Shield Guardian

Byron Brassheart's page

3 posts. Alias of -Karma-.


About Byron Brassheart

The first notable thing is the sound - the whirring of hundreds of small gears. This alone reveals there is something odd about this man, even if one's eyes would not detect anything special on him. But on closer inspection, one can see it is not all armor which cover the man's arms and legs. Plates of steel fuse seemlessly into flesh, and gears, pistons and clockwork mechanisms keep the limbs moving - and provide far greater strength than the man's frame would otherwise indicate. And there is plenty of flesh as well, for this creature is still far more man than machine. But most of the living tissue is hidden beneath armor, as in shame of it.

Such is Byron Brassheart, the second son of the famous difference engineer Trybur Myhrvold. From an early age it became clear young Byron didn't share the genious of his father and older brother, and thus didn't not pursue their career in abstract machine souls. Instead, Byron focused inwards, on himself. Whether this was out from genuine curiosity or bitter inferiority, it is not known, but Byron delved deep into the secrets of alchemy and clockworks. And the knowledge he gained, he used to improve himself, enhancing his bloodline-machinery even further.

And perhaps it was due to these augmentations he survived. For when the klaven came, his academic brethren were easily captured by the assailant. But Byron, with his tireless legs and enhanced speed , outran the enemy easily.

Now alone, he seeks a life in the unknown worlds.

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Byron Brassheart
Auttaine Investigator (Empiricist) 2
LN Medium humanoid / half-construct
Init +1; Senses Perception +6 (+7 vs traps)
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Defense
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AC 17, touch 11, flat-footed 16 (+1 Dex)
hp 19 (2 HD; 2d8+4+2FCB)
Fort +2, Ref +4, Will +3
Defensive Abilities
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Offense
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Speed 20 ft. (30 charging, withdrawing, running)
Melee
. . MW katana +5 (1d8 + 4/18-20)
Ranged
. . Crossbow +2 (1d8 /19-20)
Special Attacks
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Statistics
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Str 17, Dex 13, Con 14, Int 15, Wis 10, Cha 8
Base Atk +1; CMB +4; CMD 15
Feats Medium armor proficiency
Traits Student of Philosophy
Skills
Craft (Alchemy) (1) +7
Disable Device (1) +6 (+1 to disarm traps)
Knowledge(arcana) (1) +6 +1d6
Knowledge(dungeoneering) (1) +6 +1d6
Knowledge(engineering) (1) +6 +1d6
Knowledge(geography) (1) +6 +1d6
Knowledge(history) (1) +6 +1d6
Knowledge(local) (1) +6 +1d6
Knowledge(planes) (1) +6 +1d6
Knowledge(religion) (1) +6 +1d6
Linguistics (1) +10 +1d6
Perception (1) +6
Sense Motive (1) +6
Spellcraft (1) +6
Use magic device (2) +7

Languages Common, Draconic, Undercommon, Goblin, Ignan
SQ
Gear
Lucerne hammer 15 gp
MW katana 350 gp
Light Crossbow 35 gp + cold iron ammo 2 gp
Breastplate 200 gp
Investigator's kit 40gp
Acid x2 20gp
Alchemist's Fire x2 40gp
=702gp > 298 left
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Alchemy
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Extracts prepared
1: Shield, Long arm, [open slot]

Formula known
1:Long Arm, Shield, Expeditious Retreat, CLW

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Special Abilities
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Weapon familiarity (1RP) - Katana, Lucerne hammer

Hidden Storage Compartment (1 RP): This artificial component provides an internal storage compartment within the torso, holding up to 1 cubic foot of material. Access is secured with a simple combination lock (DC 20 Disable Device to open).

Gifted Linguist (2 RP): Prerequisite: Standard or linguist language quality; Benefit: Members of this race gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill.

Sprinter (1 RP): Prerequisite: Normal speed; Benefit: Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.

Inspiration (3/day)

Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
Half-constructs cannot be raised or resurrected.
Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health.