Miselle
Female Human Combat Engineer Machinesmith
Neutral Good Medium Humanoid (Humanoid)
Initiative; +6 Perception +4
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Defense
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AC 18 touch 13 flat-footed 15 (Base +10 - Dex +3 - Armour +4 - Greatwork +1)
hp 10
Fort +3 Ref +5, Will +0
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Offence
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Speed 30 ft.
Melee Unarmed Strike - +0 to hit - 1d3 Non-Lethal Damage - x2 Crit
Ranged Longbow - +3 to hit - 1d8 Non-Lethal Damage - x3 Crit
Prototypes
1st Level Prototypes - DC 14 Saves - 1 Per Day
Guardian Drone - Animate a small machine that grants bonuses to attack a target or defend against one.
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Statistics
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Str 11, Dex 16, Con 12, Int 16, Wis 10, Cha 12,
Base Atk +0; CMB +0; CMD 14
Bonus Feats
Bludgeoner - When using attacks that deal Bludgeoning damage you can instead inflict non-lethal damage. Gained as a campaign bonus.
Disposable Simulacrum - Gain a small companion with the construct subtype. It has the same AC, CMB, CMD, Saves and to Hit, ¼ the hitpoints and can perform any standard action it’s owner can when ordered to as a standard action.
Additional Traits - Gain two bonus traits.
1st - Gunsmithing - Build, modify and repair guns and ammunition.
Traits
Rich Parents - Increase starting funs to 900 gp.
Lesser Noble - Gain a +1 bonus to Diplomacy and Knowledge (Nobility), and gain an additional 100gp.
Racial Traits
Skilled - Gain an additional skill point each level.
Bonus Feat - Gain one extra feat at level 1.
Skills Diplomacy +6, Disable Device +7, Perception +5, Knowledge (Arcana) +7, Knowledge (Planes) +7, Knowledge (Engineering) +7, Knowledge (Nobility) +8, Spellcraft +7.
Bonus Skills Craft (Alchemy) +7, Craft (Food) +7.
Languages Common, Primordial, Sylvan, Draconic
Combat Gear Armoured Coat, Longbow, 100 blunt arrows.
Other Gear 800gp in gun parts and materials, Gunsmith’s Kit, Grooming Kit, Cooking Kit, Coffee Pot.
Backpack, Belt Pouch x 3, Bandolier x 2, Adventurer’s Outfit x 1, Uniform x 3, Traveller’s Outfit x 3.
Bedroll, Soap, Rope x 50ft, Twine 50ft, Flint and Steel, Lamp, Oil x 10, Chalk x4, Chalkboard.
Gold Ring, Mage Cuffs
Cash 0gp, 7sp, 4cp
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Special Abilities
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Machinesmith Abilities
Greatwork - Mobius Suit - Fitted to a suit of armour, it increases the AC by 1. It gains Charges equal to half the machinesmith’s level plus their intelligence modifier. These charges can be spent to grant DR 1/- or an elemental resistance of 5
Combat Awareness - Add intelligence modifier to Initiative rolls.
Repair - Repair 1d6 points of damage to a broken or damaged machine, plus an additional 1d6 for every odd level. Can be used 3 times plus intelligence modifier.
Favoured Class Bonus - +1 HP.
Female Human Combat Engineer Machinesmith
Neutral Good Medium Humanoid (Humanoid)
Initiative; +6 Perception +4
--------------------
Defense
--------------------
AC 18 touch 13 flat-footed 15 (Base +10 - Dex +3 - Armour +4 - Greatwork +1)
hp 10
Fort +3 Ref +5, Will +0
--------------------
Offence
--------------------
Speed 30 ft.
Melee Unarmed Strike - +0 to hit - 1d3 Non-Lethal Damage - x2 Crit
Ranged Longbow - +3 to hit - 1d8 Non-Lethal Damage - x3 Crit
Prototypes
1st Level Prototypes - DC 14 Saves - 1 Per Day
Guardian Drone - Animate a small machine that grants bonuses to attack a target or defend against one.
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 12, Int 16, Wis 10, Cha 12,
Base Atk +0; CMB +0; CMD 14
Bonus Feats
Bludgeoner - When using attacks that deal Bludgeoning damage you can instead inflict non-lethal damage. Gained as a campaign bonus.
Disposable Simulacrum - Gain a small companion with the construct subtype. It has the same AC, CMB, CMD, Saves and to Hit, ¼ the hitpoints and can perform any standard action it’s owner can when ordered to as a standard action.
Additional Traits - Gain two bonus traits.
1st - Gunsmithing - Build, modify and repair guns and ammunition.
Traits
Rich Parents - Increase starting funs to 900 gp.
Lesser Noble - Gain a +1 bonus to Diplomacy and Knowledge (Nobility), and gain an additional 100gp.
Racial Traits
Skilled - Gain an additional skill point each level.
Bonus Feat - Gain one extra feat at level 1.
Skills Diplomacy +6, Disable Device +7, Perception +5, Knowledge (Arcana) +7, Knowledge (Planes) +7, Knowledge (Engineering) +7, Knowledge (Nobility) +8, Spellcraft +7.
Bonus Skills Craft (Alchemy) +7, Craft (Food) +7.
Languages Common, Primordial, Sylvan, Draconic
Combat Gear Armoured Coat, Longbow, 100 blunt arrows.
Other Gear 800gp in gun parts and materials, Gunsmith’s Kit, Grooming Kit, Cooking Kit, Coffee Pot.
Backpack, Belt Pouch x 3, Bandolier x 2, Adventurer’s Outfit x 1, Uniform x 3, Traveller’s Outfit x 3.
Bedroll, Soap, Rope x 50ft, Twine 50ft, Flint and Steel, Lamp, Oil x 10, Chalk x4, Chalkboard.
Gold Ring, Mage Cuffs
Cash 0gp, 7sp, 4cp
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Special Abilities
--------------------
Machinesmith Abilities
Greatwork - Mobius Suit - Fitted to a suit of armour, it increases the AC by 1. It gains Charges equal to half the machinesmith’s level plus their intelligence modifier. These charges can be spent to grant DR 1/- or an elemental resistance of 5
Combat Awareness - Add intelligence modifier to Initiative rolls.
Repair - Repair 1d6 points of damage to a broken or damaged machine, plus an additional 1d6 for every odd level. Can be used 3 times plus intelligence modifier.
Favoured Class Bonus - +1 HP.
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Appearance
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Short by most standards, Miselle barely stands at 5ft tall and is relatively slight in her build, although those who happen to see in the baths would report that her body is surprisingly fit and lean. She has a heart-shaped face and full lips. Her skin is pale as she hasn’t had much chance to go in the sun, and she tends to burn quite easily. Of course, when she works with hot metal and tools, she tends to get a welders tan.
Miselle’s hair is a little unusual, in that it is a dark auburn brown with a white streak in the fringe despite her young age. It’s a common trait seen in many of the people in her family. She also has silver eyes, which most people consider unusual.
Other than her uniform she tends to wear heavy, tight fitting clothes that protect her from the worst of the heat of workshops and labs. She knows how to wear a formal gown, how to accessorize and how to apply make up. When she does she tends to use dark bronze and purple cosmetics and jewellry that stand out well against her pale skin.
She typically smells of soap (unless she gets a little involved with a project and forgets to bathe, along with eat and sleep) and has a Mezzo Soprano voice. She has a tattoo of her House’s symbol on her upper left shoulder, and speaks with a Danor accent that gets stronger when she’s emotional. Miselle moves with a fluid grace, and reacts quite quickly to surprises.
Appearance
--------------------
Short by most standards, Miselle barely stands at 5ft tall and is relatively slight in her build, although those who happen to see in the baths would report that her body is surprisingly fit and lean. She has a heart-shaped face and full lips. Her skin is pale as she hasn’t had much chance to go in the sun, and she tends to burn quite easily. Of course, when she works with hot metal and tools, she tends to get a welders tan.
Miselle’s hair is a little unusual, in that it is a dark auburn brown with a white streak in the fringe despite her young age. It’s a common trait seen in many of the people in her family. She also has silver eyes, which most people consider unusual.
Other than her uniform she tends to wear heavy, tight fitting clothes that protect her from the worst of the heat of workshops and labs. She knows how to wear a formal gown, how to accessorize and how to apply make up. When she does she tends to use dark bronze and purple cosmetics and jewellry that stand out well against her pale skin.
She typically smells of soap (unless she gets a little involved with a project and forgets to bathe, along with eat and sleep) and has a Mezzo Soprano voice. She has a tattoo of her House’s symbol on her upper left shoulder, and speaks with a Danor accent that gets stronger when she’s emotional. Miselle moves with a fluid grace, and reacts quite quickly to surprises.
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Personality
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It’s not a surprise to many that Miselle is polite and speaks in a carefully chosen way, often considering her words before speaking them. She is, after all, high born and trained. She moves gracefully but precisely, with dainty movements that speak of hours of etiquette training. She is calm, rational and thorough
At least, until she gets excited about something. Then those hours of training fly out the window, often on steam-powered wings.
When excited, Miselle can often become quite frenetic, moving witch much wilder motions and speaking more rapidly, and sometimes without thinking, more of her Danor accent slipping through as she does so. She tends to focus heavily on whatever has caught her interest, and can become borderline obsessed...at least for a while. Once a project is complete she will often grow less excited in it and return to normal.
She is generally friendly, but sometimes clumsy with the feelings of others, and despite no longer really having access to the funds a noble would expect due to her circumstances, she doesn’t really appreciate how little others have had to do with and doesn’t have a full appreciation of the realities of money. Which probably explains why the bulk of her wealth is tied up in her latest project...
Personality
--------------------
It’s not a surprise to many that Miselle is polite and speaks in a carefully chosen way, often considering her words before speaking them. She is, after all, high born and trained. She moves gracefully but precisely, with dainty movements that speak of hours of etiquette training. She is calm, rational and thorough
At least, until she gets excited about something. Then those hours of training fly out the window, often on steam-powered wings.
When excited, Miselle can often become quite frenetic, moving witch much wilder motions and speaking more rapidly, and sometimes without thinking, more of her Danor accent slipping through as she does so. She tends to focus heavily on whatever has caught her interest, and can become borderline obsessed...at least for a while. Once a project is complete she will often grow less excited in it and return to normal.
She is generally friendly, but sometimes clumsy with the feelings of others, and despite no longer really having access to the funds a noble would expect due to her circumstances, she doesn’t really appreciate how little others have had to do with and doesn’t have a full appreciation of the realities of money. Which probably explains why the bulk of her wealth is tied up in her latest project...
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History
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Born to House Fitelle of Danor, Miselle has lived much of her life in exile from her homeland. Danor politics are as ruthless as any other, and House Fitelle was a minor house, mostly known for backing and working on advancements in land based weaponry and armour. As a result they had little real influence but a surprising amount of capital, which proved to be there undoing.
A rival house, looking to take the contracts House Fitelle had created, framed them of several wrong doings against House Jierre, the ruling family of Danor. Individually, they were minor - small misdeeds in the games of Houses - but taken together they could be seen as treasonous, and given they were against Jierre…
House Fitelle, charged and bound to be found guilty, fled with as many of their resources as they could. Looking for allies, they decided that the best place to go was Risur, as the known progressive King Aodhan was trying to close the technological gap between the two nations. Although they had only been able to take a limited number of the tools, plans and machinery needed to build such things, the minds behind many of the creations were members of Fitelle.
Although it took time for Fitelle to fit in, especially the Tiefling members of the house, they eventually gained a measure of respect thanks to their work. Many of the innovations that made Risur’s rifles safer came from there workshops.
One of the daughters of the house, Miselle, was but an infant when they left Danor, and grew up to enjoy and respect the people who had taken her family in. Still, she was Danorian - she spoke Common at home with her parents, and prefered guns to swords. She loved the feel of oil on her hands and the scent of hot metal. Like many of the Fitelle, she had a technical knack, and was trained to do so. Eventually she created a way to harness energy, creating odd ways to enhance the armour it was fitted too.
Unlike most of her family, however, she enjoyed Risur enough to wish to serve. She desired to help her new nation, and after some additional training was able to join the Royal Homeland Constabulary as a technical specialist. This, however, was not what she wanted. Proving her skills on several occasions, she was eventually moved to the rank of Constable, and put into a more active duty.
History
--------------------
Born to House Fitelle of Danor, Miselle has lived much of her life in exile from her homeland. Danor politics are as ruthless as any other, and House Fitelle was a minor house, mostly known for backing and working on advancements in land based weaponry and armour. As a result they had little real influence but a surprising amount of capital, which proved to be there undoing.
A rival house, looking to take the contracts House Fitelle had created, framed them of several wrong doings against House Jierre, the ruling family of Danor. Individually, they were minor - small misdeeds in the games of Houses - but taken together they could be seen as treasonous, and given they were against Jierre…
House Fitelle, charged and bound to be found guilty, fled with as many of their resources as they could. Looking for allies, they decided that the best place to go was Risur, as the known progressive King Aodhan was trying to close the technological gap between the two nations. Although they had only been able to take a limited number of the tools, plans and machinery needed to build such things, the minds behind many of the creations were members of Fitelle.
Although it took time for Fitelle to fit in, especially the Tiefling members of the house, they eventually gained a measure of respect thanks to their work. Many of the innovations that made Risur’s rifles safer came from there workshops.
One of the daughters of the house, Miselle, was but an infant when they left Danor, and grew up to enjoy and respect the people who had taken her family in. Still, she was Danorian - she spoke Common at home with her parents, and prefered guns to swords. She loved the feel of oil on her hands and the scent of hot metal. Like many of the Fitelle, she had a technical knack, and was trained to do so. Eventually she created a way to harness energy, creating odd ways to enhance the armour it was fitted too.
Unlike most of her family, however, she enjoyed Risur enough to wish to serve. She desired to help her new nation, and after some additional training was able to join the Royal Homeland Constabulary as a technical specialist. This, however, was not what she wanted. Proving her skills on several occasions, she was eventually moved to the rank of Constable, and put into a more active duty.