Copper

AA-XIV's page

No posts. Alias of Patrick Bailey.


Full Name

AA-XIV

Race

Clockwork

Classes/Levels

Mage/Edge Walker/Sharpshooter

Gender

Male

Size

2

Age

25

Languages

Common (Literate),

Occupation

Repo-clockwork

Strength 11
Dexterity 13
Intelligence 11
Wisdom 10

About AA-XIV

Ability Score: S 11, A 12, I 12, W 10
Perception = 13
Defense = 11
Health = 45
Healing Rate = 11
Size: 2
Speed: 10
Power: 3
Damage: +1d6
Insanity: 0
Corruption: 0
Languages and Professions: Common (speak only)
Immunities: Damage from Disease and Poison, asleep, diseased, fatigued, and poisoned conditions

Key: You have a key on you somewhere that you can't reach. When it is cranked and turning, you count as a creature and can move and make actions. When it stops, you become an object and cannot move or act (or perceive or talk, it's in "OFF" mode). Your key stops turning when you become incapacitated. It also stops turning at the end any round in which you get a total of 0 or lower on any attack roll or challenge roll. Any creature within reach can spend an action to turn the key and activate you. If you are not incapacitated, you become a creature once more. If you are, roll a d6; on a 4 or higher heal 1 point if damage and become a creature at the end of the round (3 or less does nothing).

Mechanical Body: You do not eat, drink, breathe, or age. You cannot be transformed into an undead. You cannot swim (you sink).

Repairing Damage: When you're a creature, you heal as any creature. If you're an object, any creature can repair you with a tool kit. At the end of each 4 hours of work, that creature makes an Intellect roll with 1 Bane. On a success, you heal damage equal to your healing Rate.

Age: 25 years
Purpose: Built for Magic (+2 Int or Will) 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.

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.
3: A bag of 12 rocks.
7: A demanding Spouse
Personality Traits: Roll 4d20, pick one positive and one negative from the results.

Name: AA- XIV
Ancestry:
Gender: Male
Age: 25
Level: 7
Lifestyle:

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

(Add or remove as needed for specific Ancestry)

Primary Stats:
Strength: 11
Agility: 12
Intellect: 12
Will: 10

Derived Stats
Perception: 13
Defense: 13
Health: 45
Healing Rate:
Holding Breath: Doesn't breath.

Size: 2
- +1 str
- +2 speed
- +50% health
- +1d6 damage
Speed: 10
Power: 3

Damage: +1d6
Insanity: 0
Corruption:

Class Abilities:

Enchanted Weapon/Armor abilities:

Languages spoken: Common

Understood Languages: Common,

Written Languages: Common,

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: Mage
1st level:
Attributes: Increase two by 1
Characteristics: Health +2, Power +1

Languages and Professions: You read all the languages you know how to speak. In addition, you add one academic area of knowledge of your choice.

Magic: You discover one tradition. Then, make three choices. For each choice, you either discover another tradition or learn a spell from a tradition you have discovered.
Learned: Chaos, Divination, Teleportation, and Time Traditions.
- Spells learned:

Cantrip: Whenever you discover a tradition, you learn an extra rank 0 spell from that tradition.
- Bonus spells learned:

Sense Magic: You learn the sense magic spell described here.

2nd level:
Characteristics: Health +2

Magic: Make two choices. For each choice, you either discover a new tradition or learn a spell from a tradition you have discovered.
Spells Learned: Slow- Time level 1. Swap-Teleportation

Spells Exchanged: = Rewrite Moment. = Irredescent Shield.

Spell Recovery: You can use an action to heal damage equal to your healing rate and regain one casting you expended of a spell you learned. Once you use this talent, you cannot use it again until after you complete a rest.

5th level:
Characteristics: Health +2, Power +1
Magic: You discover a tradition or learn one spell.
Spell learned: Decelerate.

Spell exchange:

Counterspell: When a creature you can see attacks you with a spell, you can use a triggered action to counter it. The triggering creature makes the attack roll with 1 bane and you make the challenge roll to resist it with 1 boon.

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.
Spell Exchange: = Remove.

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.
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-Sharpshooter
Attributes: Strength +1, Agility +1, Will +1.
Characteristics: Perception +1, Health +4
Languages and Professions: You can speak another
language or add a profession.
Deadly Aim: You can use an action to aim at a creature you can see within medium range. Make a Perception attack roll against the target’s Agility. On a success, you spot an opening. For 1 round, when you attack the target with a ranged weapon, you make the attack roll with 3 boons and your attack deals 3d6 extra damage

Equipment:

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

Weapons-
Unarmed damage (finesse): 1d6
Spear (Finesse, thrown, short range): 2d6
Staff: (2-handed, Finesse), 2d6+1 damage
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 x6

Enchanted Items:
Stone Idol of Electricity Resistance

Gear-
Backpack
Sack
Metal box:
- x12 idol shaped rocks
Manacles
Bolt case
Bolts x20:

Crowbar
Hourglass
Pentacle amulet implement

Clothing:
Work coveralls
Cap
Belt
Pouch

Spellcasting:

Power level: (4)

0th- 4/day
1st- 2/day
2nd- 1/day
3rd- 1/day

Challenge Save: DC. 12

Tradition: Chaos

Level 0:
CHAOS SHIELD CHAOS UTILITY 0
Duration 1 minute
Colors dance around you and dapple your body for the
duration. The colors emit light in a 2-yard radius centered on a
point in your space. Whenever a creature makes an attack roll
against you, the colors impose 1 bane on the attack roll. After
resolving the attack, roll a d6. On a 3 or lower, the spell ends.
Triggered On your turn, you can use a triggered action to
cast this spell

ERRATIC BOLT CHAOS ATTACK 0
Target One creature or object within medium range
A sparkling, fizzing blob of color flies from your hand. Make a
Will attack roll against the target’s Agility. On a success, the
target takes 1d6 damage. After the attack roll, roll a d6. On a
6, repeat the attack against a different target, friend or foe,
within medium range of the previous target. You choose the
target if more than one is possible.
Attack Roll 20+ The target takes 1d6 extra damage.

Level 1:

Tradition: Divination
EPIPHANY DIVINATION UTILITY 0
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.

PRECOGNITIVE DEFENSE DIVINATION UTILITY 0
Triggered When a creature you can see attacks you, you
can use a triggered action to cast this spell. You impose 1
bane on the triggering creature’s attack roll and you make
the challenge roll to resist the attack with 1 boon.

Tradition: Teleportation
BLINK TELEPORTATION UTILITY 0
Duration 1 round
You rapidly teleport in place for the duration, imposing
3 banes on attack rolls made against you.

SHORT HOP TELEPORTATION UTILITY 0
You teleport to an open space within 5 yards.

Tradition: Time
SWIFTNESS TIME UTILITY 0
Target One creature that is not fatigued that you can reach
Duration 1 minute
You touch the target, which gains a +10 bonus to Speed
for the duration. When the effect ends, the target becomes
fatigued for 1 minute.

RETRY TIME UTILITY 0
Triggered When the result of an attack roll or a challenge
roll made by a creature within short range is a success or a
failure, you can use a triggered action to cast this spell. You
create a ripple in time, which causes the creature to discard
the result of the triggering roll and roll again.
Aftereffect You must make a Will challenge roll. On a
failure, the next time you make an attack roll or a challenge
roll before the end of the next round, you must discard the
result and roll again.

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