About Dr. Lendarobackground:
Dr Lendaro thrives on complexity, and learning how things work. His ability to understand the inner workings of things is uncanny... as long as those inner workings are based on something structural. He refers to himself as Doctor, because it is the easiest way to the foster the kind of respect he deserves from simple people. He has a difficult time with the "unexplainable"... such as the chaotic nature of fellow sentient beings. He also has little patience for willful ignorance. He allows himself what he considers his one vice... to make people believe his lies for his own enjoyment. It is a compulsion like those whose brains can't help but generate puns. He knows little about his past, or about his abilities... nothing of others with his gifts. The interview he conducted as a young man with his erudite parents proved fruitless. His questions would merely be met with quotes from philosophers of many religions. To him, religion is little more than sections of a library. The discovery of androids, and the similarity between their "tattoos" and his physical manifestations seemed too great to be coincidental. After relocating to Numeria, and working his way toward being able to pose his questions to those with the appropriate knowledge... he was met with an answer he did not take well. "It is possible there is a connection, but most likely not." Since then, he has considered the topic a waste of his time. Dr Lendaro has become somewhat of an expert in the fields of astronomy and physics. He keeps his psionic abilities to himself. In his spare time he enjoys tinkering. He has modified his pistol to grant it the ability to transfer his disruptive power to the fired projectile, and rather enjoys when engineers cannot figure out how it works.
Harvell Lendaro
Grit 4/6
Psionic Talents
Skills: 48+6+3
+10 Acrobatics 5(+3,+2) +8 Autohypnosis 4(+3,+1) +8 Bluff 4(+4) +6 Climb 2(+3,+1) +8 Craft(alchemy) 1(+3,+4) +15 Craft(traps) 2(+3,+4)+6 +13 Disable Device 5(+3,+2)+3 +8 Heal 4(+3,+1) +12 Know (Engineering) 5(+3,+4) +9 Know (Local) 2(+3,+4) +12 Know (Mechanical) 5(+3,+4) +9 Know (Nature) 2(+3,+4) +12 Know (Geography) 2(+3,+4)+3 +8 Linguistics 1(+3,+4) +10 Perception 6(+3,+1) (+2 alertness, +3 to spot traps) +15 Stealth 6(+3,+2)+4 +5 Swim 1(+3,+1) Languages: Common, Hallit, Sylvan, Draconic, Gnome, Androffan.
Class Abilities: Pattern Designs (Su): Unlike normal manifesters, a cryptic manipulates the world around her by creating tattoos and patterns that alters reality in different ways. Cryptic powers show up on the cryptic's body in the form of tattoos. The cryptic's known powers can be identified via Spellcraft checks with a DC equal to 10 + double the power's level. These tattoos do not count against the number of psionic tattoos that the cryptic can safely wear. When a cryptic manifests one of her powers, it creates a visual pattern
Altered Defense (Su): A cryptic learns early on to modify the
Absorb: The cryptic gains DR 2/-. Deflect: The cryptic gains a +2 dodge bonus to his AC. Retaliate: The cryptic gains a +2 bonus on his attack rolls
Disrupt Pattern (Su): All cryptics are able to disrupt the
Hidden Pattern (+4) A cryptic learns how to recognize patterns in
Binding Pattern (Su) A cryptic with this insight can cause
Pattern of the Gun: The grammatons gains the Amateur Gunslinger
Gritted Patterns:At 4th level, the grammaton’s grit pool is
Fast Stealth (insight) (Ex):
Quick Clear (deed) (Ex)
Insightful Deed At 6th level, the grammaton picks one 3rd level
Trapfinding (+3) A cryptic adds 1/2 her level to Perception skill
Trapmaker (+6) A cryptic gains a competence bonus on Craft (traps)
Evasion If she makes a successful Reflex saving throw against
Feats and Traits:
Feats Point Blank Shot Precise Shot Technologist Extra Insight (Binding Pattern) (b)Extra Grit (b)Gunsmithing Traits
(Drawback) Overprotective
Clever Wordplay (Social): Choose one Charisma-based skill. You attempt
Power of Suggestion (Equipment): You may make a Bluff check to make
Gear (26.5 lbs.) Rapier, +1 Hide Shirt, +1 Flintlock Pistol, Traveler's Outfit.
Handy Haversack (5 lbs.) Gunsmithing Kit, Medlance, Hemochem (Grade I),
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