Post by crystalmancer on May 21, 2021 17:26:45 GMT -5
Player Name: Pascal
Character Name: Joel Armand
World of Origin: ?!?
Species: Human
Occupation: Magitech Engineer
Level: 0
Strength: 2
Endurance: 4
Dexterity: 6
Intelligence: 10
Charisma: 2
Wisdom: 2
Power: 8
Luck: 40
Hit Points: 18
Defense Score:
Magic Slots: 8
Skills Skill Level
Medicine: 2
Mechanics: 4
Smithing/Repair: 2
Magitech Craft: 4
Knowledge: Chemistry 2
Weapon: Engineer Autocrossbow: 4
---Range: Long (50 feet, 100 feet, 200 feet)
---Damage: 1d8
Can only fire one bolt per round, but it has an autoloader on the top with 8 bolts. It takes a round to add another bolt cartridge once it runs out.
Abilities:
Familiar:2 Assistant Automaton --- The familiar is a spider bot with 6 legs that follows the engineer around. Its purpose is to carry stuff. The Engineer can also use it as a mount point to stabilize the heavy crossbow, granting another +2 to the weapon accuracy and +4 Armor due to cover. The automaton does not need to sleep, and in Guard mode will keep watch with a perception modifier equal to the Mechanics skill modifier (No stats) When a threat is detected, a hammer will strike two bells to create a loud ringing noise.
--The Automaton's Hit Points are equal to three times the Mechanics Skill + Intelligence modifier. (Current Max: 33)
--Bigger on the Inside: With some magical properties akin to a bag of holding, the automaton can hold 50 pounds of stuff without increasing the weight of the automaton, nor needing the actual physical room, as long as the total weight of objects do not exceed 50 pounds.
It is immune to mental effect, or spells that only affect the living. Spells that is particularly effective against metal such as rust, heat metal, or metal bending are particularly effective against it. When required to dodge, or dex save, its dexterity is 2.
This all gives it a Defense of 12. As a construct made out of metal, it ignores the first 4 damage received from each sources. However, it does not possess any natural healing, and must be repaired and maintained.
Upgradeable Weapon: Engineer Autocrossbow - This ability allows the engineer to add devices and continuously improve the weapon. Improving the weapon may require materials, skill checks, and certain character milestones - under GM prerogative. Typically, +1 damage per character level.
Rapid Repair2: Can roll Mechanics skill to repair a device/automaton. Restores the device the same amount of HP as the mechanics roll. Using this ability to instantly repair consumes a spell slot.
True Sight Goggles: Having had to deal with magical entities before, Joel came to crafting a pair of goggles to allow him to see the true nature of things.
Spells:
Device: Ion Cannon - Mounted onto the Engineer's Autocrossbow, this device consumes a Magic Slot to inflict three times the base weapon damage (3 die) + Power. Requires a weapon skill roll to hit the target and inflicts Lightning damage. Consumes 4 spell slots.
Device: Forcefield Emitter - Consumes 2 Spell Slots to provide Power*2 HP to the wearer of the belt. The HP is temporary lasting up to 1 hour, and is consumed first upon taking damage. Changes to the Power will reduce or increase current value by twice the value of the change.
Device: Stim Pack - Heals 1d4+power health upon application. Can only be used once per day per person. This device does not require magic slots to function. A second application within a day has no effect on the individual. The chemicals can only do so much to boost one's natural healing.
Device: Flame Thrower - A gauntlet attached to the left arm of the engineer. Infusing it with 2 Magic Slots will allow to emit a 20 feet long cone of flames that inflict 2d6+power modifier damage. An enemy may evade the flames! Inflicts Fire damage.
Device: Tranq Dart - Consumes a spell slot to materialize a dart into the crossbow that contains a powerful tranquilizer. Endurance save to avoid the effect. Lasts 1d3 rounds. It is a deep sleep effect. The world could end around them, and they wouldn't wake up before a rock falls and breaks their leg. or something.
History:
A bit of a genius in his homeworld, Joel started learning mechanics and clockwork principles from the start of his teenage years. Though this focus has earned him quite a reputation. After a few years of lonesome study, Joel has decided to start traveling the world and see if there is anything elsewhere he can add to his mechanisms. With the intent to travel, he spent time to craft an assistant to carry tools and supplies for him, as well as a proper weapon to defend himself. Due to how expensive all the studies and stuff, he's had to borrow money from a local criminal cartel dealing in drugs, prostitution and other forms of less then legal entertainment. Not only does he owe them money, but his devices make wonderful weapons, and they are quite interested in acquiring them. This of course being one of the reasons he had to escape the area; nobody wants their invention to fall into the wrong hands. This is going to become a serious problem...
Flaws:
Curiosity killed the cat. Joel is way too curious for his own good. Anything that could be used to improve his engineering will be studied. This may lead to his being in danger! And he tends to be a rather poor speaker. Seriously. He's borderline rude.
Special Traits:
Stuff:
Clockwork watch on a chain. Made of a stainless steel chassis, the watch needs to be winded once per week, and holds time very precisely.
Toolkit. Hammer, saw, screwdrivers, nail and screw molds, inkwell and quill. All the tools and parts he needs to maintain and expand his repertoire of machinery.
Springloaded timer-for when you need to know exactly how much time has passed.
Character Name: Joel Armand
World of Origin: ?!?
Species: Human
Occupation: Magitech Engineer
Level: 0
Strength: 2
Endurance: 4
Dexterity: 6
Intelligence: 10
Charisma: 2
Wisdom: 2
Power: 8
Luck: 40
Hit Points: 18
Defense Score:
Magic Slots: 8
Skills Skill Level
Medicine: 2
Mechanics: 4
Smithing/Repair: 2
Magitech Craft: 4
Knowledge: Chemistry 2
Weapon: Engineer Autocrossbow: 4
---Range: Long (50 feet, 100 feet, 200 feet)
---Damage: 1d8
Can only fire one bolt per round, but it has an autoloader on the top with 8 bolts. It takes a round to add another bolt cartridge once it runs out.
Abilities:
Familiar:2 Assistant Automaton --- The familiar is a spider bot with 6 legs that follows the engineer around. Its purpose is to carry stuff. The Engineer can also use it as a mount point to stabilize the heavy crossbow, granting another +2 to the weapon accuracy and +4 Armor due to cover. The automaton does not need to sleep, and in Guard mode will keep watch with a perception modifier equal to the Mechanics skill modifier (No stats) When a threat is detected, a hammer will strike two bells to create a loud ringing noise.
--The Automaton's Hit Points are equal to three times the Mechanics Skill + Intelligence modifier. (Current Max: 33)
--Bigger on the Inside: With some magical properties akin to a bag of holding, the automaton can hold 50 pounds of stuff without increasing the weight of the automaton, nor needing the actual physical room, as long as the total weight of objects do not exceed 50 pounds.
It is immune to mental effect, or spells that only affect the living. Spells that is particularly effective against metal such as rust, heat metal, or metal bending are particularly effective against it. When required to dodge, or dex save, its dexterity is 2.
This all gives it a Defense of 12. As a construct made out of metal, it ignores the first 4 damage received from each sources. However, it does not possess any natural healing, and must be repaired and maintained.
Upgradeable Weapon: Engineer Autocrossbow - This ability allows the engineer to add devices and continuously improve the weapon. Improving the weapon may require materials, skill checks, and certain character milestones - under GM prerogative. Typically, +1 damage per character level.
Rapid Repair2: Can roll Mechanics skill to repair a device/automaton. Restores the device the same amount of HP as the mechanics roll. Using this ability to instantly repair consumes a spell slot.
True Sight Goggles: Having had to deal with magical entities before, Joel came to crafting a pair of goggles to allow him to see the true nature of things.
Spells:
Device: Ion Cannon - Mounted onto the Engineer's Autocrossbow, this device consumes a Magic Slot to inflict three times the base weapon damage (3 die) + Power. Requires a weapon skill roll to hit the target and inflicts Lightning damage. Consumes 4 spell slots.
Device: Forcefield Emitter - Consumes 2 Spell Slots to provide Power*2 HP to the wearer of the belt. The HP is temporary lasting up to 1 hour, and is consumed first upon taking damage. Changes to the Power will reduce or increase current value by twice the value of the change.
Device: Stim Pack - Heals 1d4+power health upon application. Can only be used once per day per person. This device does not require magic slots to function. A second application within a day has no effect on the individual. The chemicals can only do so much to boost one's natural healing.
Device: Flame Thrower - A gauntlet attached to the left arm of the engineer. Infusing it with 2 Magic Slots will allow to emit a 20 feet long cone of flames that inflict 2d6+power modifier damage. An enemy may evade the flames! Inflicts Fire damage.
Device: Tranq Dart - Consumes a spell slot to materialize a dart into the crossbow that contains a powerful tranquilizer. Endurance save to avoid the effect. Lasts 1d3 rounds. It is a deep sleep effect. The world could end around them, and they wouldn't wake up before a rock falls and breaks their leg. or something.
History:
A bit of a genius in his homeworld, Joel started learning mechanics and clockwork principles from the start of his teenage years. Though this focus has earned him quite a reputation. After a few years of lonesome study, Joel has decided to start traveling the world and see if there is anything elsewhere he can add to his mechanisms. With the intent to travel, he spent time to craft an assistant to carry tools and supplies for him, as well as a proper weapon to defend himself. Due to how expensive all the studies and stuff, he's had to borrow money from a local criminal cartel dealing in drugs, prostitution and other forms of less then legal entertainment. Not only does he owe them money, but his devices make wonderful weapons, and they are quite interested in acquiring them. This of course being one of the reasons he had to escape the area; nobody wants their invention to fall into the wrong hands. This is going to become a serious problem...
Flaws:
Curiosity killed the cat. Joel is way too curious for his own good. Anything that could be used to improve his engineering will be studied. This may lead to his being in danger! And he tends to be a rather poor speaker. Seriously. He's borderline rude.
Special Traits:
Stuff:
Clockwork watch on a chain. Made of a stainless steel chassis, the watch needs to be winded once per week, and holds time very precisely.
Toolkit. Hammer, saw, screwdrivers, nail and screw molds, inkwell and quill. All the tools and parts he needs to maintain and expand his repertoire of machinery.
Springloaded timer-for when you need to know exactly how much time has passed.