Aeon Guard Cadet

Aaryn Samus's page

39 posts. Alias of Brainiac.

About Aaryn Samus

Overdrive: DC 28, +6/+4 damage
Explode: 11d6, 5 or 10 foot emanation

Female human inventor 11
NG Medium Humanoid (Human)

Senses: Perception +17 (+15 proficiency, +2 Wis);

AC 32 (+15 proficiency, +6 item, +1 Dex)
HP 151
Resist piercing 4, cold and fire 5, acid and electricity 8

Fort +20 (+15 proficiency, +4 Con, +1 item)
Ref +17 (+15 proficiency, +1 Dex, +1 item) (+19 vs damaging effects)
Will +20 (+17 proficiency, +2 Wis, +1 item); resolve


Speed 35 ft.

Melee +2 greater striking greater crushing warhammer +21 (3d8+6+d6)
Ranged +16

Class DC 29

Str 19 (+4)
Dex 12 (+1)
Con 18 (+4)
Int 19 (+4)
Wis 14 (+2)
Cha 10 (+0)


You have a bevy of smaller devices of your own invention, from muscle stimulants to concussive pistons. When it's necessary, you can throw them into overdrive to assist you in combat.
Single Action
Inventor, Manipulate
Frequency once per round
Temporarily cranking the gizmos on your body into overdrive, you try to add greater power to your attacks. Attempt a Crafting check that has a standard DC for your level.
Critical Success Your gizmos go into a state of incredible efficiency called critical overdrive, adding great power to your attacks. Your Strikes deal additional damage equal to your Intelligence modifier for 1 minute. After the Overdrive ends, your gizmos become unusable as they cool down or reset, and you can't use Overdrive for 1 minute.
Success Your gizmos go into overdrive, adding power to your attacks. As critical success, except the additional damage is equal to half your Intelligence modifier.
Failure You make a miscalculation and nothing happens.
Critical Failure Whoops! Something explodes. You take fire damage equal to your level, and you can't use Overdrive again for 1 minute as your gizmos cool down and reset.

Special When under the effects of Overdrive, you can still use the Overdrive action. You can't extend your Overdrive's duration this way, but you can turn an overdrive into a critical overdrive if you critically succeed. A failure has no effect on your current Overdrive, and you end your Overdrive on a critical failure.

Two Actions
Fire, Inventor, Manipulate, Unstable
You intentionally take your innovation beyond normal safety limits, making it explode and damage nearby creatures without damaging the innovation... hopefully. The explosion deals 2d6 fire damage with a basic Reflex save to all creatures in a 5-foot emanation around you (if you're wearing or holding the innovation) or around your innovation (if your innovation is a minion).

At 3rd level, and every level thereafter, increase your explosion's damage by 1d6.

If you have the breakthrough innovation class feature, you can choose either a 5-foot or 10-foot emanation for the area when you use Explode; if you have the revolutionary innovation class feature, you can choose a 5-foot, 10-foot, or 15-foot emanation.

Expert Overdrive: You've increased your skill in crafting, and you can put your devices into a more powerful state of overdrive. You become an expert in Crafting, and on a successful use of Overdrive, you increase the additional damage by 1.

Reconfigure: You've become an expert in all crafts and are always adjusting your inventions. You can attempt to change the modifications on your innovation by spending 1 day of downtime tinkering with it and attempting a Crafting check, with a high DC for your level. On a success, you can change one modification you've chosen for your innovation to a different modification of the same kind (initial, breakthrough, or revolutionary).

If you have any modification feats, on a successful check you can choose to instead retrain a modification feat to a different modification feat. The new feat has to meet the standard restrictions for retraining.

Inventor Weapon Expertise: You develop tricks for using your weapons more effectively. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to expert. If you have a weapon innovation, you gain access to the critical specialization effect with your innovation

Breakthrough Innovation

Lightning Reflexes

Master Overdrive: Your mastery of invention and crafting enhances your Overdrive even further. You become a master in Crafting, and on a successful Overdrive, you increase the additional damage by a total of 2, replacing the increase from expert overdrive.

Weapon Specialization: You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.

Inventive Expertise: Through innovation and experimentation, you've made your inventions more effective and reliable. Your proficiency rank for your inventor class DC increases to expert.

Offensive Boost:
You've made additions to your innovation to upgrade your offensive capabilities. Your improvements make any Strikes that rely on your innovation deal an additional 1d6 damage, with a type determined by the boost you choose. If your innovation is armor, the boost applies to your melee unarmed Strikes and to your melee Strikes with one weapon you choose during daily preparations; if your innovation is a construct, the boost applies to your construct companion's Strikes; and if your innovation is a weapon, the boost applies to your Strikes with your innovation. You can spend downtime to switch to a different boost in the same way as switching your modification. Choose one of the following boosts, with the damage type in parentheses.

Chill (Cold): Your innovation rapidly absorbs heat, creating an intense chill.
Ignition (Fire): Your innovation shoots out jets of searing flame.
Jolt (Electricity): Your innovation jolts foes with charges of electricity.
Momentum (Bludgeoning): Your innovation slams into foes with added momentum.
Saws (Slashing): Your innovation reveals spinning sawblades during your attacks.
Spike (Piercing): Your innovation reveals wicked spikes during your attacks.
Vitriol (Acid): Your innovation releases spurts of caustic acid.

Medium Armor Expertise: You've learned to better defend yourself against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert. If you have a medium or heavy armor innovation, you gain access to the critical specialization effect with your armor innovation.

Resolve: You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.



Versatile Heritage: Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).


Mechanic: The intricate inner workings of machines are no stranger to you. Whether they are mundane devices or complex clockworks, you know what makes them tick and how to maintain them. An adventuring group might keep you around to repair their equipment, or you might travel around to offer your rare services to those in need—for a price, of course!

Choose two ability boosts. One must be to Strength or Intelligence, and one is a free ability boost.

You're trained in the Crafting skill, and the Engineering Lore skill. You gain the Quick Repair skill feat.



1st: Natural Ambition: You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.

1st: General Training

3rd: Haughty Obstinancy: Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can't try to Coerce you again for 1 week).

5th: Clever Improviser: You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.

7th: Sense Allies: Like many humans raised in a close-knit community, you have always been strongly attuned to the presence of others. Willing allies that you are aware of within 60 feet that would otherwise be undetected by you are instead hidden from you. The flat check for you to target willing allies within 60 feet that are hidden from you is 5 instead of 11.

9th: Incredible Improvisation (Free Action)
Once Per Day
Trigger You attempt a check using a skill you’re untrained in.
A stroke of brilliance gives you a major advantage with a skill despite your inexperience. Gain a +4 circumstance bonus to the triggering skill check.

11th: Hardy Traveler: There's no journey too far or burden too heavy when your friends are at your side. Increase your maximum and encumbered Bulk limits by 1. In addition, you gain a +10-foot circumstance bonus to your Speed during overland travel.

Class Feats

1st: Explosive Leap (One Action):
Fire, Inventor, Move, Unstable
You aim an explosion from your innovation downward to launch yourself into the air. You jump up to 30 feet in any direction without touching the ground. You must land on a space of solid ground, or else you fall after using your next action. As normal for effects where you fall after using your next action, you still fall at the end of your turn, even if you don't use any further actions that turn.

Natural Ambition: Tamper (One Action):
Inentor, Manipulate
You tamper with a foe's weapon or armor, using a free hand. Choose either a weapon held by an enemy in your reach or a suit of armor worn by an enemy in your reach. Attempt a Crafting check against the enemy's Reflex DC.

Critical Success Your tampering is incredibly effective. If you tampered with a weapon, the enemy takes a –2 circumstance penalty to attack rolls and damage rolls with that weapon. If you tampered with armor, the armor hampers the enemy's movement, making the enemy flat-footed and inflicting a –10-foot penalty to its Speeds. The effect lasts until the enemy Interacts to remove it, regardless of which one you used.
Success Your tampering is temporarily effective. As critical success, but the effect ends at the start of your next turn, even if the enemy doesn't Interact to end it.
Critical Failure Your tampering backfires dramatically, creating a small explosion from your own tools or gear. You take fire damage equal to your level.

2nd: Collapse Armor (One Action)
Inventor, Manipulate, Modification
You've modified your armor innovation to collapse into a more compact form so you can don or remove it in an instant. If you're wearing your innovation when you Collapse your Armor, you remove it instantly, and it compresses into its compact form, which is held in both of your hands (if you don't have both hands available, it falls to the ground in an adjacent space). If you're holding your armor in compact form when you take this action, it unfolds back into its armor form onto your body.

In compact form, your armor innovation is easier to carry, with a Bulk 1 lower than the Bulk listed for it, to a minimum of light Bulk (carried armor normally has a Bulk 1 higher than listed in the armor entry).

4th: Megaton Strike (Two Actions)
You activate gears, explosives, and other hidden mechanisms in your innovation to make a powerful attack. You make a Strike, dealing an extra die of weapon damage. If you're at least 10th level, increase this to two extra dice, and if you're at least 18th level, increase it to three extra dice.

Unstable Function You put even more force into the Strike, though you risk stress fractures to your innovation. Add the unstable trait to Megaton Strike. The Strike deals another extra damage die, for a total of two extra dice at 4th level, three at 10th level, and four at 18th level.

6th: Megavolt (Two Actions)
Electricity, Inventor, Manipulate

You bleed off some electric power from your innovation in the shape of a damaging bolt. Creatures in a 20-foot line from your innovation take 3d4 electricity damage, with a basic Reflex save against your class DC. The electricity damage increases by 1d4 at 8th level and every 2 levels thereafter.

Unstable Function You overload and supercharge the voltage even higher. Add the unstable trait to Megavolt. The area increases to a 60-foot line and the damage increases from d4s to d12s.

If you have the breakthrough innovation class feature, you can choose a 60-foot or 90-foot line for the area when you use an unstable Megavolt; if you also have the revolutionary innovation class feature, you can choose a 60-foot, 90-foot, or 120-foot line.

8th: Manifold Modifications: You've modified your innovation using clever workarounds, so you can include another initial modification without compromising its structure. Your innovation gains an additional initial modification from the list for innovations of its type

10th: Distracting Explosion (Reaction)
Inventor, Manipulate
Your enemies think they can concentrate on something else while you're nearby? Oh, you'll give them a distraction, all right! Make a melee Strike against the triggering creature with a weapon or unarmed attack that is benefiting from your offensive boost. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.

Unstable Function: You pull out all the stops to create an explosive distraction. Add the unstable trait to Distracting Explosion. If the attack hits, you disrupt the triggering concentrate action.

Skill Feats

Background: Quick Repair: You take 1 minute to Repair an item. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action.

Class: Inventor: You are a genius at Crafting, easily able to determine how things are made and create new inventions. You can spend downtime to invent a common formula that you don’t know. This works just like the Craft activity: you spend half the Price of the formula up front, attempt a Crafting check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price. The difference is that you spend the additional time in research, design, and development, rather than in creating an item. Once it’s complete, you add the new formula you invented to your formula book.

2nd: Cat Fall: Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

4th: Wary Disarmament: If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap.

6th: Quick Jump: You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).

8th: Powerful Leap: When you Leap, you can jump 5 feet up with a vertical Leap, and you increase the distance you can jump horizontally by 5 feet.

10th: Wall Jump: ou can use your momentum from a jump to propel yourself off a wall. If you’re adjacent to a wall at the end of a jump (whether performing a High Jump, Long Jump, or Leap), you don’t fall as long as your next action is another jump. Furthermore, since your previous jump gives you momentum, you can use High Jump or Long Jump as a single action, but you don’t get to Stride as part of the activity.

You can use Wall Jump only once in a turn, unless you’re legendary in Athletics, in which case you can use Wall Jump as many times as you can use consecutive jump actions in that turn.

General Feats

Heritage: Toughness: You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.

Class: Shield Block
Trigger While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

1st: Die Hard: It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4.

3rd: Incredible Initiative: You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.

7th: Fleet: You move more quickly on foot. Your Speed increases by 5 feet.

11th: Fast Recovery: Your body quickly bounces back from afflictions. You regain twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing disease or poison, you reduce its stage by 2, or by 1 against a virulent disease or poison. Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison. In addition, you reduce the severity of your drained condition by 2 when you rest for a night instead of by 1.


Acrobat Dedication: You become an expert in Acrobatics. At 7th level, you become a master in Acrobatics, and at 15th level, you become legendary in Acrobatics. Whenever you critically succeed at an Acrobatics check to Tumble Through an enemy's space, you don't treat the enemy's space as difficult terrain.

Contortionist: You can squeeze out of tight situations surprisingly quickly, gaining an advantage against foes that try to pin you down. You gain the Quick Squeeze skill feat, and if you're a master in Acrobatics, you can Squeeze at full Speed. Whenever you successfully Escape using Acrobatics, the creature you Escaped from is flat-footed against the next attack you make against it before the end of your next turn.

Dodge Away:
Trigger You are the target of a melee attack.
Requirements You're aware of the attack and aren't flat-footed.
You use your acrobatic prowess to evade an attack, using momentum to keep yourself moving, if you choose. You gain a +1 circumstance bonus to AC against the triggering attack. If the attack misses you, you can Step after the Strike. If you're a master in Acrobatics, you can move 10 feet on this Step instead of 5 feet.

Tumbling Strike (One Action):
Requirements You are adjacent to an enemy.
Attempt an Acrobatics check against the Reflex DC of an enemy adjacent to you.

Critical Success You move through the enemy's space to an unoccupied space on the other side of the enemy from your starting position. This movement doesn't trigger reactions. You can't move farther than your Speed, and you must end your movement adjacent to the enemy whose space you moved through. After moving, you make a melee Strike against the enemy whose space you moved through, and the enemy is flat-footed against that Strike.
Success As critical success, but the enemy isn't flat-footed against the Strike.
Failure You remain in your original space but can still Strike.
Critical Failure No effect.

Tumbling Opportunist (Free)
Once per minute
Requirements Your most recent action was to Tumble Through or Tumbling Strike, and you successfully moved through an enemy's space.
You use a burst of stamina to perform a breathtaking feat of Acrobatics as you speed through a foe's space, leaving your foe lying flat on their back. You attempt to Trip the enemy whose space you moved through. You can use Acrobatics instead of Athletics for this check.


Acrobatics (M) +18 (+17 proficiency, +1 Dex)
Athletics (M) +23 (+17 proficiency, +4 Str, +2 item)
Crafting (M) +22 (+17 proficiency, +4 Int, +1 item)
Engineering Lore +17 (+13 proficiency, +4 Int)
Medicine +15 (+13 profiency, +2 Wis)
Performance +13 (+13 profiency)
Society +17 (+13 profiency, +4 Int)
Stealth +14 (+13 profiency, +1 Dex)
Survival +17 (E) (+15 profiency, +2 Wis)
Thievery (M) +18 (+17 profiency, +1 Dex)

Common, +4

+1 resilient armor rune, +2 greater striking greater crushing warhammer, lesser sturdy shield (Hardness 10, HP 80, BT 40), gloves of storing, armbands of athleticism, crafter's eyepiece, boots of bounding

Armor Innovation:
Power Suit: AC Bonus +5, Dex Cap +1, Check Penalty -2, Str 16, Bulk 3, Group Composite, Armor Traits bulwark
Modifications: Metallic Resistance, Phlogistonic Regulator, Heavy Construction
(Resist acid and electricity 8, resist cold and fire 5, resist piercing 4)