![]() About Emilio DeivonEmilio Deivon
Skills:
(8 Class + 1 FC + 1 Human + 2 Int) x 1 = 12 ACP: (1)Acrobatics (Dex) +7 ()Bluff (Cha) (1)Climb (Str) +5 ()Diplomacy (Cha) (1)Disable Device (Dex) +8 ()Disguise (Cha) (1)Escape Artist (Dex) +7 ()Intimidate (Cha) (1)Knowledge (dungeoneering) (Int) +6 (1)Knowledge (local) (Int) +6 (1)Perception (Wis) +5 (1)Sense Motive (Wis) +5 (1)Stealth (Dex) +7 (1)Swim (Str) +5 (1)Use Magic Device (Cha) +3 Background Skills:
Modifiers:
-------------------- Gear:
--Equipped-- --Backpack-- gp
-------------------- Racial Abilities:
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size. Base Speed: Humans have a base speed of 30 feet. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
-------------------- Traits and Feats:
--Traits-- Magical Talent (Jolt): Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability‘s save DC is Charisma-based. Local Ties (Knowledge Engineering): Choose Disable Device or Knowledge (engineering). You gain a +1 trait bonus on checks with this skill, and it is a class skill for you. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat, your trait bonus for the selected skill increases to +3. --Feats-- Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Technologist: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist. Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
-------------------- Rogue Special Abilities:
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields. Finesse training: At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. sneak attack +1d6: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment. Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps. -------------------- Backstory:
"Daddy? Who's that," Val asked upon seeing a young boy out the window of her home. Her adoptive father Khonnir Baine stood from his desk and looked out the window. "Ah. That would be young Emilio. His parents were...taken from him when the Black Hill fire flared. So he'll be staying here for a while until we can find someone from his family to take care of him." "Where were they taken?" Val asked, not understanding. "No. I mean they are with the gods," Khonnir sometimes forgot the innocence of children. Val was very intelligent for her age but sometimes he was reminded just how young she was. "Oh," she said, finally understanding and turning melancholy. It hurt to remind her that people died but that was part of life. Some tried to shield the young from such truths. But being an orphan herself, Val was already well aware of that fact, even if she forgot sometimes. "I hear he is a rather smart lad. I am sure you and him will have a lot in common. Why don't you be a good girl and go help with his bags? Introduce yourself." At the idea of making a new friend, Val dashed off, happy once more. He watched as she approached the sullen child as he got off the carriage. He watched as she rambled like any child then held out a hand to help with his luggage. He looked at her with a blank look, then walked right past. She looked heart broken. Khonnir Baine did his best to accommodate the child to his home but loss seemed to have affected him much more gravely than he imagined. He reached out to any family of Emilio Deivon's he could find but they either couldn't handle an extra mouth or did not want one. He was reminded once again of just how lucky he was to have a solid education in magic. It provided for him and his daughter quiet well. Well enough he could add another for the time being. So for several years Emilio lived with Khonnir and Val. Khonnir was right about what he heard about Emilio. He was intelligent. Intelligent enough to understand high level mathematics and physics relatively quickly. Unfortunately it was not enough to learn magic. But somehow he managed to find a way around that. At first, he had an aversion to the objects that came down from Black Hill, which was understandable. But he eventually lost to curiosity and began tinkering with them. A few months after "acquiring" (Khonnir suspected theft from the Junkyard but no one had seen him) some pieces of alien gadgets, a bright light suffused the entire house. Khonnir rushed to Emilio's room to find the boy on the floor, a small plume of smoke drifting away from him. His hand had strange gauntlet on it and the skin underneath was mildly singed. Khonnir wasn't sure what it was but Emilio had the largest grin he had yet seen since the boy got there. Soon after, Emilio decided to leave. Or more precisely, he disappeared one night with nothing more than a letter saying he was going to live near the Junkyard. Since then, he has eked out a living converting the odd bits of skymetal refuse into fun little gadgets that performed some odd task. Children adored them but Khonnir knew Emilio was keeping the best for himself and had yet showed the world. So he laft the lad to his own devices as he seemed to be happy. And that was enough for Khonnir.
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