About Dom-Nhal
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Names & Appearance
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Noble Title: None
Rank: Journeyman Forger
Alias: Dom-Nhal
Full Name: Dom-Nhal-Keri-Stra-Vas
Gender: Male
Eye Color: Yellow
Skin Color: Topaz
Height: 6' 2"
Weight: 300 lbs
Additional Features: Seems to be made of Topaz.
Description: Dom-Nhal is a topaz yellow cynean, who has the familiar sturdy features of his race, with a literal cleft chin and handsome cheek lines. He wears a thick leather apron which has numerous pockets and small scrollcase-like tubes worked into it, and he carries both a satchel on his waist and a backpack on his back. His hands are covered in massive brass gauntlets, which glow yellow at the seams of the joints and have illusory readouts and controls on the inside of the wrists. The fingertips and palms have strangely glowing ports on them that wisps of smoke trail from once and a while. He wears a chain shirt under his apron and wears a strange mechanical buckler on his left arm that looks like it could detach too easily to be useful. His belt and neck are both clasped in brass equipment, which have their own technological style similar to his gauntlets.
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Backstory
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Birthplace: Arman Protectorate.
Parentage: Both alive, father is a wizard, mother is a fighter.
Religious Views: Cynean Normal belief structure.
Political Views: Libertarian
Early Life: Study, practiced applicable fabrication techniques.
Now: Works for Arman Protectorate Forger's Guild
Future Aspirations: Continue field testing
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Minutia
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Race: Cynean Cultural Home: Unknown?
Type: Humanoid Subtype: Cynean
Alignment: Lawful Neutral Deity/Belief System: Cynean
Size: Medium
Base Speed: 30 Flight Speed: 0 Swim Speed: 0 Climb Speed: 0
Starting Languages: Common, Cynean Learned Languages:Sorcerous, Ancient Arman, Exodite, Gavean, Enukan
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Ability Scores
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STRENGTH-(Str): 16/17 Modifier:+3
DEXTERITY-(Dex): 14 Modifier:+2
CONSTITUTION-(Con): 12 Modifier:+1
INTELLIGENCE-(Int): 21/22 Modifier:+5/+6
WISDOM-(Wis): 11 Modifier:+0
CHARISMA-(Cha): 10 Modifier:+0
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Defense
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AC 26, touch 17, flat-footed 26 (+2 Dex, +6 armor, +3 natural, +5 deflection)
hp 45 (5d8+5)
Fort +5, Ref +6, Will +1
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Offense
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Initiative +2;
Speed 30 ft.
Melee unarmed strike +6 (1d3+3 nonlethal)
Machinesmith Prototypes Known (CL 5th; concentration +11)
. . 2nd (4/day)—animated swordsman, bull's strength, knock, spider climb.
. . 1st (6/day)—alarm, comprehend languages, floating disk, mage armor, shield, transcribe.
Constructor Charges 8
Repair Uses 9
Gear:+2 Mirrored Chain Shirt, Builder’s Arm(Expeditious Construction 2/day, Expeditious Excavation 2/day), +1 Light Fortification Buckler, Artificer’s Girdle(+1 to Strength, Intelligence, and +5 to Science & Spellcraft Checks), Artificer’s Brooch (The Repair Ability adds your Intelligence Modifier, Stores 2 Charges for Greatwork expenditure that regenerate every 12 hours)
Feats
Craft Wondrous Item: Can craft all manner of wonders.
Machinesmith Weapon/Armor Proficiency: Machinesmiths are proficient with all simple weapons and repeating crossbows. They are also proficient with light armor, but not with shields.
Scribe Scroll: Can scribe spells on scrolls.
Craft Wand: Can imbue spells into wands.
Inscribe Magical Tattoo: Can ink wondrous item-like tattoos.
Total crafting discount(including traits): 35%
Traits
Eldritch Delver (magic): You have an unquenchable thirst for knowledge about the world and desire to obtain it firsthand. You gain a +1 trait bonus on all Knowledge (dungeoneering) and Knowledge (history) checks, and you may treat your caster level as 1 level higher for all conjuration spells of the teleportation subschool.
Hedge Magician (magic): You apprenticed for a time to an artisan who often built magic items, and he taught you many handy shortcuts and cost-saving techniques. Whenever you craft a magic item, you reduce the required gp cost to make the item by 5%.
Clever Wordplay (Diplomacy): Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
Tireless Logic: Your curious mind figures out even the most complex problems. Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.
Spark of Creation:You have always had a knack for making useful things, and your talent as an artisan was evident even at an early age. You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.
Drawbacks
Meticulous: You plan and prepare everything in detail, and aren’t good at improvising when things don’t go as planned. You take a –2 penalty on skill checks for skills with which you’re untrained.
Crafter A machinesmith adds half his class level (minimum 1) to all Craft skill checks
Prototypes Create spell-like devices
Repair A machinesmith can fix broken items with a touch (3d6)
Greatwork A machinesmith gets a mobius core they can use to power a greatwork.
Constructor Greatwork A constructor is an item that takes up the machinesmith's belt or hands slot.
Machinesmith Trick:Utility Tool The machinesmith may build an all purpose tool capable of performing a variety of different functions.
Trapfinding A machinesmith adds ½ his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A machinesmith can use Disable Device to disarm magic traps.
Crafting Expertise At 3rd level, the machinesmith gains Craft Wondrous Item as a bonus feat. At 8th level he gains Craft Magic Arms and Armor. At 15th level he gains the Craft Construct feat.
Machinesmith Trick:Repair Flesh The machinesmith learns to use his repair ability on living creatures to recover their hit points. However using this ability only heals half the normal damage.
If I understand properly, I get half the normal skill ranks per level, yes? That means I get 2+1/2 Int mod, which totals to 5 per level. Not bad.
Consolidated Skills
*ACROBATICS-(Dex):
(Acrobatics(except jumping), Escape Artist, Fly, Ride)
*ATHLETICS-(Str):
(Acrobatics,(jumping), Climb, Swim)
SCIENCE-(Int): +14 (5 ranks, +6 Int, +3 class)
(Craft, Knowledge(engineering))
Craft Skills Taken (level taken): Clockwork (1st), Masonry (2nd), Weapons (3rd), Armor (4th), Caligraphy (5th).
*FINESSE-(Dex): +10 (5 ranks, +2 Dex, +3 class)
(Disable Device, Sleight of Hand)
INFLUENCE-(Cha):
(Bluff, Diplomacy, Intimidate)
NATURE-(Int):
(Handle Animal, Knowledge(dungeoneering, geography, nature))
PERCEPTION-(Wis): +8 (5 ranks, 3 class)
(Perception, Sense Motive)
PERFORMANCE-(Cha):
(Disguise, Perform)
TRADE-(Wis): +14 (5 ranks, +6 Int, +3 class)
(Appraise, Profession)
RELIGION-(Int):
(Knowledge(planes, religion))
SOCIETY-(Int):
(Knowledge(history, local, nobility), Linguistics)
SPELLCRAFT-(Int): +14 (5 ranks, +6 Int, +3 class)
(Knowledge(arcana), Spellcraft, Use Magic Device)
*STEALTH-(Dex):
(Stealth)
SURVIVAL-(Wis):
(Heal, Survival)
*= Armor Check Penalty Applies