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About AA-XIIIAge: 25 years
Personality: He loves his work and will kill anyone who gets in his way.
Personality Traits: Roll 4d20, pick one positive and one negative from the results. Name: AA- XV
Traits:
(Add or remove as needed for specific Ancestry) Primary Stats:
Size 2 adjustments:
Speed: 12
Damage: +1d6
Class Abilities: Enchanted Weapon/Armor abilities: Languages spoken: Common Understood Languages: Common, Written Languages: Professions: Ancestry Traits and Abilities:
Attribute Scores Strength 9, Agility 8, Intellect 9, Will 9 Perception equals your Intellect score. Defense 13-2= 11 Health equals your Strength score. Healing Rate equals one-quarter your Health. Size 1, Speed 8, Power 0 0 Damage, 0 Insanity, 0 Corruption Languages and Professions You speak the Common Tongue. Immune damage from disease and poison; asleep, diseased, fatigued, poisoned. Key: You have a key somewhere on your body that you cannot reach. The key determines whether you are a creature or an object. If the key is turning, you count as a creature and use your normal statistics. If the key isn’t turning, you count as an object and use the statistics in the following description in place of your normal statistics (your Health becomes the object starting number). Your key stops turning when you become incapacitated or at the end of any round in which you got a 0 or less on an attack roll or challenge roll. Any damage taken in excess of your Health applies to your Health in your object form; if you take damage equal to the Health of your object form, you are destroyed. Mechanical Body You do not eat, drink, or breathe. You do not age and you cannot be transformed into an undead creature. Your mechanical body makes it impossible for you to swim, so you sink to the bottom when you are submerged in liquid. Level 4:
Grind the Gears: You can increase the number of actions you can use on your turn by one. When you finish your turn, roll a d6. If you roll an odd number, you become an object at the end of the round. Quirks and Marks of Darkness:
(Write in these if you ever gain a quirk or mark of Darkness) Paths and Path Abilities:
Novice Path: Rogue
2nd level:
Time: Teleportation: Divination: 5th level:
Expert Path: Edge Walker
Languages and Professions: You can speak another
Instinctive Teleport: When you take damage, you can use a triggered action to expend the casting of a Teleportation spell. You teleport to an open space within a number of yards equal to 2 + the rank of the spell whose casting you expended. Time Leap: When you take a turn, you can use a triggered action to expend the casting of a rank 1 or higher Time spell. You step forward in time, seeming to disappear from reality until you reappear at the end of the round. 6th level:
Temporal Disturbance: When you cast a Time spell or a Teleportation spell, you can choose to flicker in and out of existence, moving swiftly from one second to the next and back again until the end of the round. You impose 1 bane on all attack rolls made against you, and you make challenge rolls to resist effects with 1 boon. In addition, until this effect ends, you can move through solid objects that are no more than 2 inches thick. Master Path:
Magic You discover a tradition or you learn one spell.
Spell Exchange: = Fuse. Warmage Tactics: You develop tactics to help you survive
Equipment:
Wealth: Bits: 5 Copper Pennies: 5 Silver Shillings: 3 Gold Crowns: Weapons-
Armor-
Expendable items:
Enchanted Items:
Gear-
Crowbar
Clothing:
Spellcasting:
Power level: (3) 0th- 3/day
Challenge Save: DC. 12 Tradition: Divination
READING: (DIVINATION) UTILITY
Tradition: Teleportation
FUSE: (TELEPORTATION) ATTACK
Attack Roll 20+: The target takes 2d6 extra damage and is
Tradition: Time
TIME SKIP: (TIME) UTILITY
Aftereffect: Make a Strength challenge roll with 1 bane. On a
Major Paradox: (Time)
Questionnaire:
1) How do others make you feel? 2) Name one thing you value most. Then name one thing you could lose. These could be ideals, physical possessions, relationships, etc.. 3) What do you fear? What do you hate? 4) What do you desire? What do you love? 5) You have (at least) one secret. What is it? 6) Have you done something Notable? What was it? 7) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it? 8) Do you follow through on your promises and obligations? Or do you delay or avoid? Do you feel guilty when you don't uphold them? 9) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself?
(Copy and paste the questions and answers from character generation here.)
My Story:
(How do all the random rolls fit together?) http://paizo.com/threads/rzs42axw?Bookrats-Demon-Lord-Game-2-new-players. |