![]()
About Anody Gearon, Prof.Professor Anody Gearon is a bookish gear gnome more interested in academia than in his family's long standing project and left them to eventually become a respected Professor in the esteemed Arcanamirium institue in Absalom. His students call him Professor Nod but agree that he has a pleasing oratorical style and is a cheerful friendly fellow to boot and incredibly knowledgeable on almost every topic.. He grew tired of the books though and was in danger of starting to Bleach when his attention turned to Numeria. Fascinated he dove deep into his research and even tracked down Numerian refugees to interview them about the place and the technological wonders it contains. This was made easier by living in the great cosmopolitan city of Absalom but it still took all of his considerable personal charm to convince these people to speak with him as they were understandably frightened of the totalitarian Technic League moving against them. It is this research both social and academic and a surge of interest in his tinkering heritage that has allowed him to learn the Androffan language as well as Hallit in order to better communicate with the Numerian refugeess. It isn't enough for his growing obsession though so he's made the trek into Numeria itself and only shortly after his arrival in the town of Torch that the Torch itself goes out! Prof Anody Gearon Male Gnome, Gear Archivist Bard 6
DEFENSE:
AC 17 (10 + 4 MW Chain +1 Dex +1 ABP + 1 size) touch 13 (10 + 1 dex + 1 size + 1 ABP ) flat-footed 16 (10 + 4 mw chain + 1 size + 1 ABP ) hp 44 (8 (first) + 5x5 (5 levels) + 1 x 6 (Con) + 1 x 5 (FCB) ) Fort 4 (2 base +1 con +1 ABP) Ref 7 (5 base +1 dex +1 ABP) Will 6 (5 base +1 ABP) CMD 14 (10 +4 BAB +1 dex -1 size +1 ABP OFFENSE:
Speed 20 ft Crossbow, light (Small) 1d6+7;1d6(5 BAB +1 Dex +1 MW) (1d6/19-20/x2) Alchemists Fire/Acid 1d20+6;1d6 (similar to above) (1d6/x2) Thunderstone 1d20+6 BAB 4 CMB 2 (4 BAB -2 str -1 size) STATISTICS
Traits:
Dangerously Curious, Numerian Archeologist. Feats:
Lingering Performance, Technologist, Harmonic Sage Special Abilities:
Gnome: +2 Con, +2 Cha, -2 Str Gnome: Small size +1 AC, attack, -1 CMB, CMD, +4 Stealth Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier. Gear Gnome: +2 to a single Knowledge skill Geer Gnome: +1 Disable Device and Know Engineering Bard: Bardic Knowledge add half Bard Level to all knowledge checks Bardic Performance: Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components. Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components. Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. Naturalist (Ex): An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional*, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components.
Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. inspire competence relies on audible components. Lamentable Belaborment (Ex): At 6th level, an archivist can bewilder a creature already fascinated by his performance. Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). The target must make a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier). Success renders the target immune to this power for 24 hours, but failure leaves the target either dazed or confused (archivist’s choice) for as long as the performance continues. If the target takes damage, this effect ends immediately. This mind-affecting ability relies on audible components.
Lore Master (Ex) At 2nd level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 2nd. Magic Lore (Ex) At 2nd level, an archivist gains a bonus on Spellcraft checks to identify magic items or decipher scrolls equal to half his bard level and may take 10 on such checks. An archivist can use Disable Device to disarm magical traps as per a rogue’s trapfinding ability and gains a +4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind. Jack of All Trades (Ex) At 5th level, an archivist can use any skill, even if the skill normally requires him to be trained. At 11th level, he considers all skills to be class skills, and at 17th level he can take 10 on any skill check, even if it is not normally allowed. Technomancer: Weapon and Armor Proficiency A technomancer gains proficiency with all firearms. Recondition (Su) Through constant maintenance, a technomancer can keep a single piece of still-functioning timeworn technology in good working order. Reconditioning a timeworn technological item takes 8 hours, after which the item no longer has a chance of glitching when used by the technomancer and can be recharged normally by the technomancer but no one else. Keeping the item working requires 1 hour of maintenance each day (this can overlap with the time needed to prepare spells), or the item reverts to a normal piece of timeworn technology and must be reconditioned again. At 4th level and every 3 levels thereafter, a technomancer can keep an additional item in good working order, without increasing his daily maintenance time. Technical Expertise (Ex) A technomancer adds his class level to Craft, Disable Device, Knowledge (engineering), and Linguistics checks regarding technology. Efficient Construction (Ex) At 2nd level, a technomancer using a technological crafting lab reduces the necessary energy expenditure of the facility by 25%. At 10th level, this energy reduction increases to 50%. Technic Spell Mastery (Ex) At 2nd level, a technomancer selects one of the following spells: antitech field, destroy robot, detect radiation, discharge, greater discharge, greater remove radioactivity, infuse robot, irradiate, magic circle against technology, memory of function, rebuke technology, recharge, remove radioactivity, protection from technology, or technomancy. (Additional technology-related spells can be added to this list at the GM’s discretion.) If the spell chosen isn’t one that’s normally on his class spell list, he adds it to his class spell list at the level a wizard casts the spell. The spell chosen must be of a spell level he would otherwise be able to cast. If he prepares spells, he can prepare this spell one additional time in excess of the normal maximum number of spells he can prepare. If he casts spells spontaneously, he adds the spell to his spells known, and can cast this spell once per day without using a daily spell slot. At 5th level, he picks another spell from the list above, and at 8th level, he picks a 3rd spell from the list above. Arcane Battery (Su) At 3rd level as a swift action, a technomancer can expend an unused spell slot (if he’s a spontaneous caster) or a prepared spell (if he prepares spells) to power a technological device he touches. Each spell level expended in this way grants the device 1 charge. Any charges unused at the end of the round are lost, and any charges used by the device that round that aren’t provided by the technomancer must come from the device’s own power reserves. He can use this ability to power timeworn technology. He can’t power devices that don’t use charges. Study Technology (Ex) At 3rd level, a technomancer can study a robot, technological object, or technological trap within 30 feet as a move action and attempt a Knowledge (engineering) check to identify it. If he succeeds, he gains a competence bonus equal to 1/2 his level on attack rolls, combat maneuver checks, saving throws, and skill checks involving the studied creature, object, or trap, as well as a dodge bonus of the same amount against attacks from the subject of his study. This bonus lasts a number of rounds equal to his Intelligence modifier (minimum 1). If he studies a new subject, he loses his bonus against the previous subject.
Skills:
Acrobatics 5 (1 dex +1 rank +3 class) Appraise 7 (3 int +1 rank +3 class) Bluff 10 (4 cha + 3 rank + 3 class) Climb -1 (-1 str) Diplomacy 12 (4 cha + 5 rank + 3 class) Disguise 4 (4 cha) Escape Artist 1 (1 dex) Fly 3 (1 dex +2 size) Heal 0 Intimidate 4 (4 cha) Knowledge (arcana) 12 (3 int + 3 rank + 3 class +3 bardic) Knowledge (dungeoneering) 15 (3 int + 6 rank + 3 class +3 bardic) Knowledge (engineering) 24 (3 int + 6 rank + 3 class +3 bardic +2 race +1 race [gear gnome] +6 class [technomancer]) Knowledge (geography) 10 (3 int + 1 rank + 3 class +3 bardic) Knowledge (history) 10 (3 int + 1 rank + 3 class +3 bardic) Knowledge (local) 12 (3 int + 3 rank + 3 class +3 bardic) Knowledge (nature) 11 (3 int + 2 rank + 3 class +3 bardic) Knowledge (nobility) 6 (3 int +3 bardic) Knowledge (planes) 10 (3 int + 1 rank + 3 class +3 bardic) Knowledge (religion) 10 (3 int + 1 rank + 3 class +3 bardic) Linguistics 13 (3 int + 1 rank + 3 class + 6 class [technomancer]) Perception 10 (0 wis + 5 rank + 3 class +2 race [gnome]) Oratory 10 (4 cha + 3 rank + 3 class) Ride 1 (1 dex) Sense Motive 0 Spellcraft 11 (3 int + 5 rank + 3 class) Stealth 5 (1 dex + 4 size) Survival 1 (0 wis + 1 rank) Swim 0 (-1 str + 1 rank) Use Magic Device 14 (4 cha + 6 rank + 3 class +1 trait) Languages:
Gnome, Sylvan, Common, Androffan, Hallit, Orcish, Elven, Dwarven Gear:
Crossbow - light (MW Small), Bolts - crossbow (30), Acid (flask) (2), Alchemist fire (flask) (2), Thunderstone X 3, Bang Grenade X2, Flash Grenade X1, Kit - Ranger's,
MW Chain Shirt,
Spells Known:
Concentration 1d20+10 0th DC 14
1st (5 spells per day) DC 15
2nd (4 spells per day) DC 16
|