Brass
Female Human Gearhead Machinesmith 1 - Gestalt Neutral Small Humanoid (Human) Initiative; +2 Perception +4 -------------------- Resources -------------------- Contraption Energy Level 1 - 4 Greatwork Charges - 4 Spell Points - 4 Repair - 6 -------------------- Defense -------------------- AC 17 Touch 13 Flat-Footed 14 hp 10hp Fort +4 Ref +3, Will +3 |
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Defense -------------------- AC 17 Touch 13 Flat-Footed 14 hp 10hp Fort +4 Ref +3, Will +3 -------------------- Offence -------------------- Speed 30 ft. Melee/Ranged - Aeria Gloris - Gearformed Combi-Weapon Melee - Masterwork Close Combat - +5 to hit - 2d4 Slashing/Piercing Damage - 19-20 x 3 Crit Ranged - Masterwork Long Range - +3 to hit - 90ft Range - 1d8 Piercing Damage - Scattershot - x20 Crit |
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Aeria Gloris -------------------- Two-Handed Exotic Melee Weapon - 2d4 Piercing - 20x3 Crit Additional Damage Type - Add Slashing Damage - 1 Double - Double Weapon - 1 Improved Critical Threat - Increase critical threat to 19-20 - 3 Non-Lethal - Hit with Non-Lethal damage - 0 Light Ranged Weapon - 1d6 Piercing - 20x2 Crit Crank (Manual) - Add Strength modifier to Damage and increase range by 1 step, but changes reload to a Free Action - 0 Double - Double weapon - 1 Firearm - Weapon Hits Touch AC in first range increment - 0 Improved Damage Dice - Increase Damage to 1d8 - 2 Scatter Shot - Attack area in a cone-shaped blast - 2 Submariner - Weapon functions normally underwater - 1 |
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Magic -------------------- Caster Level: 1 Spell DC: 14 Magic Skill Bonus: +1 Magic Skill Defence: 12 Spell Points: 4 Casting Tradition: Mr Black’s Master Focus - Mr Black. Wild Magic - Whenever you spend a spell point there is a 10% of oddness happening, roll on the Rod of Wonder table. Somatic Casting - Must have one hand available to cast, and cannot wear medium or heavy armour without a risk of spell failure. Bound Creature - Gain the conjuration sphere, and a permanent companion. This acts as your Focus. Conjuration Sphere - Call up a permanent companion to aid you. - Skillful Companion - Gain three skills per level, and three new class skills. - Powerful Companion - Gain +2 strength +1 every two levels. -------------------- Contraptions -------------------- Mad Science Level 0 Contraptions - 3 Hiekoff’s Hydratic Creation - Create 2 Gallons of water per Gearhead Level. Fantastical Extended Light Creation - Create a Light similar in intensity to a torch. Miraculous Steambolts - Inflict 1d4 + Gearhead as a ranged touch attack. Bonus Device - Mickero’s Scalding Steam - 1d4 + Gearhead level in a 15ft cone. Level 1 Contraptions - 1 - 4 Charges Personal Defence Barrier - Increase AC by 2 for 1 minute per level, plus 2 against metal weapons. Bonus Device - Killian’s Exploding Bolt - Inflict 1d4 plus Gearforged level in a 10ft blast. -------------------- Statistics -------------------- Str 18, Dex 14, Con 12, Int 16, Wis 10, Cha 8, Base Atk +0; CMB +4; CMD 16 Feats Gunsmithing, Technologist Traits Numerian Archaeologist, Signature Moves, Blighted Physiology Drawback Misbegotten Racial Traits - Comprehensive Education, Bonus Feat |
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Schematics -------------------- Targeting Burst - Minimum Level 1 - A short range burst with a 10ft Burst. - Augment I - Increase range to medium and burst to 20ft, minimum level 2 - Augment II - Increase Range to long and burst to 40ft, minimum level 4 Cone - Minimum Level 0 - 15ft cone. - Augment I - 30ft Cone, minimum level 2. - Augment II - 60ft Cone, minimum level 4 Line - Minimum Contraption Level 1 - 30 foot line. Augment I - 60ft line, minimum level 1 Augment 2 - 120ft line, minimum level 2 Personal - Minimum Contraption 0 - Personal. Projective - Minimum Contraption Level 0 - Ranged or melee touch attack. Selective- Minimum Contraption Level - Select one target within close range. - Augment 1 - Increase number of targets to the same as Gearhead level, within 30 ft. Minimum level 3. Level 0 Schematics Beacon - Electromagnetic - Personal - For one hour per leave a mark that can be followed. Chemical Burn - Hydrology - Inflict 1d3 Acid damage, reflex to half. Chill - Hydrology - Inflict 1d4 cold damage. Hydrate - Hydrology - Create 2 gallons of water per Gearhead level. Illuminate - For 10 minutes per level, create a light that shines as a torch. - Augment 1 - As as a standard action, cause a flash that causes anyone to be dazzled for 1 minute. Increase level by 1. Lift - Selective - For a range 25 + 5 per level, lift a weight of 5lbs. Scald - Combustion - Not Selective - Inflict 1d4 of fire damage, Reflex save to half. Spark - Inflict 1d4 of lightning damage, Reflex save to half. Level 1 Schematics Acid Burn - Hydrology - Not Selective - Inflict 1d4 points of fire damage (Max 5d4). Reflex halves. Burn - Combustion - Not Selective - Inflict 1d4 points of fire damage (Max 5d4). Reflex halves. Electromagnetic Deflection - Electromagnetics - Personal - +2 AC, plus a further two against metal. - Augment I - Increase the AC by 1 for every 4 levels, plus 1 against metal. Increase the level by 2. Shock - Electromagnetic - Inflict 1d6 damage per level (max 5d6). Fade - Optics - Personal - For 1 round per level, become invisible. If you attack, become visible. Augment I - Use as an immediate action, but only last until next turn. Raises level by 1. |
Skills Diplomacy +0, Disable Device +5, Knowledge (Arcana) +8, Knowledge (Engineering) +9, Knowledge (Dungeoneering) +8, Knowledge (Planes) +8, Perception +4
Background Skills Craft (Arms and Armour) +9, Linguistics +4
Languages Common, Androffan, Orc, Dwarf, Ignan
Combat Gear Aeria Gloris, Studded Leather Armour
Other Gear Thieve’s Tools
Money 50gp
Background Skills Craft (Arms and Armour) +9, Linguistics +4
Languages Common, Androffan, Orc, Dwarf, Ignan
Combat Gear Aeria Gloris, Studded Leather Armour
Other Gear Thieve’s Tools
Money 50gp
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Special Abilities -------------------- Blighted Physiology - Gain +1 Natural Armour, sickened one round after being healed. Comprehensive Education - Gain all Knowledge Skills as Class Skills, and gain a +1 racial Bonus to any that would normally be class skills. Crafter - Gain a bonus to all Crafting checks equal to Machinesmith level. Engineering - Add a bonus equal to half the level to Disable Device and Knowledge (Engineering), and can make both of those checks untrained. At 5th level take 20 on any craft checks. Greatwork - Mobius Armour - Add a power source to a suit of armour, allowing it to boost the armour. Gains a number of charges equal to half Machinesmith level plus intelligence modifier. - Stage 1 - +1 AC. Spend a charge to gain DR 1/- or Elemental Resistance 5. Gunsmithing - Create guns and ammunition, and repair the same. Misbegotten - -2 to All dexterity checks. Numerian Archaeologist - Gain Androffan as a language, and roll time for time worn machine glitches. Scientific Speciality - Pneumatic Engineer - A focus on steam power gives a focus on Combustion and Hydrology and a bonus slot on those contraptions, but creates a lack of understanding with Psychology and Cryogenics.. - Scalding Steam - Fire-based devices gain the Water descriptor, function underwater, and adds Gearhead level to damage. - Steam Bleed - Use a Contraption Activation Charge to unleash a cloud of steam for a number of rounds equal to the Charge level. Signature Moves - Add a Masterwork Item worth less than 900gp to inventory (Aeria Gloris), and a +1 to Bluff and Intimidate when holding it. Repair - As a standard action, repair 1d6 for every odd level to objects and machines. Can be used 3 + Intelligence modifier. Technologist - Allow skill checks against technology as normal. Favoured Class Bonus - +1 HP |
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Mr Black -------------------- Bound Construct Companion Initiative; +1 Perception +4 -------------------- Defense -------------------- AC 17 touch 11 flat-footed 16 hp 11 Fort +0, Ref +4, Will +4 -------------------- Offence -------------------- Speed 30ft. Melee Slam x 2 - +5 to Hit - 1d6+4 Bludgeoning Damage - x20 Crit. -------------------- Statistics -------------------- Str 18 Dex 15, Con 13, Int 10, Wis 11, Cha, 10 Base Atk +1; CMB +5 ; CMD 16 Feats Transformation Racial Traits Construct Skills Climb +8, Craft (Arms and Armour) +4, Percepton +4 -------------------- Special Abilities -------------------- Transformation - Count as a Construct, gaining a +4 AC bonus and two 1d6 Slam Attacks. |