Inevitable

Cestis Artemyr's page

7 posts. Alias of Cthulhu, Jr..


About Cestis Artemyr

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EPHEMERA
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Appearance:

Race: Human
Height: 5'4"
Weight: 195lbs
Build: Average
Hair Color: Dark Brown
Hair Style: Military Cut
Facial Hair: Trimmed Goatee
Eye Color: Brown
Skin Color: Slightly Tanned

Background:

Age: Appears to be 27
Place of Birth: Unknown
(Deity)Religious Views: (Atheist) Cestis has dwelled upon the otherwordly realm of Axis for some time and come believe that each individual has power over their own destiny if they choose to wield it and that the gods are merely supplanting this power with faith.
(Alignment)Philosophical Views: (Lawful Neutral) The eternal balance upon the clockwork plane of Axis has had a profound effect on the young engineer and he has come to believe that through absolute control and unflinching discipline all beings can attain ascendance to the machine.
Story So far: After training for an incredible period of time on the plane of Axis, Cestis journeyed down to Golarion and did battle against the horrors of the Worldwound.
The battles were long and fierce but the experience was invaluable for the boy and he earned the six medals of the Riftwardens by the time he was called back to Axis.
Few of his Axiomite instructors doubted his resolve and when a quest to delve deep into the Abyss on a mission of great importance arose, Cestis was summoned, his zeal against demonkind ready to be slaked once again.

Traits:

Trait #1: Caretaker As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.
Trait #2: Bruising Intellect Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
Personality:

Racial Qualities:

Type(Subtype): Human
Size: Medium
Speed(Distance/Round):
Language:
Ability Score Modifiers: +2 Intelligence
Defensive Qualities:
Offensive Qualities:
Skills & Feats: Bonus Feat at 1st Level, +1 Skill Point per Level
Sensory Enhancements:
Weaknesses:

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CORE
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Class:

Class(Archetype)/Level:Machinesmith(Combat Engineer & Wonderbuilder)/10
Prestige Class/Level:Transmechanical Ascendant/10
Mythic Path/Tier:Futurist/1

Ability Scores:

Strength: 24
Dexterity: 12
Constitution: 18
Intelligence: 32
Wisdom: 26
Charisma: 18

Combat Stats:

Hit Points: 124
Initiative: 16
Armor Class: 34(36)
Flat-footed Armor Class:
Touch Armor Class:
Damage Reduction: 3/-
Spell Resistance:
Base Attack Bonus(Additional Attacks): +17(+12/+7/+2)
Combat Maneuver Bonus: +24
Combat Maneuver Defense: 35

Saves:

Fortitude: 21
Reflex: 16
Will: 20
Bonus vs. Fear Effects:
Bonus vs. Mind-affecting Effects:
Bonus vs. Mundane Poison:
Bonus vs. Mundane Disease:
Bonus vs. Magical Poison:
Bonus vs. Magical Disease:
Immune: Disease, Poison, Sleep, Fatigue, Exhaustion. Does not need to sleep, eat, or breath.

Feats:

Improved Initiative(1st Level): +4 to Initiative.
Endurance(1st Level): You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
Craft Wondrous Item(3rd Level): You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Magic Items for more information.You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.
Toughness(5th Level): +1HP per level.
Power Attack(7th Level): You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Cleave(9th Level): As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Cleaving Finish(11th Level): If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat.
Great Cleave(13th Level): As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Improved Cleaving Finish(15th Level): You can use Cleaving Finish any number of times per round.
Throw Anything(17th Level): You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Opening Volley(19th Level): Whenever you deal damage with a ranged attack, you gain a +4 circumstance bonus on the next melee attack roll you make against the opponent. This attack must occur before the end of your next turn.
Mythic Throw Anything(Mythic Tier 1): You gain a +2 bonus on attack rolls and damage rolls made using an improvised thrown weapon or splash weapon. This bonus stacks with the bonus from the non-mythic Throw Anything feat. If you miss with a thrown splash weapon, it always lands adjacent to its target regardless of how many range increments it was thrown.

Class Abilities:

Diminished Prototypes: -2 A combat engineer prepares one less prototype of each level than normal. If this reduces the number to 0, he may use prototypes of that level only if his Intelligence allows bonus spells of that level.
Secondary Greatwork(Su): At 5th level, a wonderbuilder creates a second mobius core-powered greatwork. This ability replaces upgrade.
Dual Upgrade(Su): At 10th level, a wonderbuilder upgrades both of his greatworks, gaining the upgrade 1 abilities for both of them. This ability replaces upgrade.
Combat Awareness(Ex): At 1st level a combat engineer is ready to spring into action at a moment’s notice. He gains his Intelligence modifier as a bonus on all initiative rolls. This replaces crafter.
Hardened Materials(Ex): +10HP At 2nd level the combat engineer learns how to build for durability and toughness. Any item crafted by the combat engineer receives a bonus to hit points equal to the level of the combat engineer at the time of its creation. This replaces the combat engineer’s 2nd level machinesmith trick.
Rough and Ready(Ex): 2/day The combat engineer has trained with activating his gadgets and greatwork under pressure that it becomes almost intuition to bring them to bear as his hands move with blinding speed. The combat engineer can activate a single gadget or some function of his greatwork that requires a standard action to activate as a swift action. This replaces crafting expertise.
Weapon Training(Ex): Hammers +1 to hit and damage with a club, greatclub, heavy mace, light hammer, light mace, and warhammer. This replaces axiom.
Mythic Ability: Surge(Su) 1d6 You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.
Mythic Ability: Mythic Power(Su): 5/day
Mythic Ability: Hard To Kill(Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Futurist Revelation: Energy Boost(Su) You may expend one use of mythic power to use any extract, prototype, or wand without expending a prepared slot or charge. If you use an extract or prototype, you must have already prepared it today. If the extract, prototype, or wand requires a saving throw, non-mythic creatures roll twice and take the lower result. If the extract, prototype, or wand grants any numerical bonuses to skills, attack rolls, damage rolls, AC, or ability checks, increase them by half your mythic tier.
Path Ability: Finished Product(Su): Expeditious Retreat Select a single prototype you know of 3rd level or lower. You may treat that prototype as a spell-like ability, usable at will. You may expend one use of mythic power to give a bonus to the caster level of this prototype equal to half your mythic tier; this bonus allows your caster level to exceed your character level. At 6th tier or higher, you may select this path ability a second time, selecting a different prototype.

Prototypes:

Prototypes per Day: 7(1st lvl)/ 7(2nd lvl)/ 7(3rd lvl)/ 7(4th lvl)/ 7(5th lvl)/ 8(6th lvl)
Prototypes Known: 8(1st lvl)/ 3(2nd lvl)/ 3(3rd lvl)/ 3(4th lvl)/ 4(5th lvl)/ 4(6th lvl)
1st Level Prototypes: alarm, animate rope, expeditious retreat, faerie fire, guardian drone, jump, keen senses, magnify vision
2nd Level Prototypes: blade drone, protection from arrows, spider climb
3rd Level Prototypes: daylight, sculpt sound, water walk
4th Level Prototypes: black tentacles, cluster bomb, solid fog
5th Level Prototypes: pocket army, rapid repair, telekinesis, wall of force
6th Level Prototypes: antimagic field, disintegrate, hunter seeker drone, wall of iron

Skills:

Total Skill Points:
(* Designates Class Skills)
*Appraise: 19
Acrobatics:
Bluff:
Climb:
*Craft(alchemy): 34
*Craft(weapons): 34
*Craft(armor): 34
Diplomacy: -6
*Disable Device: 24
Disguise:
Escape Artist:
*Fly:
Handle Animal:
*Heal: 37
*Intimidate: 35
*Knowledge(arcana): 19
*Knowledge(dungeoneering): 19
*Knowledge(engineering): 19
*Knowledge(geography): 19
Knowledge(history):
Knowledge(local):
*Knowledge(nature): 19
Knowledge(nobility):
*Knowledge(planes): 19
Knowledge(religion):
Linguistics:
*Perception: 31
Perform(Oratory):
*Profession(Soldier): 16
Ride:
Sense Motive: -2
Sleight of Hand:
*Spellcraft: 19
Stealth:
Survival:
Swim:
*Use Magic Device: 12

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GEAR
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Equipped Weapons and Armor:

Melee Weapon:
Ranged Weapon(Ammunition):
Armor:
Shield:

Worn Magical Items:

Belt:
Body:
Chest:
Eyes:
Feet:
Hands:
Head:
Headband:
Neck:
Shoulders:
Wrist:
Ring #1:
Ring #2:

Staves, Wands, Potions, Scrolls, and Alchemical Items Carried:

Staff #1(Charges):
Staff #2(Charges):
Wand #1(Charges):
Wand #2(Charges):
Scroll #1(Quantity):
Scroll #2(Quantity):
Scroll #3(Quantity):
Alchemical Item #1(Quantity):
Alcehmical Item #2(Quantity):
Alchemical Item #3(Quantity):

Clothing, Tools, and Containers:

Worn Clothing:
Tools:
Container #1(Capacity):
Container #2(Capacity):

Carrying Capacity and Currency Carried:

Platinum:
Gold:
Silver:
Copper:
Light Load:
Medium Load:
Heavy Load:
Push/Drag:
Lift:
Lift Over Head: