Brass Avasa
Female Human Cheitan Gestalt Tinker 7 /Combat Engineer Machinesmith 7 Chaotic Good Medium Native Outsider Initiative; +6 Perception +12 -------------------- Defense -------------------- AC 30, touch 12, flat-footed 28 AC Breakdown - Armour +12, Mobius Suit +2, Dexterity +2, Dodge +1, Natural Armour +3 hp 77 Fort +9 (Con +3, Base +5, +1 Cloak) Ref +8 (Dex +2, Base +5, +1 Cloak) Will +5 (Wis +2, Base +2, +1 Cloak) -------------------- Offence -------------------- Speed 30 ft. Melee +2 Adamantium Earth Breaker +14 (2d6+13, 20x3) Ranged Portable Cannon +8 (5d6 x4) Rifle Turret +10 (1d12+1 x4) Machinesmith Prototypes Known Level 1 Prototypes (5 per day) - Alarm - Sets an alarm in a 40 ft area. Grease - Makes an area slippery. Shield - Adds a +4 Shield bonus. Erase - Destroys certain magical writing. Obscuring Mist - Creates a small bank of fog. Expeditious Retreat - Adds 30ft to speed. Comprehend Languages - Allows the caster to understand languages. Level 2 Prototypes (3 per day) - Blade Drone - Creates a small fighting machine similar to Spiritual Weapons. Levitate - Allows the caster to float up. Glitterdust - Creates a cloud of sparkling dust that blinds foes and reveals intruders. Level 3 Prototypes (1 per day) - Water Breathing - Allows the caster to breath underwater. Spell Like Abilities Detect Magic 3 times per day. - Produce Flame 3 times per day. - Pyrotechnics once per day. - Wall of Fire once per day. -------------------- Statistics -------------------- Str 24 Dex 14, Con 16, Int 18, Wis 14, Cha 14 Base Atk +5; CMB +12; CMD 24 Skills Diplomacy +13, Intimidate +10 Bluff +10, Perception +12, Craft (Food) +10, Craft (Ammo) * Disable Device +14, Swim +10, Climb +10, Knowledge (Engineering) + 12, Knowledge (Arcana) + 12, Knowledge (Local) + 12, Knowledge (History) + 12, Knowledge (History) + 12, Spellcaft +10, Use Magic Device +12, Linguistics +14, Profession (Engineer) +11, Stealth +6 Languages Common, Ignan, Celestial, Draconic, Aklo, Infernal, Daemonic, Abyssal, Necril, Sylvan, Orc, Acquan Combat Gear +3 Mobius Enhanced Rampage Fullplate, Adamantine +2 Earth Breaker, +1 Double Hackbutt (Gun Turret +10 to hit), +1 Rifle (Gun Turret, Shoulder Mounted, +10 to hit), Cloak of Resistance +2 Other Gear Handy Haversack, Fire Opal Jewelry worth 500g, Masterwork Thieves’ Tools, Gunsmith Tools, 350 Paper Cartridges, 100 Cannon Shells, 5 x Enlarge Person, 5 x Lesser Restoration, 25 x Alchemist's Fire. Collapsable Bathtub, Bedroll, Blanket, Large Tent, Soap 1 lbs, Rope - 500ft, Prototype Plans, Invention Plans, Thieve's Ring. Chocolate, 2lbs, Cheese, 3lbs, Rations, Dwarf x 5, Rations, Elven x 5, Rations, Gnome x 5, Rations, Halfling x 5, Rations, Wandermeal x 20, Travel Cake Mix x 20, Waterskin x 7, Allspide x 1 lbs, Basil x 1 lbs, Beans x 5 lbs, Chillies x 1 lbs, Cumin x 1 lbs, Garlic x 2 lbs, Honey x 1 lbs, Nutmet x 1 lbs, Nuts x 3 lbs, Oregano x 1 lbs, Salt x 1 lbs, Sugar x 2 lbs, Cooking Kit. Chalk x 5, Charcoal x 6, Paper x 20, Night Tea x 30. Traveller's Outfit x 4, Explorer's Outfit x 4, Coldweather Outfit x 2, Hotweather Outfit x 2. Money - 1926gp, 6sp, 8cp -------------------- Appearance -------------------- Brass in a short woman with dark skin and thick, dark red hair usually kept neat and short and eyes the colour of polished brass. Her build is solid, but not nearly as much as her tremendous strength would naturally imply. Still, most people do not assume she is whispy even in the looser clothing she prefers. Unless wearing her armour Brass tends to wear simple, loose fitting clothes in dark reds, purples and greys. Her voice is heavy, with an accent that most can’t place as coming from the City of Brass. She tends to smell of a combination of oil, grease and lavender perfume. Brass’ current suit of armour is a huge suit of Mithral Fullplate. It is heavily bespoke, covered in bronze scroll work and, more importantly currently carries the Mobius Suit Brass installs on all her armour. As a result it is covered in bronze and brass pistons and tubing, with a central chest focus housing the crackling energies of the Mobius Core. -------------------- Personality -------------------- It is safe to say that, by many standards, Brass is slightly mad. By the standards of a former slave infused with the eldritch energies of unknowable being from other planes she’s probably fairly stable. It is, as she points out, entirely a matter of perspective. From she sits, which is often mechanized, mobile and carrying heavy weapons, most other people are dreadfully dull. Brass doesn’t allow her curiosity to get the better of her, she hitches it to a cart and see’s where it pulls her next. She is fascinated by machinery, especially her own enchanted devices, and loves to tinker and modify things. No clock is safe when Brass is bored, excited, sleepy or simply in the room. That being said, she doesn’t entirely lack impulse control. And she is fiercely protective of the freedom of herself and others. She does consider laws to simply be suggestions you should think about before breaking, but will usually follow them if no pressing reason to break them presents itself. -------------------- History -------------------- Brass was born as a Cheitan, a slave race kept by the Efreeti in the City of Brass in the Plane of Fire. Brass was fortunate in that she was able to survive the hellish heat at all - many of the unions between the Efteeti and there slaves resulted in children who could not survive the heat. Brass and her siblings were born with a specific goal in mind, an attempt by the Efeeti to harness the chaotic but almost infinite power of the Great Old Ones to further their own plots. As a result the children were cared for, after a fashion, and given extensive schooling in whatever they showed an aptitude for. In the case of Brass that meant machines, clockwork and other devices. Luckily for Brass, she was one of a handful who seemed to be a success. Instead of channeling the strange powers of the Old Ones through magic or raw strength. she funneled it into her machines, giving them life. Or at least motion. It wasn’t what they’d expected, but then, the energies involved were raw chaos. Or as close as mortal could come to them without madness and messily melting to death. What her masters had failed to predict as well was the effect on Brass. She found the City of Brass a hateful place, the misery of the slaves sickening, the senseless rules put in place by the most powerful chafing and frustrating. She didn’t mesh at all. And as soon as she could, she started planning to escape. The most obvious way out was with the various merchants that came to the city. As a reasonably trusted servant, Brass also had a certain level of freedom. So she came up with a simple plan - she dressed her Alpha in a disguise of robes, and had it sell he to a slave trading merchant about to leave for the surface. Theoretically, this left her a slave, simply in another dimension. But the trader was unprepared for the fact that Brass had smuggled some of her blue prints, and there was always some metal… But if you’re not prepared for a number of automatons assaulting your camp from the inside, you really have no place being a slave trader. Using the resources she had captured, Brass was able to open a second portal to the Plane of Fire and retrieve her Alpha. She took a new name, Brass Avasa, meaning ‘free of Brass. It seemed fitting that her new start in a new plane should have a new name. Then she began investing the rest of her newly gotten resources in gaining more materials. She built a Mobius Suit, also powered by strange and eldritch energies, and used it to enhance any armour she came across. She also learned of a wonderful new mortal invention, known as ‘guns’, and went to Alkenstar to learn their use and manufacture. But it nagged at the back of her mind that she didn’t really understand her own powers. The hide-bound Efreeti had not been able to, it was true, but she was much more...free in her way of thinking. |
--------------------
Automatons -------------------- Brass can create four plans each morning for Automaton. Here are some typical plans she prepares. All stats are within 30ft of Brass. Name: BAD 003 - Miss Crimson Stats: Str 14 Dex 12, Con -, Int 10, Wis 10, Cha 10 Hit Points; 31 Hit Dice; 3 BAB: +2 Offence; Greatsword +9 (1d20+3 - 19/20 x 2) Defence; AC 21, FF 12, Touch 19 Saves; Fort +6, Ref +7, Will +6 Speed; 30ft Inventions (9); Arms, Responsive Programming, Martial Weapon Proficiency (Greatsword), Bulky Design, Thick Armour, Augmented Strength, Mechanical Ninja Module Special; Attack of Opportunity. Name: BAD 006 - Mr Verde Stats: Str 14 Dex 12, Con -, Int 10, Wis 10, Cha 10 Hit Points; 31 Hit Dice; 3 BAB: +2 Offence; Scizor +8 (1d8+3 - 19/20 x 2) Defence; AC 23, FF 13, Touch 21 Saves; Fort +6, Ref +7, Will +6 Speed; 30ft Inventions (9); Arms, Shield Proficiency, Martial Weapon Proficiency (Scizor), Bulky Design, Thick Armour, Augmented Strength, Mechanical Ninja Module Special; - Name: BAD 011 - Lady Greye Stats: Str 12 Dex 14, Con -, Int 10, Wis 10, Cha 10 Hit Points; 31 Hit Dice; 3 BAB: +2 Offence; Heavy Crossbow +9 (1d8 - 19/20 x 2) Defence; AC 19, FF 12, Touch 17 Saves; Fort +6, Ref +7, Will +6 Speed; 30ft Inventions (9); Arms, Two Weapon Flailing, Quiver, Weapon Mount, Simple Weapon Proficiency (Heavy Crossbow), Martial Weapon Proficiency (Longbow), Bulky Design, Improved Reload Routine, Thick Armour Special; - Invention Plan Book Level 1 Inventions Arms - 1BP - Gives an Automaton Arms Repair Kit - 1BP - Repairs 2d6 of damage to an Automaton. Weapon Mount - 1BP - Adds a crossbow mount, freeing up arms.. Reloading Winch - 1BP - Crossbows are automatically reloaded . Stout Design - 1 BP - Adds +1 strenght but inflicts a -1 to Dexterity Responsive Programming - 1BP - Allows Automaton to make attacks of opportunity. Nimble Design - 1BP - Adds +1 dex but inflicts a -1 to strength. Potion Injector - 1BP - Can use a single potion on a target . Simple Weapon Proficiency - 1 BP - Allows the use of a simple weapon. Endearing Design - 1 BP - Adds +3 to diplomacy. Two Weapon Flailing - 1BP - Adds two weapon fighting. Quiver - 1BP - Reloads ranged weapons. Level 2 Invention - Bulky Design - 1BP - Adds +2 to AC, but reduces speed by ten feet. Thick Armour - 1BP - Adds +1 to AC. Slow Repair Module - 1BP - Heals 1 point of damage per round. Acceleration Unit - 1BP - +10 to speed. Faulty Overclocker - 1BP - Adds +1 fire damage to attacks. Craftsbot - 1BP - Adds Automaton’s HD in points to a Craft skill. Skill Specialisation - 1BP - Adds One Skill.as a class skill Improved Reload Routine - 1BP - Adds Rapid Reload Level 3 Inventions - Augmented Strength - 2BP - Adds +2 to strength. Mechanical Ninja Module - 2BP - Adds +10 to landspeed, +2 to initiative, +1 to AC. Shield Proficiency - 2BP - Allows the use of a light or heavy shield. Martial Weapon Proficiency - 1BP - Allows the use of a single martial weapon. Skill Suit - 2BP - Adds Automaton’s HD in skill points to one skill. |
--------------------
Alpha
--------------------
Name: BAD 000 - Master Obsidian
Stats: Str 20 Dex 16, Con -, Int 10, Wis 10, Cha 10
Hit Points; 46
Hit Dice; 4
BAB: +3
Offence; Manople +13 (1d8+5 +1 fire - x 2)
Heavy Crossbow +10 (1d10 +1 fire)
Defence; AC 24, FF 14, Touch 20
Saves; Fort +6, Ref +7, Will +6
Speed; 30ft
Feats; Dodge,
Sweeping Dodge
Inventions (14); Augmented Strength, Mechanical Ninja Module, Martial Weapon Proficiency, Bulky Design, Thick Armour, Shield Proficiency, Simple Weapon Proficiency (Heavy Crossbow), Reloading Winch, Weapon Mount, Faulty Overclocker.
Special; Evasion
Alpha
--------------------
Name: BAD 000 - Master Obsidian
Stats: Str 20 Dex 16, Con -, Int 10, Wis 10, Cha 10
Hit Points; 46
Hit Dice; 4
BAB: +3
Offence; Manople +13 (1d8+5 +1 fire - x 2)
Heavy Crossbow +10 (1d10 +1 fire)
Defence; AC 24, FF 14, Touch 20
Saves; Fort +6, Ref +7, Will +6
Speed; 30ft
Feats; Dodge,
Sweeping Dodge
Inventions (14); Augmented Strength, Mechanical Ninja Module, Martial Weapon Proficiency, Bulky Design, Thick Armour, Shield Proficiency, Simple Weapon Proficiency (Heavy Crossbow), Reloading Winch, Weapon Mount, Faulty Overclocker.
Special; Evasion