Smaar Janderfut

Enoch L. Gouran II's page

No posts. Alias of Tenro.


Race

Human

Classes/Levels

Golemoid 1

About Enoch L. Gouran II

melee
STR 16
DEX 12
CON 16 +2
INT 12
WIS 11
CHA 10

ranged
STR 11
DEX 16
CON 16 +2
INT 12
WIS 12
CHA 10

HP: 13
AC: XX =10 + X DEX + X ARMOR
Resist:
Init: +X
Speed: 30

F: X = 2 base + X CON
R: X = 0 base + X DEX
W: X = 0 base + X WIS
+2 vs Poison, Disease

COMBAT +1 BAB
Melee

Ranged

calculated:

not calculated (conditional):

Racial Traits:

    Human

  • Favored Class: +1/4 of a new implant, must be one level lower than best implant type

Class Abilities:

  • Combined Proficiencies:
    WEAPONS: Simple, Martial, Firearms
    ARMOR: Light, Medium, shields, tower shields

    Steam Reserve (Su): A golemoid is more adept at utilizing manite implants than most, allowing him to generate an intense personal reserve of magical power to facilitate their use. While many implants offer passive effects, some are activated through the use of steam points. The number of points in a golemoid’s steam reserve is equal to his level + his Constitution modifier. A golemoid can regenerate his steam reserve by resting for 8 hours, once per 24 hour period.

    Steam Mastery (Su): In addition to using steam points to power his various implants, a golemoid can also spend a steam point to do any of the following:
    -- Cast detect magic as a spell-like ability, using the golemoid’s class level as his caster level. This is a standard action.
    -- Release a burst of steam from his body as a swift action, granting the golemoid a +2 deflection bonus to Armor Class until the beginning of his next turn.
    -- Gain a +4 morale bonus to his attack rolls or Strength checks to break inanimate objects, and ignores the first 5 points of hardness when breaking objects. This is a swift action.
    -- Release a burst of steam from his feet as a free action, allowing him to make any Acrobatics check to jump as if from a running start.

    True Golemoid (Ex): The defining characteristic of a golemoid is its unusually high resistance to the Wasting (described in detail elsewhere in this book). At first level, a golemoid’s body is already heavily augmented, with at least half of the original body replaced with manite-enhanced steel and stone. Most of these implants are prosthetics, functionally identical to the body parts they replace, though a few have enhanced abilities. For the purposes of all rules regarding the Wasting, the golemoid counts as a “true golemoid.” Any implants granted by this class do not count toward the golemoid’s Impact (the amount of implants allowed before a creature begins to show advanced symptoms of the Wasting).
    A golemoid’s artificial body grants him an innate +2 bonus on all saving throws against poison and disease. However, even a low level golemoid is immediately recognizable as a heavily augmented being and may face distrust or derision at the hands of those who fear his kind. The Disguise skill can be used to attempt to conceal his artificial nature, though this is as difficult as concealing himself as a member of another race. Obvious use of golemoid abilities will, naturally, ruin any attempt at passing for normal.

    Manite implants (Ex): A golemoid receives new manite implants up to his maximum allowance free of cost immediately upon leveling. A golemoid does not need to solicit aid from a mechamage to gain these new implants. Unlike lesser golemoids, a true golemoid either spontaneously develops new implants as his artificial body evolves, or simply learns how to safely use implants that were formerly dormant. A golemoid may elect to receive a less powerful type of implant in place of a more powerful one if he desires.
    Any manite implant effect which imposes a saving throw is equal to 10 + ½ the golemoid’s class level + the golemoid’s constitution modifier.

Implants:

IMPLANTS

STEAM: XX

MINOR IMPLANTS: 2

Momentum Manipulator (Su): A delicate system of internal counterweights can quickly redirect the user’s inertia. By spending a Steam Point as a free action, the golemoid can change directions once while performing the charge action.

(^replace this with Faervun Ocular Implant if going ranged)

Skill Booster (Su): Select one skill when this implant is implanted. The golemoid gains a +2 enhancement bonus to that skill. This implant may be taken multiple times, but affects a different skill each time it is implanted.

BASIC IMPLANTS: 1

Iron Corium - The golemoid’s skeletal structure is reinforced with a thin leafing of alchemically treated iron. This provides DR 1 / -. This damage resistance stacks with damage resistance from other sources.

(^grab fortified flesh if going melee)

Feats and Theme:

FEATS
(1) Power Attack OR Point-Blank Shot
(H) Manite Blood OR Precise Shot
(T) Martial Studies OR Man with Two Guns is God

Martial Studies (Theme Feat): Research is important for science and for combat. If you don’t know just the right fighting technique, you’re pretty sure someone else has published a thesis about it.
Benefit: At 1st level, every martial scientist starts with the experimental strike technique, detailed below. Throughout the campaign you will have the ability to learn new techniques from other martial scientists, either by reading their thesis or witnessing their technique in action. After resting for 8 hours, choose any one technique you know. You have access to that technique’s ability for the day.
Special: You can acquire only one theme feat.

Experimental Strike (Martial Scientist Technique): Scientific breakthroughs are born of both careful study and wild experimentation. Your old reliable attack technique has failed, so it’s time to try option B.
Benefit: Whenever you miss with all attacks during a full attack action, you may immediately make one additional attack at your highest base attack bonus. You must use this attack for some purpose other than directly attacking an enemy, such as slicing a rope to pin an enemy with a chandelier, or smashing a pipe to spray blinding steam on an enemy.

Skills:

Skill Points at Each Level: 4 + Int modifier +1 Human

Acrobatics + = + DEX
Climb + = + STR
Craft Alchemy + = + INT
Craft Gunsmithing + = + INT
Craft Machinery + = + INT
Disable Device + = + INT
Fly + = + DEX
Heal + =CC + WIS
Intimidate + =1+3 + CHA
Know: Arcana: + = + INT
Know: Engineer: + = + INT
Know: History: + =CC + INT
Perception + =1+3 + WIS
Profession Sailor + =1+3 + WIS
Ride + = + DEX
Sense Motive + =CC + WIS
Survival + = + WIS
Swim + =1+3 + STR

MISC:
need Heal 2, History 7, Sense Motive 2 OR Alchemy 7, Arcana 7

NOTES:
T = Trait
C = Circumstance
R = Racial
FC = Favored Class

HINGED SKILLS (2):
MELEE: History, Acrobatics (later Sense Motive + Heal)
RANGED: Alchemy, Gunsmithing (later some Arcana)

Equipment:

Armor:
Belt:
Body:
Chest:
Eyes:
Feet:
Hands:
Head:
Headband:
Neck:
Rings:
Shield:
Shoulders:
Wrists:

WORN:

CONTAINERS:

TOOLS:

MISC:

TATTOOS:

CONSUMABLES:

5gp Trail Rations, 10

COINS:

175 gp

NEWLY ATTAINED/UNSORTED:

Appearance, Personality, and Backstory

Player Notes: