About Kora Kirion - Junior PaladinKora Kirion - Brotherhood of Steel - Rank of Junior Paladin
Human Paladin (Hospitlar) 2 / Machinesmith 2 Karma: Neutral (Good tendencies)
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
HP 33 (1d10+1) Fort +6, Ref +7, Will +4 Special: Radiation resistance +13 (Full Suit Power Armor Bonus) --------------------
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): --------------------
Base Atk +2; CMB +4; CMD 16 Feats
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
Traits [/b
[b]Skills
Athletics (Str) +2 +1 +3 = +6
Non-Class Skills
Languages Common, French, Latin, Sign Language, Spanish
Gear
I will work out the details on which once I here about whether the Medical armor was acceptable or not. ;) Laser Rifle - Free
Scribe Robes - 6 Caps Tools-
Consumables -
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
--------------------
Class Abilities Machinesmith (Wondermaker):
-------------------- Crafter (Ex) A machinesmith adds half his class level (minimum 1) to all Craft skill checks. Prototypes (Su)
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
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
SERVANT DRONE
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!::
CORRECTED/APPROVED REPORT
Summary Judgement
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. |