Shadowblack

AA-XIII's page

12 posts. Alias of Patrick Bailey.


Full Name

AA-XIII

Race

Clockwork

Classes/Levels

Rogue/Edge Walker/War Mage: S: 11, A: 13, I: 12, W: 10, Speed: 12, Defense: 17, Health: 48 (38) Dmg: 23 Active spells/effects- Reading( 1/6), Rewrite Moment, Time Skip,

Gender

Male?

Size

2

Age

25?

Languages

Common Literate

Occupation

Repo Clockwork

Strength 11
Dexterity 13
Intelligence 11
Wisdom 10

About AA-XIII

Age: 25 years
Purpose: Built for retrieval (+2 Dex) Mission: Hunt down or capture "Mouse" and return him to "the Company".
Form: (Large Humanoid)
Appearance: Suggestion of Facial features... Slender Man
Background: He was created to hunt down and repossess runaway models of androids.
Voice: Very robotic. Sharp ends to the sounds. ("How are you gentleman?" All your base video.)

Personality: He loves his work and will kill anyone who gets in his way.
Profession 1: Academic (Can read/write common)- Heraldry
Profession 2: Common Ferryman
Lifestyle: Getting By.
Interesting Things: A jar of grease.
1: Unrequited Love. (A human woman named Hameline follows him around. She calls him Mehdi. He doesn't respond to this.)
3: A bag of 12 idol shaped rocks. (1 is an enchanted item)
7: A demanding Spouse. (The Job is demanding, but he loves every minute of it.)

Personality Traits: Roll 4d20, pick one positive and one negative from the results.

Name: AA- XV
Ancestry:
Gender: Male
Age: 25
Level: 7
Lifestyle: Getting by.

Traits:
Positive - Dutiful
Negative - Impulsive
Interesting Thing:
Background:

(Add or remove as needed for specific Ancestry)

Primary Stats:
Strength: 11
Agility: 13
Intellect: 11
Will: 10
Derived Stats
Perception: 12
Defense: 11 (17)
Health: 48
Healing Rate:
Holding Breath: Doesn't breath.

Size 2 adjustments:
- +1 str
- +2 speed
- +50% health
- +1d6 damage

Speed: 12
Power: 3

Damage: +1d6
Insanity: 0
Corruption:

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:
Characteristics: Health +5

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
1st level:
Attributes: Increase two by 1
Characteristics: Health +3
Languages and Professions: You either add one language to the list of languages you can speak or add one common, criminal, or wilderness profession.
Nimble Recovery: You can use an action to heal damage equal to your healing rate and then move up to half your Speed without triggering free attacks. Once you use this talent, you cannot use it again until after you complete a rest.
Trickery: Once per round, you can make an attack roll or challenge roll with 1 boon. If you attack with 1 boon from this talent, your attack deals 1d6 extra damage.

2nd level:
Characteristics: Health +3
Exploit Opportunity: Once per round, when the total of your attack roll is 20 or higher and exceeds the target number by at least 5, you can take another turn at any point before the end of the round.
Roguery Talent: Magic Increase your Power by 1 and discover one tradition.
Then make two choices. For each choice, you either discover another tradition or learn one spell from a tradition you have discovered.

Time: Teleportation: Divination:

5th level:
Characteristics: Health +3
Dirty Tricks: Your attacks deal 1d6 extra damage when you make an attack roll with 1 boon.
Rogue Cunning: You can use Trickery twice per round.

Expert Path: Edge Walker
3rd level:
Attributes: Choose two attributes and increase each by 1.
Characteristics: Health +2, Power +1, Speed +1

Languages and Professions: You can speak another
language or add a profession to your list of professions.
Magic: You discover the Teleportation or Time tradition or learn one Teleportation or Time spell.
Spell Learned: Time Skip, 2nd level (Time)
Spell Exchange: =

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:
Characteristics Health +2, Speed +1
Magic: You learn one spell.
Remove: 2nd level, (Teleportation)

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:
Level 7 Master Path-War Mage
Attributes Choose three attributes and increase each by 1.
Attributes: Strength +1, Agility +1, Will +1.
Characteristics Health +3, Power +1
Languages and Professions: You can speak another language or add a profession to your list of professions.

Magic You discover a tradition or you learn one spell.
- Major Paradox, 3rd level (Time)

Spell Exchange: = Fuse.

Warmage Tactics: You develop tactics to help you survive
in battle. You can use Warmage Tactics in either of the
following ways.
• When you take damage, you can use a triggered action
to halve the damage.
• When you cast a spell that deals damage, you can use
a triggered action to cause the spell to deal 1d6 extra
damage.
You can use this talent a number of times equal to 1 +
your Power score. You regain expended uses when you
complete a rest.

Equipment:

Wealth:
Bits: 5
Copper Pennies: 5
Silver Shillings: 3
Gold Crowns:

Weapons-
Unarmed damage (finesse): 1d6
Spear (Finesse, thrown, short range): 2d6
Crossbow (2-handed, long range, uses bolts, reload,): 3d6 damage

Armor-
Hard Leather (Clothing): Defense= Agility +2
Large Shield (Defensive): Defense +2, damage 1d3

Expendable items:
Healing Syringes x1

Enchanted Items:
Stone Idol of Electricity Resistance

Gear-
Backpack
Sack
Metal box:
- x12 idol shaped rocks
Manacles
Bolt case
Bolts x18

Crowbar
Hourglass
Pentacle amulet implement

Clothing:
Work coveralls
Cap
Belt
Pouch

Spellcasting:

Power level: (3)

0th- 3/day
1st- 2/day
2nd- 1/day
3rd- 1/day

Challenge Save: DC. 12

Tradition: Divination
EPIPHANY: (DIVINATION) UTILITY
- 0th: 3/3
Triggered: You use a triggered action to cast this spell when
you make a challenge roll or an attack roll. You roll the d20
twice and use the higher number on the die.

READING: (DIVINATION) UTILITY
- 2nd (0/1)
Target: One creature you can reach.
Duration: Concentration, up to 1 minute.
While you concentrate, you read the target’s palm. At the
end of the duration, you reveal hints about the target’s future.
The target gains six insights, which it retains for 1 hour or
until it expends the last one. When it makes an attack roll or
challenge roll, it can expend one insight to make the roll with
2 boons

Tradition: Teleportation
Swap: (Teleportation)
- 1st: 2/2
Target: One creature within long range:
You and the target teleport to exchange positions. An unwilling target can make a Will challenge roll, negating the effect on a success.
Triggered: You can use a triggered action on your turn to cast this spell. If you do, the target must be within short range.

FUSE: (TELEPORTATION) ATTACK
- 3rd, 1/1
Target: One creature within medium range.
Make an Intellect attack roll against the target’s Will. On a
success, the target teleports to an open space on a solid
surface within medium range of you, part of it fusing with
the surface. It takes 6d6 damage and becomes immobilized.
The only way to remove this affliction is either to destroy the
object in which the target is fused or to take an action to saw
off an imprisoned limb (dealing damage to the target equal
to twice its healing rate).

Attack Roll 20+: The target takes 2d6 extra damage and is
also stunned for 1 round

Tradition: Time
REWRITE MOMENT (TIME) UTILITY
- 1st: 1/2
Duration: 1 minute
Once per round for the duration, when you roll a die, you can
discard the number and roll the die again. You must use the
second number rolled.

TIME SKIP: (TIME) UTILITY
- 2nd: 0/1
Duration: 1 minute
You destabilize your timeline and rapidly jump from the present into the future and back again for the duration. You appear to flicker in and out of existence, with echoes of your past selves appearing around you and then vanishing. Until the spell ends, you impose 2 banes on attack rolls made against you, and you make attack rolls with 2 boons.

Aftereffect: Make a Strength challenge roll with 1 bane. On a
failure, roll a d6. On an odd number, you appear to grow a bit
younger. On an even number, you appear to grow a bit older

Major Paradox: (Time)
- 3rd: 1/1
Target Up to five creatures you can see within medium range
You attempt to knot each target’s timeline so that the
creature does not exist in the present. Each target must
get a success on an Intellect challenge roll with 1 bane or
disappear, removed from existence for 1 minute. While
removed from existence, the target is insensate, cannot use
actions or triggered actions, and cannot move. When the
effect ends for a target, it returns to the space from which it
disappeared or the nearest open space of its choice.

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.