Valeros

Kora Kirion - Junior Paladin's page

178 posts. Alias of Corerue.


Full Name

Kora Kirion

Race

Human

Classes/Levels

Paladin 1

Gender

Male

Size

Medium - 6'8" Weight - 180 lbs

Age

18

Special Abilities

Hero Points Total = 1

Alignment

Karma Neutral (good tendencies) - Falling due to increasing brutality as of late...

Languages

American English, French, Latin, Sign Language, Spanish, Mil Speak

Occupation

BoS- Junior Paladin and Scribe

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

About Kora Kirion - Junior Paladin

Kora Kirion - Brotherhood of Steel - Rank of Junior Paladin
Patrol Assigned to: Delta Bunker: Repo Squad
Current Mission Parameters: Search and Retrieve old tech and return it to Delta bunker for archiving, R&D.

Beginning Party Loot Sheet

Human Paladin (Hospitlar) 2 / Machinesmith 2

Karma: Neutral (Good tendencies)
Declining due to increased brutality towards raiders
Medium Humanoid (human)

Faction Popularity:

Reavers (Raider Faction): Disliked (Outright Hostile due to BOS affiliation)
Supermutants: Unknown (Hostile due to BoS affiliation)
Ghouls: Unknown

Init +4; Senses Perception +3
--------------------
Defense
--------------------
Armor AC: 12 DR: 24 (Power Armor + Helmet)
Outside of heavy Armor AC 18

HP 33 (1d10+1)

Fort +6, Ref +7, Will +4

Special: Radiation resistance +13 (Full Suit Power Armor Bonus)

--------------------
Offense
--------------------
AER9 Laser Rifle +4 (3d10 19-20/x2) Microfusion Cells x7 (24 Shots per cell = 168 total)
Ripper +4 (1d12+2 19-20/x3) Small energy cells x6 (30 shots per cell = 180 attacks)

Speed 30 ft.

Special Training Brotherhood Training (Smite Evil) (1/day)

Mechanical and Mental abilities Sense Ill Intent (Detect Evil) (At will)

Paladin Advanced Mechanical abilities (CL 0):

--------------------
Statistics
--------------------
Str 14 +2, Dex 14 +2, Con 12 +1, Int 18 +4, Wis 8 -1, Cha 14 +2

Base Atk +2; CMB +4; CMD 16

Feats
Point Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Rapid Shot When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

Template
Wasteland Tinkerer: Most people see the heaps of metal and rubble strewn across the Wastes as garbage, but to a mechanic like you, it’s a veritable treasure trove! With the right materials, you can craft some very high-quality goods... even if they blow up every now and then.
--Master Tinker: +1 Disable Device and Knowledge (engineering) checks; automatically proficient with any weapon you craft
--Craftsman: +2 to all Craft and Profession checks to craft armor, weapons, and ammunition

Traits [/b
]Mathematical Prodigy (Knowledge [engineering])
Reactionary +2 Initiative

[b]Skills
.............................AB RK CS MS(10 SP 4+4+1+1(x2= Currently 20) SP Per level)
Class Skills

Athletics (Str) +2 +1 +3 = +6
Appraise (Int) 4 + 1 + 3= +6
Craft: (Heavy Weapons) (Int) +4+1+3+2+1 = +11
Craft:.(Energy Weapons) (Int) +4 +1 +3 +2 +1 = +11
Craft.(Power Armor) (Int) +4 +1 +3 +2+1 = +11
Disable Device (Dex) +4 +1 +3 +1 = +9
Fly (Dex)
Heal.(Wis) -1 +2 +3 = +4
Knowledge (engineering) (Int) +4 +1 +3 +1 +1= +10
Knowledge(geography) (Int) +4 +1 +3 +1 = +9
Knowledge (nature) (Int) +4 +1 +3 +1 = +9
Knowledge (religion) (Int) +4 +1 +3 +1 = +9
Perception (Wis) -1+1+3= +3
Profession.(Scribe) (Int) +4 +2 +3 +2 = +10
Ride (Dex) +2+1+3 = +6
Technocraft (Int)
Use Mechanical Device (Int) +4+1+3 = +8

Non-Class Skills
Escape Artist.(Dex)............+2 +1 +0 = +3
Use Computer.(Int).............+4 +2 +0 = +6

Languages Common, French, Latin, Sign Language, Spanish
SQ aura of good, variant channeling (protection variant channeling [±1 sacred ac])

Gear
Ripper - 100 Caps
Power Armor - DR 20 - Weight 45 (25) lb's - Free
(+2 STR, -2 AGL, +10 Radiation Resistance)
Power Armor Helmet - DR 4 - Weight 5 lb's - 110 Caps
(+3 Radiation Resistance)

I will work out the details on which once I here about whether the Medical armor was acceptable or not. ;)

Laser Rifle - Free
Microfusion Cells - 7x 3 caps = 21 Caps
Small Energy Cells - 6x 2 caps = 12 caps

Scribe Robes - 6 Caps

Tools-
Artisan's Tools (-0 to craft checks) - 5 Caps
Crowbar - 2 Caps

Consumables -
1x Pure Water = 20 caps
1x Apples, Fresh = 5 Caps
1x Stim Pack's = 25 Caps

Total Caps = 300 Max for Paladin 300 used. 0 caps left over.

--------------------

Class Abilities Paladin (Hospitlar):

--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Sense Ill Intent (Detect Evil) (At will) (Sp) You can use detect evil at will.
Modified Pipboy Shielding (Protection Variant Channeling) (±1 Sacred) AC bonus/penalty
Brotherhood Trained (Smite Evil) (1/day) (Su) +2 to hit, +2 to damage, +2 deflection bonus to AC when used.
Resolve of Steel (Divine Grace) Add Cha Bonus to all Saving Throws.
Nanite Healing (Lay On Hands) (3/day) Cure 1d6 damage to those touched per standard action, 1d6 damage cured to self per swift action.

Armor Proficiency - Light, Meduium, Heavy and Power Armor
Weapon Proficiency- Light, Martial and BOS Bonus: Energy Weapon- Laser Rifle

--------------------

Class Abilities Machinesmith (Wondermaker):

--------------------
Crafter (Ex)
A machinesmith adds half his class level (minimum 1) to all Craft skill checks.

Prototypes (Su)
Machinesmiths can forge steel and manufacture ordinary items superior than those made by mundane masters at their craft. But their true power comes from being able to imbue prototypes they make with mobius energy. Machinesmiths spend their time creating magically imbued prototypes that can mimic certain spells. A machinesmith prepares them by manufacturing a small, hand-held prototype, and then activates them by imbuing the prototype with mobius energy before activating it. When a machinesmith creates a prototype, he infuses the machine with a tiny fraction of his own magical power. Prototypes behave in some ways like spells, and as such their effects can be dispelled by effects like dispel magic, or resisted with spell resistance, using the machinesmith's level as the caster level. Feats, traits, and other abilities that alter or improve spells do not otherwise affect prototypes. Prototypes known may be used in the creation of magic items as if they were spells.

A machinesmith can create only a certain number of prototypes of each level per day. His base daily allotment of prototypes is given on Table: Machinesmith. In addition, he receives bonus prototypes per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When a machinesmith imbues a prototype with mobius energy, he infuses the machine with magic siphoned from his own magical aura. A prototype immediately becomes inert if it leaves the machinesmith's possession, reactivating as soon as it returns to his keeping—a machinesmith cannot pass out his prototypes for allies to use. A prototype, once created, remains potent for 1 day before becoming inert, so a machinesmith must re-make his prototypes every day. Making a prototype takes 1 minute of work—most machinesmiths prepare many prototypes at the start of the day or just before going on an adventure, but it's not uncommon for a machinesmith to keep some (or even all) of his daily prototype slots open so that he can prepare prototypes in the field as needed. If the machinesmith is interrupted while preparing a prototype, they must succeed in a Concentration check, or the prototype slot is used up. Although the machinesmith doesn't actually cast spells, he does have a prototype list that determines what prototypes he can create. A machinesmith can utilize spell-trigger items if the spell appears on his prototype list, but not spell-completion items (unless he uses Use Magic Device to do so). When a prototype is released, it exactly duplicates the spell upon which it is based. The machinesmith uses his level as the caster level to determine any effect based on caster level. Creating prototypes consumes raw materials, but machinesmiths regularly collect odd bits and pieces of scrap in their travels, making the cost of these materials insignificant—comparable to the valueless material components of most spells. They only require their trusty set of artisan's tools and blueprint book to construct a prototype.

If a spell normally has a costly material component, that component is expended during the consumption of that particular prototype. A machinesmith can prepare any prototype found within his blueprint book. Blueprints are the directions for creating prototypes, akin to inscribed spells or scrolls, which only machinesmiths can decipher. To learn or use a prototype from a blueprint, a machinesmith must have an Intelligence score equal to at least 10 + the prototype's level. The DC for a saving throw against a machinesmith's prototype is 10 + the prototype level + the machinesmith's Intelligence modifier. A blueprint book may hold any number of prototype blueprints. The machinesmith must refer to his blueprint book, as a wizard refers to their spellbook, whenever he prepares a prototype but not when he consumes it. A machinesmith begins play with two 1st level prototype blueprints of his choice, plus a number of additional blueprints equal to his Intelligence modifier. At each new machinesmith level, he gains one new blueprint of any level that he can create. Adding a blueprint to his collection requires the same costs and time requirements as a wizard adding that same spell to their spellbook. A machinesmith can study a wizard or magus's spellbook to learn any blueprints that are equivalent to a spell the spellbook contains. A wizard or magus, however, cannot learn spells from a blueprint. A machinesmith does not need to decipher arcane writings before copying them.

Machinesmith Trick
2nd level – Repair Flesh (Sp): The machinesmith learns to use his repair ability on living creatures to recover their hit points. However using this ability only heals half the normal damage.

Combined Skills Pal+Machinesmith:

Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge(geography) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int) Use Mechanical Device (Cha)

Prototype Use Per Day:

Choose 2+4 (Int Bonus) of blueprints/Prototypes
Gain 1 New Blueprint Per level, Must buy or create blueprints to gain more otherwise.

1st Level Spells
Hold Portal, Servant Drone, Feather Fall, Alarm, Transcribe, Guardian Drone

SERVANT DRONE
School transmutation; Level machinesmith 1
Casting Time 1 standard action
Components V,S,M (small clockwork device shaped like a humanoid with numerous tool-shaped appendages)
Range close (25 ft. + 5 ft./2 levels)
Effect one servant drone
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
This spell animates a Small-sized humanoid construct to assist the machinesmith with tasks. The machinesmith can direct the drone to perform a task as a move action. The drone is capable of accomplishing any simple task or using any Dex- or Str-based skill known by the machinesmith, gaining a +1 competence bonus to all skill checks.
The servant drone may be targeted by spells and mundane attacks. It has AC 12 and 5 hp + 1 per caster level. It has a base movement speed of 30 feet. It is considered an object and is immune to nonlethal damage and critical hits. It is considered a magic item for purposes of saving throws with all saves equal to 2 + caster level.

Background:

Kora Kirion is a young member of the Brotherhood of Steel, he started off as a scribe and proved fairly skilled in understand the older tech's that the patrols found. Both his parents were scribes so naturally the need to learn run's in his blood, as does his parents knack for upgrading and repairing technology. Unlike his parents he has had a hard time however gaining the access he needed to see the archives without a higher up watching over his shoulder and huffing impatiently. He works in a different section then his parents and advancement within the scribes is a stifling process as well, it would literally be years before he could advance in rank. Which Kora is way too impatient to sit stagnant for so long.

He started to spend more time in the tech repair wards, repairing combat armor, power armor and a lot of the energy tech that he was allowed to touch. It was during this time when he had the opportunity to transfer into an even more active role. Junior Paladin. It sounded good at the time, a way for him to advance more quickly, gain the respect needed to access the archives in the Brotherhood bunker and learn the higher techs before he was an elder.

The training had been brutal, his drill sergeant took pleasure in breaking in a low down, desk chomping, pencil pushing p*$$ ant scribe. Eventually though he earned his power armor, albeit at a quicker pace due to the dire situation the bunker was in as the raiders and denizens of the waste were injuring more and more of the patrolmen on duty. He performed almost half a dozen patrols before he truly saw what horrors occurred in the wasteland. It started with smoke on the horizon, a nearby settlement was under attack by the Reavers, a known cannibalistic group of raiders who were known for being extremely violent. The patrol commander gave the order to move in and the patrol was able to hit the Reaver's from behind before they were aware of the Brotherhood patrol.

In the End the Patrol suffered minor injuries, while the Reavers suffered heavy casualties before they routed and after a token pursuit they scattered back into the wastes. The settlement though was in ruins, most had either fled or died horrifically at the hands of the raiders. Men, Woman, the Elderly and children were horrifically killed by their attackers, some suffered worse before being executed by their tormentors. At this sight Kora couldn't help but lose his guts on the ground, he had been a scribe. He'd read over hundreds of reports and yet nothing had prepared him for this level of violence. To see it in person made Kora both sick and enraged at the depravity that laid just outside the protective walls of their bunker. He swore from that day on to bring Brotherhood Justice down on any who dare call themselves a raider.

With Laser Rifle and Knife he took on more scouting missions, burning what raiders he's found to ash with his laser rifle. He's made good thus far on his oath's he has also became more reckless, short sighted and a little bit of a loose cannon in the eyes of his superiors. He hasn't faced judgement yet, but he knows that if he continues his reckless abandonment of the RoE that his superiors will hammer down on him. Until then he has done whatever it takes to clean up the wastes while he still had the power to do so....

Field Report, Kora Kirion. Investigating Raider Activity near Felldom Farmstead:

Raider (Male) (1/3) ::Mercy man, we surrender godda$%it!::
Junior Paladin Kora ::Charges are as followed: Assault, Resisting Arrest, rape and Murder. how do you plead?::
Raider (Male) (1/3)::Are you $h&*^ing me man!?
::Guilty: plea accepted. Judgement: Immediate Execution *Choking sounds, screams heard in background*::
Raider (Female) (2/3) ::A knife!? Give me a bullet! Please!::
Junior Paladin Kora ::Lead's too expensive, how do you plead?::
Raider (Female) (2/3) ::F&*( YOU! *Spits*::
Junior Paladin Kora ::Guilty. *More choking, sounds of whimpering can be heard.*::
Junior Paldin Kora ::How do you plead? *Crying can be heard*::
........................................................................... .....................................................................REVISED REPORT ALL RECORDINGS REDACTED AND EXPUNGED PER ORDER OF HIGH PALADINS................................................................... ....................................................................

CORRECTED/APPROVED REPORT
After engaging raiders, the three assailants proved uncooperative and open fire on Brotherhood Junior Paladin (Kora Kirion) who responded with appropriate measures. He routed the three raiders and summarily gunned them down in a extended firefight. They're armaments and gear were recovered and turned over to the Scribes for investigation, classification and storage in the quartermaster's vault.

Summary Judgement
Junior Paladin Kora, suspended from long range patrols for 3 DAYS for overwhelming use of force in dealing with enemy combatants.

Personality and Appearance:

Outside of his power armor, Kora is usually dressed in his scribe robes and continuing his work on learning techs or updating his equipment.

Kora is very tall over six foot and near two hundred pounds with a lean athletic figure. He relies a lot on his power armor to enhance his strength in the field but his training has kept him in peak physical condition. His hair is completely white, a genetic defect he inherited from his parents along with complete Heterochromia which means his left eye is blue and his right is violet. He suffers from vitiligo and is the primary reason he never moves around without some type of heavy clothing. The autoimmune disease effects mainly his chest, legs and the back of his hands. This disease has left him covered by several white spots in unusual and ugly ways, as it doesn't follow any specific method or path as it attacks his skin pigmentation. Kora is embarrassed about it and remains covered as much as possible.

When Kora isn't working he can come off as warm and charming but distant as his thoughts always drift to what he has seen on patrol. He doesn't drink like some of the soldiers do, he loses himself in his work instead until either he goes to bed or back on patrol. Its the only way he's kept himself from spiraling down into a gloomy state.

Contacts (Midwesst Brotherhood of Steel - Delta Bunker): TBD by GM:

Kora's Mother and Father. Edie and James Kirion (James goes by Joe in the bunker) - Don't have a lot of time to help Kora as thier projects are higher priority and take up a lot of their time.
Kylee (Fellow Scribe - Still a scribe) - Is enthusiastic about repairing items and that is her field of expertise. She is however still a novice.