Lirianne

Loyalist Lilyana Boyarova's page

1 post. Alias of Violant.


Classes/Levels

N Human | Gunslinger (Musket Master) 3 // Hunter (Urban) | HP 28/28 (A: , C:30/30) | AC 19, T 15, FF 14, CMD 21 | Fort +5 Ref +8 Will +4 | Init +8 | Per +10 | Speed 30ft (70ft)| Grit 2/2

Age

50+

Special Abilities

a literal maxim machine gu smack dab in the medieval ages.

Alignment

M

Deity

Monad

Location

Kenabres

Languages

Taldane, Russian, Hongali, Hallit, Skald

Occupation

Soldier for Irrisen

Strength 8
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 14
Charisma 10

About Loyalist Lilyana Boyarova

Crunch:

Lilyana Edisonovna Boyarova (Loyalist edition, because mightypion likes shenanigans!)

Female Half-elf Gunslinger (Musket Master) 3 // Hunter (Urban Hunter) 3
N Medium humanoid (human, elf)
Init +8; Senses: Perception +10
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Defense
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AC 19, touch 15, flat-footed 14 (+4 Dex, +1 dodge, +4 Armor)
hp 28 (3d10+3[con]+3[fcb])
Fort +5, Ref +8, Will +4 (+2 v. enchantment)
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Offense
Musket +7 (1d12 BP, 40ft, 1 per)
Maxim +7 (2d8 BP, automatic, 120ft, 10 per)
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Speed 30 ft.
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Deeds: Quick Clear, Deadeye, Steady Aim; Gunslinger Initiative, Pistol-Whip, Fast Musket
Grit: 2/2
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Known Hunter Spells
0th ... Detect Magic, Stabilize, Light, Guidance, Mending, Read Magic
1st (3/day) ... Abundant Ammunition, CLW, Ice Armor, Frostbite
Statistics
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Str 8, Dex 18, Con 12, Int 14, Wis 14, Cha 10
Base Atk +3; CMB +7; CMD 21
Feats: Rapid Reload (Musket) (B), Gunsmithing (B), Precise Shot (B), Skill Focus (Profession [Driver]) (B), Rapid Reload (Maxim), Skilled Driver
Traits: Reactionary, Jadwiga Medicine, Clever Wordplay (Intimidate), Magical Klutz
Skills:
... +10 Acrobatics +3+4+3
... +8 Intimidate +3+2+3
... +8 Knowledge (Dungeoneering) +3+2+3
... +8 Knowledge (Local) +3+2+3
... +3 Knowledge (Nature) +2+1
... +8 Knowledge (Engineering) +3+2+3
... +4 Knowledge (Planes) +2+2
... +10 Perception +3+2+3 +2
... +10 Stealth +3+4+3

Background skills:
... +15 Profession (Driver) +3+2+3+3+4
... +6 Craft (Alchemy) +3+2+1
... +4 Linguistics +2+2
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Languages: Common, Elven, Hongali, Russian, Hallit, Skald
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Equipment:
... Battered Musket [0gp]
... Cloak of Resistance +1 [1000gp]
... Maxim Machine Gun [1500gp]
... 10 Russian Metal Cartridges [150gp]
... Cart [15gp]
... Chain Shirt [100gp]
... 10 Adamantine Bullets [61gp]
... Gusnmith's Kit [15gp]
... 80 Firearm Bullets [8gp]
... 80 Doses of Black Powder [80gp]
... 8 Powder Horns [24gp]
... 4 Alchemical Cartridges [24gp]
... 5gp

Anastasia - Horse Animal Companion

Backstory (early life):

Lilyana was born to a Human Mother and an Elven father in the sleepy Taldane town of Heldren. Growing up, she heard stories from her maternal grandmother of stories of a land of technology and winter, unlike anything on Golarion that anyone had ever known. Most people had believed her grandmother's stories to be just that, stories, but Lily knew there was some nugget of truth to them.

Disillusioned with the way her father wanted her to live her life, she decided to embark on a journey to find the place her grandmother spoke of in her stories, immediately after her grandmother passed.

History (travels):

For as long as Lilyana "Lily" Boyarov knew, she never fit in. Growing up, she heard stories of a far-away land covered in snow, and bereft of magic. Although born and raised in Heldren, Taldor, she longed to see this mythical place she'd been told countless stories of in her childhood. Her family even taught her the language of this faraway land. She's heard stories of the plentifulness of firearms, and the unrelenting cold, and the complete lack of magic in the area.

All her life, she's tried to find this place somewhere on Golarion. First she tried the magic-bereft capital nestled in the Mana Wastes, Alkenstar. While there she learned the craft of gunsmithing from spying and sneaking around, never letting anyone know of her true intentions, she soon realized that, although magic-bereft, this was not the fabled homeland she sought.

Secondly, she arrived at Dongun Hold, hoping that the Dwarves knew something of her fabled homeland that her grandmother would always tell her stories about. From there, she kept traveling north to the next place on her "list of places that might be where my dear grandmother talked about," as she calls it: Ustalav. While much colder than the deserts and wastelands of Alkenstar, it wasn't nearly cold enough, and magic was still everywhere in comparison to the stories she's heard. She saves a batch of bullets from both places, presumably pilfered since neither wants their secrets getting out into the world.

Packing up her bags, she next decided to... attempt, at least, to see what Irrisen was all about, but although her very (Very, very) brief stint in the winter hellscape known as Irrisen provided her with the cold she so desperately sought. There were far too many witches and far too much magic, regardless of how closely the temperature matched her fabled homeland.

Next, she decided to continue further south on her journey to find the land of cold she so desperately sought. She heard stories of gun-wielding pirates sailing the seas, so she tried her luck in The Shackles, encountering many-a-gun-and-canon, but clearly the temperature was not correct. Constant storms of the wet variety, not of the freezing blizzard she had grown so accustomed to in her stories told to her by her Grandmother.

There were three places left on the list that she needed to check out. She decided to go to Arcadia next, specifically the northern portions of Arcadia. She ran across both guns and cold, a combination that she had never encountered before, and decided to settle there for a few years, as opposed to the few weeks or months that she spent in all of her previous destinations. Still, however, she knew this was not the land her grandmother spoke of.

After that, she decided to catch a ride on a ship to Tian Xia, specifically to arrive at Hongal. There she spent even longer than she did in northern Arcadia, as she felt this was the closest she had come to the place she sought after. Though one thing that did clue her in, besides the magic, was the language that was totally unfamiliar to her. She took the time to learn it, however, seeing as how much she seemed to be comfortable in Hongal.

Finally, after having spent enough time in Hongal, she decided to go back home to Heldren.. well, that would be what she was going to do, until she got caught up in Irriseni and Numerian affairs when passing through with a caravan to reach Taldor. She had heard talk of a foreign queen being the new head of Irrisen, not even from Golarion. She heard of a land of cold and a land bereft of magic. She knew what this place the Queen was from, and so she had to gain access to Queen Anastasia.

After getting caught... and interrogated, she eventually pledged her life to fight for Irrisen, fix their imported weaponry, and field-test it in conjunction with the Technic League in the Worldwound. Essentially, she was sent on a likely-suicide mission into the worldwound with nothing but some finnicky Russian weaponry and a bit of magic to create bullets out of thin air. She still, however, is genuinely loyal to Queen Anastasia's rule... the Winter Witches on the other hand, a bit less so!

Personality:

In terms of personality, Lilyana is mostly seen as whimsical, believing in the fairytales of a far-off land she heard from her grandmother oh so long ago. She loves to interact with people to find out about the wider world, especially people who have been to foreign lands. Ever since being volunteered to go fight for Queen Anastasia, she has become a fair bit more serious in her demeanor. Russia is f$##ing real, though, so she'll still happily tell everyone about arc lamps and steam engines any day of the week.

She is very loyal to Queen Anastasia, to the point of quite literally signing up enthusiastically to go into the worldwound on a barely-tested weapon-and-wagon combination to fight demons to prove to the world Irriseni power. She, however, is quite sentimental, and keeps numerous mementos of her travels in forms of bullets from the different places she traveled before ending up in the worldwound.

She does, however, hold doubt in her heart regarding the nation she serves itself. While utterly loyal to to the fellow Russian speaker in charge... the Winter Witches rub her the wrong way. It's probably their abundance and reliance on magic that causes this, right?

Driving Rules (b/c Tachanka):

Controlling a vehicle takes common sense, awareness, intuition, and often some amount of skill in its method of propulsion. In the case of muscle propulsion, it is about guiding the creatures to move the vehicle. In the case of current propulsion, it is about using the current and tools like sails, oars, or a rudder to move the vehicle. With magic, it is typically about understanding the magic device that powers the propulsion and using the device properly.

Driving Actions: A driver can, at the start of her turn, before taking any other action, take any of the following actions (except the “uncontrolled” action) to control a vehicle. If the driver does not take an action, takes another action, or delays or readies an action, she loses control of the vehicle and the vehicle takes the “uncontrolled” action.

Accelerate (standard action): With a successful driving check, the vehicle’s current speed increases up to its acceleration (in 5-foot increments; minimum 5 feet), but no higher than its maximum speed. The vehicle can move forward or forward diagonally. In other words, each time a vehicle enters a new 5-foot square, it can choose any of its forward-facing squares—the ones directly in front or either of the squares directly forward and diagonal. This allows the vehicle to swerve. A driver who fails her driving check can only move into squares directly in front of the vehicle’s forward facing.

Decelerate (standard action): With a successful driving check, the vehicle’s current speed decreases by a rate up to its acceleration (in 5-foot increments; minimum 5 feet). On a failed check, the vehicle does not decelerate. Either way, the vehicle can move forward diagonally. If deceleration reduces a vehicle’s speed to 0, some amount of inertia will continue to move the vehicle forward. The vehicle moves forward (either directly forward or forward diagonally) 1d4 × 5 feet before coming to a complete stop. Having the Expert Driver feat (see page 100) reduces this distance by 10 feet (minimum 0 feet).

Keep It Going (move action): With a successful driving check, the driver can move the vehicle forward on its current facing at its current speed, and it can move forward diagonally. Failing the check keeps the speed constant, but you cannot move the vehicle forward diagonally.

Reverse (standard action): A vehicle may only be moved in reverse if it is at a full stop (movement of 0 feet). On a successful driving check, a vehicle can move backward at half its acceleration, moving either directly backward (the reverse of its forward facing) or backward diagonally. On a failed check, it does not move backward.

Turn (standard action): The driver takes this action to turn a vehicle’s forward facing 90 degrees. The vehicle moves its current speed. If a vehicle’s current speed is twice its acceleration, the driving check DC increases by 5. If a vehicle’s movement is three times its acceleration, the driving check DC increases by 10. If it is four or more times its acceleration, the DC increases by 20. With a successful driving check, the vehicle changes its facing either left or right by 90 degrees at any point during its movement. Do this by pivoting the vehicle so that the left rear or right rear side of the vehicle takes the place of the vehicle’s former forward facing side. On a failed check, the vehicle does not turn, but can be moved forward diagonally during its movement.

Uncontrolled (no action): When the driver does nothing or there is no driver, the vehicle is uncontrolled. An uncontrolled vehicle moves forward only (it cannot move forward diagonally). If a vehicle has muscle propulsion, it decelerates at a rate equal to its acceleration. If a vehicle is powered by an air current, water current, or some form of weird current, it slows by 10 feet. These decelerations are cumulative. If a vehicle does nothing, it cannot perform vehicular bull rushes, but can still perform a vehicular overrun or a ramming maneuver (see Vehicle Combat Maneuvers).

Driving a Vehicle Outside of Combat: Since driving a vehicle outside of combat is easily accomplished by taking 10 on the skill check, driving checks are not normally needed. Almost every character can do it with relative ease; the DCs are given only to adjudicate special situations that may come up in your game.

Driving a Vehicle with Magic Propulsion: Typically, a vehicle with magic propulsion requires actions but no driving checks in order to drive it. When driving a vehicle with magic propulsion, treat every action as though the driver succeeded at the driving check.

Driving a Vehicle without the Proper Skill: If a driver lacks the proper skill to drive a vehicle, the driver can always make a Wisdom ability check instead of the appropriate skill check. The driver can even take 10 or gain the benefits of aid another when using Wisdom instead of the vehicle’s normal driving skill.

Vehicle Crews: Some vehicles require a crew. A vehicle with a full crew complement is as easy to control as any other vehicle. A vehicle without a full crew complement, but with at least half its crew, increases all driving check DCs by 10. A vehicle needs at least half its crew complement in order to be driven at all. Crew members can take no action while the vehicle is in motion except to aid in that vehicle’s movement. A crew member does not threaten an area.

Appearance:

Unlike a typical half-elf, Lilyana's ears are not elongated whatsoever, they merely come to a point with a bit of extra tissue when compared to a human. As a result, in combination to her service to Queen Anastasia, she quite often gets mistaken for a human. Her hair is the pure, unadulterated inky black of her human mother, while her eyes are the color of the ocean from her elven father, unlike the normal, human blue one would expect. While her slightly pointed ears are noticeable to anyone who knows to look for them while she has her hair out of the way, she always has her hair covering it anyways.

She is about average weight and height for a female half-elf of her age, 50 years young. She doesn't pride herself on her strength, preferring her intellect and dexterity do the work for her in her craftmanship and aim. Her outfit can either be one of two things:

1) A mix-and-match of a handcrafted Hongali deel with traces of kitsune fur all over it from her time in Hongal, combined with a hat and boots from Alkenstar. When not in combat, she'll be wearing something like this, perhaps with Irriseni or Arcadian fashions thrown in as well.

2) Literal Russian WW1 soldier clothes pilfered from displaced Russian soldiers, adjusted to match her frame. She wears this during any form of expected combat, and refuses to wear anything but her uniform at such times.