Ash

AA-XV's page

No posts. Alias of Patrick Bailey.


Full Name

-[Redacted from memory banks]-

Race

Clockwork

Classes/Levels

Mage/Edge Walker/ Machinist

Gender

Male

Size

2

Age

???

Alignment

Bent on his mission.

Deity

"The Company"

Location

Traveling

Languages

Common (Literate), Dwarfish (Literate), Dark Speech (Literate), High Archaic (Literate)

Occupation

Retrieval Robot

Strength 11
Dexterity 12
Intelligence 12
Wisdom 10

About AA-XV

Ability Score: S 11, A 12, I 12, W 10
Perception = 13
Defense = 11
Health = 45
Healing Rate = 11
Size: 2
Speed: 12
Power: 4
Damage: +1d6
Insanity: 0
Corruption: 0
Languages and Professions: Common (Literate), Dwarfish (Literate), Dark Speech (Literate), High Archaic (Literate).
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 AA-03, "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 for working with tools.
1: Unrequited Love. A woman named Elise follows him around, convinced he was once a man called Eliore.
3: A bag of 12 rocks. They are all vaguely in the from of an idol and called to him, resonating strangely. Perhaps something to do with his false life.
7: A demanding Spouse. The Company demands results.
Personality Traits: Roll 4d20, pick one positive and one negative from the results.

Equipment:

Wealth:
Bits-
CP:
SS: 63
GC:

Gear

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: 11 1(7)
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, Dwarfish, Dark Speech, High Archaic

Understood Languages: Common, Dwarfish, Dark speech, High archaic

Written Languages: Common, Dwarfish, Dark speech, High archaic,

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, unpredictable and formed of destruction magic.
Divination, latent psychic ability.
Teleportation, sensing the gaps and reality to move through them to distant destinations.
Time, strange phenomena occurs: You might, for example, flicker in and out of existence or your apparent age could increase or decrease from one day to the next.
- Spells learned:
Chaos: 0th- Chaos Boon, Chaos Shield
Divination: 0th- Eavesdrop, Precognitive defense
Teleportation: 0th- Blink, Dismiss
Time: 0th- Swiftness, Retry

Cantrip: Whenever you discover a tradition, you learn an extra rank.

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.
Tradition: Technomancy. (The Technomancy tradition merges magic with
machinery. When you cast a Technomancy spell, you
assemble something from spare parts and rubbish you
have harvested during your travels. You can usually reuse
these parts, dismantling the devices you create to make
something new. Practitioners of this tradition are always
on the lookout for materials: cogs, springs, metal sheeting,
nuts, bolts, tubing, and the like.)

Spells Learned:
Technomancy: 0th- Gate Crasher. 0th- Jury Rig.
Slow- Time level 1.

Spells Exchanged:
Precognitive Defense = Irredescent Shield, Chaos 1st.
Blink = Bend Space, Teleportation 1st.

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, 3rd, Time.

Spell exchange: Chaos Boon= Locate, 3rd, Divination.

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, Time, 2nd.
Spell Exchange: Jury Rig= Close the gap Teleporation 2nd.

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: Accelerate, 3rd, Time
Spell Exchange: Swiftness= Fuse, Teleportation, 3rd.

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-Machinist
Attributes: Strength +1, Agility +1, Will +1.
Characteristics: Power +1
Languages and Professions: You can speak another
language or add a profession.

Magic: You discover the Technomancy tradition or you learn
one Technomancy spell.
Spell learned: Powered Suit- 4th Technomancy.
Spell Exchanged: Chaos Boon = Third Eye- 4th Divination

Automatons: You create three small constructs (Shadow,
page 226). You control these creatures, deciding when
they take their turns and what they do on each of their
turns. While these automatons are within short range of
you, you grant them 1 boon on attack rolls they make. If
an automaton becomes incapacitated, it is destroyed. You
can replace lost automatons when you complete a rest.

Hasty Upgrade: When one of your automatons within short
range of you gets a success on an attack roll to attack with
its appendage, you can use a triggered action and expend
the casting of a Technomancy spell to cause the attack to
deal extra damage equal to 1d6 plus 1d6 per rank of the spell.

Power Suit:

Size 3 construct
Perception= AA-XV's perception; darksight
Defense 13; Health 100; Insanity —; Corruption —
Strength 17 (+7), Agility 7 (–3), Intellect 5 (–5), Will 11 (+1)
Speed 8 (Modified by Iron Boots)
Immune damage from disease or poison; asleep, charmed,
diseased, fatigued, frightened, poisoned
ATTACK OPTIONS:
Appendage: (melee) +7 (3d6)
SPECIAL ATTACKS:
Double Attack: The construct attacks twice with its appendage

Minion Automatons:

EX-1: Perception 5 (–5); darksight;
Defense 13; Health 25/25; Insanity —; Corruption —
Strength 13 (+3), Agility 11 (+1), Intellect 5 (–5), Will 11 (+1)
Speed: 10
Immune damage from disease or poison; asleep, charmed,
diseased, fatigued, frightened, poisoned
ATTACK OPTIONS:
Appendage: (melee) +3 (2d6)

EX-2: Perception 5 (–5); darksight;
Defense 13; Health 25/25; Insanity —; Corruption —
Strength 13 (+3), Agility 11 (+1), Intellect 5 (–5), Will 11 (+1)
Speed: 10
Immune damage from disease or poison; asleep, charmed,
diseased, fatigued, frightened, poisoned
ATTACK OPTIONS:
Appendage: (melee) +3 (2d6)

EX-3: Perception 5 (–5); darksight;
Defense 13; Health 25/25; Insanity —; Corruption —
Strength 13 (+3), Agility 11 (+1), Intellect 5 (–5), Will 11 (+1)
Speed: 10
Immune damage from disease or poison; asleep, charmed,
diseased, fatigued, frightened, poisoned
ATTACK OPTIONS:
Appendage: (melee) +3 (2d6)

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 full of strange spare parts. Cogs, springs, metal sheeting, nuts, bolts, tubing, loose chains.
Metal box:
- x12 idol shaped rocks (1 is enchanted.)
Manacles
Bolt case- Bolts x20:

Crowbar
Hourglass
Magnetic tool
Pentacle amulet implement

Clothing:
Blue Work coveralls with cargo pockets.
Simple Blue Cap
Brown Leather Belt
Brown Leather Pouch

Spellcasting:

Power level: (4)

0th- 5/day
1st- 2/day
2nd- 2/day
3rd- 1/day
4th- 1/day

Challenge Save: DC. 12

Tradition- Chaos

Level 0:
CHAOS SHIELD CHAOS UTILITY 0 (5/5)
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

Level 1:
IRIDESCENT SHIELD: CHAOS UTILITY 1 (2/2)
Duration 1 hour; see the effect.
A shimmering, colorful field springs into existence around
you. Roll a d6 and add the number as a bonus to your
Defense. Each time a creature makes an attack against your
Defense, reduce this bonus by 1 (to a minimum of 0, which
ends the effect).

Tradition- Divination
EPIPHANY DIVINATION UTILITY 0 (5/5)
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 (5/5)
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.

THIRD EYE: DIVINATION UTILITY 4 (1/1)
Duration 1 hour
An extra eye opens in your forehead and remains there for
the duration. While the eye is open, you gain the following
benefits:
• You impose 2 banes on attack rolls against you.
• You make challenge rolls to resist attacks and other
hazardous effects with 2 boons.
• Creatures within short range of you cannot be hidden
from you.
• You cannot be surprised, blinded, or deafened.
• You make all Perception rolls with 2 boons.

Tradition- Technomancy

GATECRASHER: TECHNOMANCY UTILITY 0 (5/5)
Area A cube of space, 1 yard on a side, originating from a
point you can reach
Duration 1 hour
You construct a Size 1/8 device that retains potency for the
duration. The device has Defense 5 and Health 5. You can
use an action to touch the device to an object you can reach
and that is not worn or carried by a creature other than
you. The device adheres to the object to which it is touched
and begins to vibrate. At the end of the round in which the
device was used, the object to which it was affixed takes
4d6 damage and the spell ends.

WATCHFUL EYES: TECHNOMANCY UTILITY 3 (1/1)
Target Up to five points within 5 yards of you
Duration 12 hours; see the effect
You create up to five tiny clockwork eyes that each fly
toward a different point and remain there for the duration.
Spotting one of these sensors requires a success on a
Perception challenge roll with 1 bane.
When you cast this spell, you can designate any number
of creatures that don’t set off the warding eyes. When a
creature you did not designate moves to within 1 yard of a
sensor, the device emits a high-pitched shriek that can be
heard from up to 1 mile away and then moves to slam into
the creature’s body. The creature must get a success on an
Agility challenge roll with 1 bane or be struck by the sensor
and take 2d6 + 3 damage.
In addition, each creature within 20 yards of the sensor
must get a success on a Strength challenge roll or become
deafened for 1 minute.
Whether the creature struck by a sensor gets a success or
failure, the sensor is destroyed when triggered in this way.
The spell ends when the last sensor is destroyed.

POWERED SUIT: TECHNOMANCY UTILITY 4 (1/1)
Area A cube, 3 yards on a side, originating from a point you can
reach
Duration Until you complete a rest; see the effect
You concentrate for 1 hour, during which time you create
a powered battle suit, a huge construct, in the area. The
construct remains for the duration or until incapacitated. It
cannot use actions or move independently; you must move
into its cockpit to control it. While inside, you treat the
construct’s Defense and Health scores as your own, move at
its Speed, and can use its attack options and actions in place
of your own.

Tradition- Teleportation
BLINK TELEPORTATION UTILITY 0 (5/5)
Duration 1 round
You rapidly teleport in place for the duration, imposing
3 banes on attack rolls made against you.

BEND SPACE: TELEPORTATION UTILITY 1 (2/2)
Area A 10-yard-radius sphere centered on a point within
your space
Duration 1 minute
When you cast the spell, and whenever you use a triggered
action on your turn to do so until the spell ends, you can
teleport from anywhere inside the area to any other open
space inside the area. The area moves with you, remaining
centered on a point within your space.

CLOSE THE GAP: TELEPORTATION UTILITY 2 (2/2)
Target Up to five willing creatures within short range
For each target, choose an open space within 20 yards of it.
The target teleports to that space.
Triggered: On your turn, you can use a triggered action to
cast this spell. Resolve the spell as normal, but each open
space you choose must be within 5 yards of the target.

FUSE: TELEPORTATION ATTACK 3 (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

Tradition- Time
SWIFTNESS TIME UTILITY 0 (5/5)
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.

REWRITE MOMENT: TIME UTILITY 1 (2/2)
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 2 (2/2)
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.

ACCELERATE: TIME UTILITY 3 (1/1)
Target One creature you can reach
Duration 1 minute
You touch the target. For the duration, it can take both a fast
turn and a slow turn each round. When the effect ends, the
target becomes fatigued for 1d6 minutes.

DECELERATE: TIME ATTACK 3 (1/1)
Area A sphere with a 3-yard radius centered on a point
within medium range
Each creature in the area must get a success on a Will
challenge roll or become slowed for 1 minute. While slowed
in this way, when the creature takes a slow turn, it can use an
action or move, but not both.

Questionnaire:

1) How do others make you feel?
Others are insignificant if they are not parameters to my mission.

2) Name one thing you value most. Then name one thing you could lose. These could be ideals, physical possessions, relationships, etc..
I value the Company, it's ideals and goals are intrinsic to my own beliefs. I could lose this sad human woman who seems to follow me around. She is helpful, but not necessary.

3) What do you fear? What do you hate?
I fear failing my mission to retrieve commission designation: AA-III, code name "Mouse".

4) What do you desire? What do you love?
"Mouse" must be captured immediately. I love the company.

5) You have (at least) one secret. What is it?
Perhaps there is some lasting regret... or lingering emotion for this strange woman who seems to follow me around. However, my programming will not allow me to say it aloud.

6) Have you done something Notable? What was it?
I have brought a great success rate to the company as a whole.

7) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it?
I am a servant to the company. I work in the capacity to complete my mission. Anything that detracts from the mission must be abandoned or eliminated.

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?
My obligations to the company must be followed, but there is always time to examine strange statue idols. Failure is unacceptable.

9) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself?
- Good and Evil do not readily exist. There is only the mission. Morales and Humanity do not figure into it. The world is grey, humanity and all peoples diverge between good and evil readily. How one goes about completing it is irrelevant, the successful ends justify the means.

My Story:

(How do all the random rolls fit together?)

http://paizo.com/threads/rzs42axw?Bookrats-Demon-Lord-Game-2-new-players.