Risi Nairgon

Agate Stark's page

20 posts. Organized Play character for Clebsch73.

Full Name

Agate Stark


Female (She/Her) Human Inventor 1 | HP 16/16 AC 18 (+2 with shield), Fort +5 Refl +5 Will +5 Per +3 Speed 25 | Cranky 9/18





About Agate Stark

# 105836-2002

Character Creation Steps:

Step 1: Create a Concept
Borrowing a lot from Girl Genius Agatha Heterodyne magical steampunk character. An inventor with an adventurous spirit and a thirst to create new and wonderful technology.

Step 2: Attribute Modifiers
Race: Human
Hit Points: 8
Size: Medium
Speed: 25 ft.
Ability boosts (2 free): Dexterity, Intelligence
Languages (See below)
Traits: Human, Humanoid
Ethnicities: Ulfen
Human Heritage: Skilled Heritage: Trained in 1 skill of your choice: Arcana
Ancestry Feat: Natural Ambition: You gain a 1st-level class feat for your class: Protype Companion.

Step 3: Select Ancestry (Human)
Home Region and Nationality: Absalom (This gives the inventor access to uncommon clockwork items from Chapters 1 and 2 of Gears and Guns, as inventors.)
Ethnicity: Ulfen
Region of Origin: Andoran (not sure what distinguishes a region of origin from nationality or home region).
Languages: Taldan/Common (All PFS characters), Skald (ethnicity, all PFS characters begin with 1 additional language), Dwarven, Gnomish, Tien, Draconic (1 language for each Intelligence bonus).

Step 4: Pick a background
Mechanic (Guns and Gears page 45.)
Choose two ability boosts. One must be to Strength or Intelligence, and one is a free ability boost.
Chosen: Intelligence and Strength
You’re trained in the Crafting skill and the Engineering Lore skill. You gain the Quick Repair skill feat.

Step 5: Choose a Class
Inventor (Guns and Gears p. 45)
Key Ability: Intelligence
Hit Points: 8 + Con modifier
Initial Proficiences
Perception: Trained
Saving Throws
Fortitude: Expert
Reflex: trained
Will: Expert
Trained in 3 + Int Modifier = 7 additional skills
Crafting (Background)
Engineering Lore (Background)
Acrobatics (Int)
Arcana (heritage)
Athletics (Int)
Medicine (class)
Nature (Int)
Occultism (Int)
Stealth (class)
Thievery (class)

Simple Weapons: Trained
Martial Weapons: Trained
Unarmed Attacks: Trained
Light Armor: Trained
Medium Armor: Trained
Unarmored Defense: Trained
Class DC
Inventor Class: Trained
Class Features
Innovation: Weapon (Sukgung) (Martial so must pay standard price, simple)
Choose one initial weapon modification: Complex simplicity
Peerless Inventor: Gain the Inventor Skill Feat
Shield Block
Inventor Feat: Built in Tools (Thieves' Tools and Artisans' Tools built into weapon)

Step 6: Finish Attribute Modifiers (Strength, Dexterity, Intelligence, Charisma)

Step 7: Record Class Details
All PFS characters get free training in PFS Lore. (see profile)

Step 8: Buy Equipment (Starting with 15 GP)
Scale Mail 4, Steel Shield 2, Sukgung 7 gp, Bolts (20) 0.2, Mace 1 gp, Throwing knife 0.3, Corset Knife 0.3 Total: 14.8

Step 9: Calculate Modifiers (See profile)

Step 10: Finishing Details
Age: 25
Religion: Brigh (worships)

Traits Human, Humanoid, Medium
Ability Scores
Str 2 Dex 2 Con 0 Int 4 Wis 0 Cha 1
Armor Class 18 [10 + 2 (Dex) + 3 (Prof) + 3 (item)]
Shield +2 [Hardness 5, HP 20/10 current 20]
Hit Points 16 [8 Ancestry + 8 * 1 Class/Con]
Perception +3 [0 (Wis) + 3 (Prof: t)]
Fortitude +5 [0 (Con) + 5 (Prof: e)]
Reflex +5 [2 (Dex) + 3 (Prof: t)]
Will +5 [0 (Wis) + 5 (Prof:e)]
Class DC 17 [10 + 4 (Int) + 3 (Prof: t)]

Trained Skills
Acrobatics +5 [2 (Dex) + 3 (Prof: t)]
Arcana +7 [4 (Int) + 3 (Prof: t)]
Athletics +5 [2 (Str) + 3 (Prof: t)]
Crafting +7 [4 (Int) + 3 (Prof: t)]
Lore (Engineering) +7 [4 (Int) + 3 (Prof: t)]
Lore (Pathfinder) +7 [4 (Int) + 3 (Prof: t)]
Medicine +3 [0 (Wis) + 3 (Prof: t)]
Nature +3 [0 (Wis) + 3 (Prof: t)]
Occultism +7 [4 (Int) + 3 (Prof: t)]
Stealth +5 [2 (Dex) + 3 (Prof: t)]
Thievery +5 [2 (Dex) + 3 (Prof: t)]

Untrained Skills
Deception +1 [1 (Cha) + 0 (Prof: u)]
Diplomacy +1 [1 (Cha) + 0 (Prof: u)]
Intimidation +1 [1 (Cha) + 0 (Prof: u)]
Performance +1 [1 (Cha) + 0 (Prof: u)]
Religion +0 [+0 (Wis) + 0 (Prof: u)]
Society +4 [+4 (Int) + 0 (Prof: u)]
Survival +0 [+0 (Wis) + 0 (Prof: u)]

Common (Taldane), Skald, Dwarf, Gnome, Tien

Speed 20 ft [25 ft. (Human) - 5 ft (Scale Mail Speed penalty)]

Weapon Proficiencies
Trained: Simple, Martial, Unarmed

Melee Strikes
Mace +5 [2 (Str) + 3 (Prof: t)] (1d8 + 2, B, Shove)
Throwing Knife +5 [2 (Str) + 3 (Prof: t)] (1d4 + 2, P, Agile, Finesse)
Corset Knife +5 [2 (Str) + 3 (Prof: t)] (1d4 + 2, P, Agile, Concealable, Finesse)
Fist +5 [2 (Str) + 3 (Prof: t)] (1d4 + 2, B, Agile, Finesse, Nonlethal, Unarmed)

Ranged Strikes
Sukgung +5 [2 (Dex) + 3 (Prof: t)] (1d10, P or B, Fatal Aim d12, Versatile P or B)
Throwing Knife [2 (Dex) + 3 (Prof: t)] (1d4 + 2, P, Agile, Finesse, Thrown 20 ft.)
Corset Knife [2 (Dex) + 3 (Prof: t)] (1d4 + 2, P, Agile, Concealable, Finesse, Thrown 10 ft.)

Ancestry Feats and Abilities:

Skilled Human
Source Player Core pg. 63
Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice (Arcana). At 5th level, you become an expert in the chosen skill.

Natural Ambition Feat 1
Trait: Human
Source Player Core pg. 64
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. Feat chosen: Prototype Companion.

Skill Feats:

Quick Repair Feat 1
Traits: General, Skill
Source Player Core pg. 260
Prerequisites trained in Crafting
For you, the Repair activity loses the exploration trait and takes 1 minute instead of 10 minutes. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action.

Inventor Feat 2 (Granted by Class Feature at 1st level)
Traits: Downtime, General, Skill
Source Player Core pg. 257
Prerequisites master in Crafting (Waived as part of Inventor Class abilities)
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.

The GM might allow you to invent uncommon or rare formulas, typically with an increased DC. You need the Alchemical Crafting feat to invent alchemical formulas and the Magical Crafting feat to invent magical formulas.

Class Features and Feats:

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.

Overdrive [one-action]
Traits: Inventor, Manipulate
Source Guns & Gears pg. 16
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.

Your innovation is a creation barely held together by your own engineering, always on the edge of completely falling apart. Though this adds risk, it also means you can coax it to perform far beyond its design specifications using special unstable actions.
While inventors can learn various unstable actions over their career, all at least know how to make their innovation Explode.

Explode [two-actions]
Traits: Fire, Inventor, Manipulate, Unstable
Source Guns & Gears pg. 19
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).

Peerless Inventor
You are constantly inventing, and your skill at crafting is unimpeachable. You gain the Inventor skill feat, even if you don't meet its prerequisites.

Shield Block
You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.

Shield Block [reaction] Feat 1
Trait: General
Source Core Rulebook pg. 266 4.0
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.

Inventor Feats
At 1st level and every even-numbered level, you gain an inventor class feat. Some features and feats use an assortment of gizmos you keep on your person. For simplicity, these are left abstract, but if you are deprived of your gear for some reason, you might lose access to many feats and features, subject to GM discretion. Feat Chosen: Built-in Tools

While you're always creating inventions, there's one that represents your preeminent work, the one that you hope—with refinement—might change the world. Choose one innovation. Your innovation's level is equal to your level. If your innovation is destroyed, you can spend 1 day of downtime and attempt a Crafting check with a high DC for your level; on a success, you rebuild it. An innovation only works due to your constant maintenance and tinkering, and therefore has no market Price.

Weapon Innovation
Source Guns & Gears pg. 17
Your innovation is an impossible-looking weapon augmented by numerous unusual mechanisms. It begins with the same statistics as a level 0 common simple or martial weapon of your choice, or another level 0 simple or martial weapon to which you have access. You can instead use the statistics of a 1st-level common simple or martial weapon of your choice, or another 1st-level simple or martial weapon to which you have access, but you must pay the monetary Price for the weapon. An innovation weapon can have fundamental and property runes added to it in the same way as an ordinary weapon. Because of the unique features of your innovation, everyone except you is untrained in it, even if they would normally be trained (or better) in simple or martial weapons. If you use the Overdrive action, you can choose to change the additional damage from Overdrive to fire damage. Weapon Chosen: Sukgung

Choose one initial weapon modification to apply to your innovation, either from the following or from other initial weapon modifications to which you have access. These modifications grant additional weapon traits, sometimes with extra abilities. A modification might give your weapon the versatile trait with a damage type that the weapon could already deal, either from its base damage type or from an existing versatile trait. In that case, if you select that modification, you can instead choose to give the weapon the versatile trait for a different damage type: bludgeoning, piercing, or slashing.

Modification Chosen: Complex Simplicity (Simple Weapon Only): Increase your innovation's weapon damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12). In addition, it gains one of the following traits of your choice: versatile B, versatile P, or versatile S.

Built-In Tools Feat 1
Traits: Inventor, Modification
Source Guns & Gears pg. 24
You've built tools into your innovation so you can access and use them easily. When you take this feat, choose up to two sets of tools you own, such as thieves' tools or healer's tools, that weigh a total of 2 Bulk or less. These tools become part of your innovation. The innovation's Bulk doesn't increase from this addition. As long as you are wielding, wearing, or adjacent to your innovation, you have the same quick access to these tools as the tools you are wearing, and they don't count against the usual limit of tools you can wear. Tools Chosen: Thieves' Tools, Artisan Tools.

Gear: Scale Mail, Steel Shield, Sukgung, Bolts (20), Mace, Throwing knife, Corset Knife
Total Cost: 14.8
Coins: 2 SP

Gear Details:
Scale Mail
Source Player Core pg. 273
Price 4 gp; AC Bonus +3; Dex Cap +2; Check Penalty -2; Speed Penalty -5 ft.
Strength +2; Bulk 2; Category Medium; Group Composite
Scale mail consists of many metal scales sewn onto a reinforced leather backing, often in the form of a long shirt that protects the torso, arms, and legs.

Steel Shield
Source Core Rulebook pg. 277 4.0
Price 2 gp; AC Bonus +2; Speed Penalty —
Bulk 1; Hardness 5; HP (BT) 20 (10)
Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable.

Sukgung Item 1
Trait: Fatal Aim d12
Source Treasure Vault pg. 31 1.1
Price 7 gp; Damage 1d8 P (modified up to 1d10 by weapon innovation modification); Bulk 1
Hands 1; Range 200 ft.; Reload 1
Type Ranged; Category Martial; Group Bow
Ammunition Bolts
The sukgung is an extremely efficient crossbow most common in the nation of Hwanggot. Capable of lethal shots at remarkable distances, the sukgung is well-balanced enough to be fired with one hand.

Source Core Rulebook pg. 281 4.0
Price 1 sp (price for 10); Bulk L
Type Ranged; Category Ammunition; Group Bow
Shorter than traditional arrows but similar in construction, bolts are the ammunition used by crossbows.

Trait: Shove
Source Core Rulebook pg. 280 4.0
Price 1 gp; Damage 1d6 B; Bulk 1
Hands 1
Type Melee; Category Simple; Group Club
With a stout haft and a heavy metal head, a mace is sturdy and allows its wielder to deliver powerful blows and dent armor.

Throwing Knife
Traits: Agile, Finesse, Thrown 20 ft.
Price 3 sp; Damage 1d4 P; Bulk L
Hands 1
Type Melee; Category Simple; Group Knife
This light knife is optimally balanced to be thrown accurately at a greater distance than a common dagger. While this comes at the cost of a significant cutting edge, the difference is worth it for throwing specialists.

Corset Knife
Trait Agile Concealable Finesse Thrown 10 ft.
Source Treasure Vault pg. 26 1.1
Price 3 sp; Damage 1d4 P; Bulk L
Hands 1
Type Melee; Category Simple; Group Knife
A favored self-defense weapon among bar and tavern workers, the corset knife has a weighted hilt and a cylindrical, needlelike blade designed to be easily hidden in clothing, but quickly retrieved in a pinch.

Construct Companion Stats:

Agate's companion is constructed to resemble a bipedal cat constructed from clockwork. It is the size of a lynx small and can adjust to run on two or four legs. It can use its paws to punch as fists or can extend claws to cut.

A construct companion is a loyal semi-sentient construct who follows your orders obediently and is roughly as intelligent as an animal. Your construct companion has the minion trait, and it gains 2 actions during your turn if you use the Command a Minion action to command it.

If your companion is destroyed, you can spend 1 day of downtime and attempt a Crafting check with a high DC for your level. On a success, you rebuild your companion. You can have only one construct companion at a time, and you can have either a construct companion or an animal companion, but not both.

Prototype Companion
Level 1
Trait: Construct, minion, Small

Ability Scores
Str 3 Dex 3 Con 2 Int -4 Wis 1 Cha 0
Armor Class 16 [10 + 3 (Dex) + 3 (Prof)]
Hit Points 18 [10 construct + 8 * 1 Class+Con]
Perception +4 [1 (Wis) + 3 (Prof: t)]
Fortitude +5 [2 (Con) + 3 (Prof: t)]
Reflex +6 [3 (Dex) + 3 (Prof: t)]
Will +4 [1 (Wis) + 3 (Prof:t)]

Trained Skills
Acrobatics +6 [3 (Dex) + 3 (Prof: t)]
Athletics +6 [3 (Str) + 3 (Prof: t)]

Untrained Skills
Crafting -4 [-4 (Int) + 0 (Prof: u)]
Deception +0 [0 (Cha) + 0 (Prof: u)]
Diplomacy +0 [0 (Cha) + 0 (Prof: u)]
Intimidation +0 [0 (Cha) + 0 (Prof: u)]
Medicine +1 [1 (Wis) + 0 (Prof: u)]
Nature +1 [1 (Wis) + 0 (Prof: u)]
Performance +0 [0 (Cha) + 0 (Prof: u)]
Occultism -4 [-4 (Int) + 0 (Prof: u)]
Religion +1 [1 (Wis) + 0 (Prof: u)]
Society -4 [-4 (Int) + 0 (Prof: u)]
Stealth +3 [3 (Dex) + 0 (Prof: u)]
Survival +1 [1 (Wis) + 0 (Prof: u)]

Melee Combat
unarmed punch +6 [3 (Str) + 3 (Prof: t)] (1d8 + 3 b)
unarmed Claws +6 [3 (Str) + 3 (Prof: t)] (1d6 + 3 s, agile, finesse)

Because it's a construct, your construct companion is immune to bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, and unconscious. Because the construct isn't a living creature, effects that heal living creatures can't help it recover Hit Points. Restoring Hit Points to it requires using the Repair action or other means that can restore Hit Points to objects and nonliving creatures.

Your construct companion has precise vision, imprecise hearing, and vague touch senses, but no sense of smell or taste.

Speed 25 ft


Quest #1A The Sandstone Secret
Grand Archive Rep: +1; 1 total
Xp: +1; 1 total
GP: 3.52
Total: 3.72

Agate Spark is the daughter of a couple of mechanics who run a tinker's shop in the Merchants's Quarter in the shadow of the Clockwork Cathedral. Ever the tomboy, Agate learned to construct mechanisms from an early age and displayed such talent that she was able to apprentice with an ancient master mechanic from Tien, Ma Fongshu. She also was accepted into a cognate (group of students who cooperate to better learn and teach the crafting arts) with many Dwarves known as the Stirgeworks, where she developed an interest in crafting innovative and complex weapons. She also constructed a companion as a class project, named Cranky, who continues to accompany her everywhere. Once she had learned enough, she felt wanderlust and decided to join the Pathfinders as her ticket to travel and learn about the world.

Appearance and Personality:
Agate is 5' 8" tall, with straw blond hair that generally is unruly with wisps sticking out at odd angles. Her eyes are green and brimming with intelligence and curiousity. She wears practical clothes for crafting work: coveralls with lots of pockets and loops for dangling tools. She wears wire rim glasses when working although she can see at distance well without them. She's more attractive than is obvious because her clothes tend to disguise her figure, she doesn't wear make-up or fuss with her hair, and often has grease stains on her face and hands. People often don't recognize her on the rare occasions when she wears a dress and styles her hair and wears make-up.

She is very intelligent and can be absent minded, losing track of time while working on a project. She is not pushy or extroverted, but she stands up for herself and her friends and doesn't like it when older people act patronizing or condescending toward her or her friends. If pushed too hard, she responds with aggressive insults and physical force if necessary. She is not in any relationships at present.