Gamar Deshta

Dr. Lendaro's page

339 posts. Alias of BinkyBo.


Gender

Human (Cryptic) 6 ~ AC 16 tch 12 ff 14 ~ HP 42/42 ~ Fort+3 Ref+7 Will+6 ~ CMD 17 ~ Init+2 ~ Per+10(+12) ~ PsiPts 21/24~ Grit 4/6 ~ Alt. Defense 8/8 ~ Active Type (Humanoid)

About Dr. Lendaro

background:

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
NG Medium Humanoid (human)
Cryptic (grammaton) 6
Init +2; Senses Perception +10
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AC 16, touch 12, flat-footed 14 (+4 Armor, +2 Dex)
hp 42/42 (6d8(33)+6+3)
Fort +3, Ref +7, Will +6
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Str 12, Dex 14, Con 12, Int 18, Wis 12, Cha 10
Base Atk +4; CMB +5; CMD 17
Speed 30 ft.
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Melee
Rapier +5(1d6+1/18-20x2)
Pistol Whip +6(1d6+2/20x2) free action trip (1d20+5) 1 grit
Ranged +1 Custom Flintlock Pistol
Disruptive shot +7(1d8+2d3+4/x4) 20'
(vs Active Type: 1d8+2d6+6 damage)(AT: Humanoid)
Binding shot +7(minimum damage/x4)+entangled 4rds. DC17 to break free.

Grit 4/6
Altered Defense 8/8 per day

Psionic Talents
0/1 - Missive
0/1 - Psionic Repair
Psionic Powers (21/24 power pts)
3 - Distracting Strikes swift.. target takes a -2 penalty to attack rolls and can't make AoOs
3 - Body Adjustment 1 round, cure self 1d12 hit points.
1 - Kinetic Legerdemain No penalty for Disable Device checks without tools. 6 rd duration.
1 - Elfsight Low-light vision, +2 to Perception checks. 6 hour duration.
1 - Chameleon +10 to Stealth checks. 60 min duration.
1 - Inevitable Strike add +5 to hit as a swift action.

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
of energy during the action taken to manifest the pattern. While the
cryptic's powers have the normal displays for psionic powers –
auditory, mental, and the like – this visual pattern unique to the
cryptic cannot be suppressed as normal displays can be suppressed.

Altered Defense (Su): A cryptic learns early on to modify the
patterns around her to grant her protection as a free action
(even when it is not the cryptic's turn).
The cryptic chooses from the options below and may only have one such
effect active at any given time. The cryptic can use this ability for
a number of rounds per day equal to 4 + her Intelligence modifier.
The cryptic can maintain this ability as long as she wants as long as
she has rounds available, or dismiss it at any time as a free action.

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
against any opponent that successfully hit him since his last turn.

Disrupt Pattern (Su): All cryptics are able to disrupt the
patterns they can perceive, although the potency of this disruption is
based on the cryptic's focus. When a cryptic gains psionic focus, she
selects one creature type as her active type (she does not need to
select a subtype). As a standard action, the cryptic can make a ranged
touch attack with a range of 30 feet,[The grammaton is only able to
use the disrupt pattern ability when making ranged attacks with a
handgun.]
If the attack is successful, the cryptic deals additional damage equal
to the cryptic's Intelligence modifier. This attack deals half damage
if the target's type is not of the cryptic's active type. This ability
can only be used once per round, even if an item or other effect would
duplicate it.

Hidden Pattern (+4) A cryptic learns how to recognize patterns in
light and sound around her that can help her to mask her presence. At
2nd level, a cryptic gains a +2 competence bonus on all Stealth checks.
This bonus increases to +4 at 5th level, and then again to +6 at 8th
level. At 10th level, as long as the cryptic maintains psionic focus,
she can use the Stealth skill to hide, even while being observed

Binding Pattern (Su) A cryptic with this insight can cause
creatures struck with her disrupt pattern ability to become entangled
for a number of rounds equal to the cryptic’s Intelligence modifier,
although the disrupt pattern damage is minimized (all dice rolls are
treated as 1s). Entangled creatures can attempt to break free as a move
action, making a Strength or Escape Artist check. The DC for this check
is equal to the 10 + 1/2 the cryptic’s level + the cryptic’s
Intelligence modifier.

Pattern of the Gun: The grammatons gains the Amateur Gunslinger
feat and the Gunsmithing feat. She also gains a battered gun identical
to the one gained by the gunslinger.

Gritted Patterns:At 4th level, the grammaton’s grit pool is
based on her Intelligence. At the start of each day, the grammaton
gains a number of grit points equal to her Intelligence modifier
(minimum 1). Her grit goes up or down throughout the day, but usually
cannot go higher than her Intelligence modifier (minimum 1), though
some feats and magic items may affect this maximum.

Fast Stealth (insight) (Ex):
This ability allows a cryptic to move at full speed using the Stealth
skill without penalty.

Quick Clear (deed) (Ex)
The gunslinger can remove the broken condition from a single firearm
she is currently wielding as a standard action, as long as that
condition was gained by a firearm misfire. The gunslinger must have at
least 1 grit point to perform this deed. Alternatively, if the
gunslinger spends 1 grit point to perform this deed, she can perform
quick clear as a move-equivalent action instead of a standard action.

Insightful Deed At 6th level, the grammaton picks one 3rd level
deed or lower and gains that deed.
>Pistol-Whip (Ex): The gunslinger can make a surprise
melee attack with the butt or handle of her firearm as a standard
action. When she does, she is considered to be proficient with the
firearm as a melee weapon and gains a bonus on the attack and damage
rolls equal to the enhancement bonus of the firearm. The damage dealt
by the pistol-whip is of the bludgeoning type, and is determined by the
size of the firearm. One-handed firearms deal 1d6 points of damage
the critical multiplier of this attack is 20/×2. If the attack hits,
the gunslinger can make a combat maneuver check to knock the target
prone as a free action. Performing this deed costs 1 grit point.

Trapfinding (+3) A cryptic adds 1/2 her level to Perception skill
checks made to locate traps and to Disable Device skill checks
(minimum +1). A cryptic can use Disable Device to disarm magic traps.

Trapmaker (+6) A cryptic gains a competence bonus on Craft (traps)
checks equal to her class level.

Evasion If she makes a successful Reflex saving throw against
an attack that normally deals half damage on a successful save, she
instead takes no damage. Evasion can be used only if the cryptic is
wearing light armor or no armor. A helpless cryptic does not gain the
benefit of evasion.

Feats and Traits:

Feats
Point Blank Shot
Precise Shot
Technologist
Extra Insight (Binding Pattern)
(b)Extra Grit
(b)Gunsmithing

Traits
Stargazer (Campaign): You gain a +2 trait bonus on Knowledge checks to
identify alien monsters’ abilities and weaknesses. In addition, you
gain a +1 trait bonus on Knowledge (geography) checks, and this skill
is a class skill for you. You are treated as if you possessed the
Technologist feat for the purposes of resolving checks to identify an
alien creature using a Knowledge skill and for all Knowledge
(geography) checks. If you already possess the Technologist feat, then
your trait bonus on Knowledge (geography) checks increase to +3.

(Drawback) Overprotective
Effect: If one of your allies should fall unconscious from hit point
damage, you take a –2 penalty on attack rolls and skill checks as long
as you are farther than 10 feet away from your fallen ally.

Clever Wordplay (Social): Choose one Charisma-based skill. You attempt
checks with that skill using your Intelligence modifier instead of
your Charisma modifier. (Bluff)

Power of Suggestion (Equipment): You may make a Bluff check to make
observers believe that an object in your possession is actually a
different object entirely. The DC for the check is 20 for items of a
similar size, shape, and color (such as a glaive and a quarterstaff).
Items of a different shape, size, or color raise the DC by 5 for each
dissimilar aspect, or more if the dissimilarity is extreme. This
deception lasts 1 minute; if the item is still in view, the observers
may recognize their error unless you make another bluff check.

Gear (26.5 lbs.) Rapier, +1 Hide Shirt, +1 Flintlock Pistol, Traveler's Outfit.
Beneficial Bandolier (belt): (40 iron bullets / 28 adamantine bullets / 20 silver bullets)
Endless Bandolier (chest): Timeworn EMP pistol (3 charges)

Handy Haversack (5 lbs.) Gunsmithing Kit, Medlance, Hemochem (Grade I),
Zipstick, Ion tape (50ft), Bedroll, Canteen, Journal, Inkpen, Ink Vial, Lighter,
Flashlight (8 charges), 4 batteries, (6) trail rations.
Encumbrance (light) 31.5/50 lbs. Wealth 261g