physical item as an implement. This ability alters implements, mental focus, spellcasting, and implement mastery.

Resonant Powers
Abjuration: Warding Talisman (Su): The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement 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 for every 4 occultist levels you possess. (+1)
...Conjuration: Casting Focus (Su): The implement empowers the bearer’s ties to the worlds beyond, allowing his spells to maintain their power for a longer period of time. The bearer can add the implement as an additional focus component to any conjuration spell he casts that has a duration measured in rounds per level. If he does so, he adds 1 to his caster level for every 2 points of mental focus stored in the implement (to a maximum bonus equal to your occultist level). This increase applies only when determining the duration of the spell. Apply this increase after other effects that adjust a spell’s duration, such as Extend Spell.

Weapon and Armor Proficiency: A battle host is proficient with all simple and martial weapons and with all types of armor (heavy, light, and medium) and shields (including tower shields). This replaces the occultist’s weapon and armor proficiency.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Combat Gear +1 greatsword, shortbow, arrows (20), blunt arrows (20), acid, alchemist's fire (2), holy water, wand of cure light wounds (50)
Possessions +1 studded leather, cloak of resistance +1, ring of protection +1, backpack, bedroll, bet pouch, charcoal, flint and steel, grappling hook, grooming kit, holy symbol (silver: Besmara, silver: Shizuru), journal, mess kit, rations (4), silk rope (50 ft.), thieve’s tools, sunrod (2), waterskin, whetstone
Implements The Greatsword of Ronin Renku, Peasant Blade of Enkorai
Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried 65.5 lbs.
Money 8,182 GP 1 SP 6 CP

Temp Gear:

Boons:

[] Heaven’s Redemption: Your experiences in Heaven have inspired you to change your philosophy. When you receive this Chronicle sheet, you can check the box that precedes this boon to change your patron deity to any legal lawful good deity, in the process changing your alignment to lawful good, lawful neutral, or neutral good. When you do so, you receive the benefits of an atonement spell without paying any associated costs. Additionally, you may freely retrain any class abilities, feats, or other features that no longer function with your new deity, as well as character abilities that are directly tied to your old deity’s favored weapon, such as the Weapon Focus feat. This boon does not affect your character’s items. (Refused)

[] [] Heavenly Scholar: Your studies of sacred scripture have enhanced your knowledge about matters of faith. If you are trained in Knowledge (religion), you can check a box that precedes this boon to add 1d6 to the result of one Knowledge (religion) check after rolling but before learning the results of your roll. Alternatively, you can check a box before rolling a Knowledge (religion) check to treat that check as if you were trained in the skill. You can use both boxes on a single skill check.

Inside Knowledge: As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization’s activities, and she shares some of her information with you. You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.

Lord Avid’s Recommendation: Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon off your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.

Pharasma’s Blessing: Pharasma blesses you for your service to the Godsmouth Cathedral. You may reroll any single attack roll targeting an undead creature or any single saving throw against an undead creature’s ability or effect, always taking the result of the second roll. You must make this reroll before the results of the first roll are known. If Pharasma if your patron deity you receive a +4 bonus on your peroll. Once this ability has been used, cross it off the Chronicle.

Prospective Poisoner You earned the respect of Pemak, a member of Daggermark’s Poisoner’s Guild. She welcomes to join the Poisoner’s Guild, or to suggest candidates to join the organization. All of your characters gain access to the Daggermark Poisoner Prestige Class as if it appeared on the Additional Resources list. Characters with this prestige class qualify for the Master Alchemist feat and can purchase poisons as if they had the Poison Use ability. Include a copy of this Chronicle sheet with the records of any PC who selects this option.

Timinic’s Trinkets It took some convincing, but you persuaded Timinic not to leave the Pathfinder Society and he’s determined t help reestablish the Dryblade Lodge in Daggermark. He has procured some useful tools for prospective recruits, and has offered these items to you as well. Ou can purchase any wondrous item from the Core Rulebook worth 250 gp or less, a pair of sleeves of many garments, or a traveler’s any tool for 1 Prestige Point. You can use this boon any number times.

[] Sacred Champion (Silver Crusade): You have been infused with a portion of Heaven’s grace. You can check the box that precedes this boon to use the standard action version of lay on hands as if you were a paladin of your character level. If you already have lay on hands as a class feature, you can instead check this box to add 2d6 to the amount healing you provide with one of your uses of lay on hands.

----

Burgeoning Notoriety You cations have earned you a modicum of respect on the high seas, and you gain 5 points of Disrepute and 5 points of Infamy. Disrepute behaves in many ways like Prestige Points, allowing you to leverage your reputation to purchase a small number of boons. Prestige Points and Disrepute are not interchangeable unless otherwise noted. Infamy behaves in may ways like Fame, tracking the total number of Disrepute points that you have carried over our career, and you may use your infamy instead of your Fame when determining the maximum gp value of items purchased from your faction. As you continue your adventure in the Shackles, your Disrepute and Infamy will grow, as Weill the ways in which you may spend Disrepute.

Avast Ye! (1 Disrepute): Before attempting a Diplomacy or Perform (oratory) check when addressing a pirate or creature with the aquatic or water subtype, you may spend 1 points t Disrepute to gain a + bonus on the check. For each additional point of Disrepute you spend increase this bonus by 1 (maximum +5).

Rum Punch Champion: You participated in the festival games honouring Cayden Cailean, breaking several records and earning you more than a few awards. Choose one of the following three boons, and cross the others off your Chronicle sheet. Using the boon is a free action and requires you check off the the accompanying check box. If you have already used the boon you may activating it again by spending 2 Disrepute.
[]…Pit Challenger - You can use this boon to gain the benefits of the Improved Unarmed Strike feat for 1d4+1 rounds. If you already have the Improved Unarmed Strike feat you gain a +1 bonus on attack and damage rolls with unarmed strike for 1d4+1 rounds. If you are in an urban setting, double these bonuses.

Background:

Lizbeth Emander was once a respectable pirate, feared throughout the Shackles. She could sail and navigate, swing a cutlass like the best of them, drink swill, cuss like a—well, like a pirate—and pay a mean hand of cards. She lied, cheated and stole her way through the oceans. And sure there was that time she lost an eye… But, I mean, who hadn’t? Right? And sure, once in a while she crossed the wrong man, or cheated the wrong woman. Maybe tossed an insult at the wrong captain. But, hey, that’s the life of a pirate! And she loved it.

And then it all fell apart.

So, there she was, digging up treasure on a secluded island. Alone. Okay, in hindsight, maybe betraying her fellows to get at the treasure herself wasn’t the best plan, but hello! Greed. It makes every horrible plan sound great. Anyways, there she was, treasure chest unearthed and right under her heel, when they found her. She pulled this massive sword out of the chest and felt this… connection. This spark.

So she claimed the awesome sword and cut a swath of destruction. She took her treasure, rowed off into the sunset, got back to town, and donated every last copper.

DONATED.

Ugh, it was a nightmare!

That sword! That STUPID SWORD! Apparently she had forged a psychic connection with it. Great, right? Wrong! It once belonged to some altruistic rube who gave up a respectable position as a powerful daimyo’s samurai to protect some peasant town as a dishonoured ronin. Yeah. It belonged to a loser. And, unfortunately, that loser’s thoughts and memories are all bound into his sword. Yup, that one she forged a psychic connection with. Damned thing should have come with a warning label. ‘Caution: once belonged to a loser.’

And now she was picking up his habits, his feeelings, his… MORALS.

It ruined her reputation, and her promising piracy career! Now she was a Pathfinder—which was kind of the same thing—but with way more rules and way less water. The sword made her join some stupid group that cared about fighting evil. Like she even cared! Ugh! She had to figure out to ignore those goody-two-shoes urges and impulses coming from the sword before she ended up in the poor house…

Appearance and Personality:

Lizbeth is a smarmy scoundrel with a lop-sided smile and a heart full of greed. She’s callous and cold. A liar and a cheat. She’d betray her own mother for a shot at some treasure. Fortunately, the sword’s one-time bearer was none of those things. And through the years his convictions and morals have waged a war against Lizbeth’s own. Now adrift somewhere in the middle, she and her sword bicker like an old married couple. Which they are. Sort of. She tends to do the right thing—complaining the entire time. And she tends to lie and cuss and steal—all while ignoring the offended urgings from her blade. Either way, she’s going to make the most of it. Have a laugh and make a few coins.

Lizbeth is a weather-worn woman with black, jaggedly cut hair, a heavy dose of scars, and an eyepatch over one eye. She has an easy smile, a sharp tongue, and a slender form. She’s surprisingly strong for her size, and has heavily calloused hands. She wears the typical clothes of a pirate—tight pants, wicked boots, a loose linen shirt, a vest and a few belts and sashes for good measure. But over her clothes she’s got weird foreign armour, and on her back is strapped a Minkaian-style sword way too big for her to wield. Dangling off of her belt is a holy symbol of a skull and crossbones right alongside one of a katana in front of a blazing sun.

Completed Scenarios:

#7-10 - Consortium Compact
#9-06 - Shores of Heaven
Godsmouth Heresy
---
Godsmouth Heresy
Godsmouth Heresy
#10-01: Oathbreakers Die
---
Plunder and Peril (Rum Punch)
Plunder and Peril (Rum Punch)
Plunder and Peril (Rum Punch)
---
None - IN PROGRESS