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About Gregory LeichardtAppearance:
Gregory is a tall, lithe half-elven man with dusky, bronze-like skin, and eyes that glow an unsettling shade of limpid green. His hair is piled-up on top of his head in braids, and he maintains a square, braided beard. His most unusual feature, however, is a surgical scar, in the mid-saggital line which extends to just above eyebrow level, and then ducks across to above his ear, before disappearing up into his hair.
Background:
Gregory's first memories are of floating in a dark, featureless void. He is unclear how long that lasted, as time had no meaning for him. The next thing he remembers is that his quiet existence was invaded by a bright, searing light, and suddenly he was surrounded by roiling chaos; he realised that he was floating in some form of viscous fluid, in a tank, which was rapidly draining...
...then, he was decanted. All around him were figures dressed in strange, cowled robes, bearing queer mechanical devices, which they used to prod and poke him, whilst they jabbered away in a harsh language he did not not understand. Weak as a new-born kitten, he could not resist when he was roughly strapped to the back of a wheeled surgical table, and taken into another room, filled with shining metal tools, jars full of weird liquids, and strange beeping noises. He heard the approaching sound of a strange metallic buzzing/roar, then for the first time in his life he felt a sharp, stabbing pain in his right cubital fossa; looking down, he saw a syringe pumping an evil-looking black fluid into his arm, and then mercifully, everything went black, just as a saw-blade began chipping away at his skull... Gregory's 'life', such as it has been, has been one of pain and bewilderment; passed through the clutches of a series of Technic League adepts, all of whom were interested in learning more about the limits of hybrid physiology, and how it could be enhanced, and controlled. Occasionally, one would be amused enough to try and actually *teach* him something, quickly discovering that he was a very fast learner... possibly too fast; he learned enough to know just how much he was being held back, and what he could achieve if he was able to escape. Eventually, he made his move; killing a low-ranking acolyte, he attempted to run away, but had not accounted for the fact that a tracking beacon had been surgically implanted under the skin of his left wrist... Needless to say, since that time, he has been on the ran, scavenging whatever technology he can, whilst dodging the agents of the League.
Goals/Motivations:
Gregory is utterly terrified of the Technic League; he doesn't understand, or remember, most of what was done to him, or why, but he definitely doesn't want to be recaptured.
However, the endless surgeries have resulted in both subtle, and not-so-subtle changes, including a positive feedback loop between his pain and pleasure centers; now, Gregory sees only the weakness of mortal flesh, and eagerly desires to upgrade it into cold, hard, steel. Sometimes, in the darkest hours of the night, he wonders whether these are truly his desires, or simply some residual programming, but most of the time, he simply does not care. Mechanically, I will have him make Will saves to not be shaken in the presence of known Technic League Spellcasters (and will take Remove Fear at higher levels to help counteract this - note this does *not* apply to random grunts hired by the League; just the casters who might conceivably want him back), and will try to get my hands on every single piece of cybernetic gear that I can, with an end goal of turning him into something akin to a cyberman, or AI. Initiative: +3 [+1 Dex + 2 Trait] *Roll twice, and take the highest
AC: 18 (10 + 7 (Banded) + 1 Dex)
Hit Points: 21/21 Fort: +2 Ref: +2 Will: +1 Immune to magic sleep effects. +2 racial saving throw bonus against enchantment spells and effects. Combat:
Base Atk: +2; CMB: +6; CMD: 17 Melee
Ranged
Skills:
Skill Points per level: 4 (Class) + 2 (Intelligence) Acrobatics -5 (+1 Dex - 6 ACP) Appraise +2 Bluff +3 Climb -2 (+4 Str - 6 ACP) Craft(Mechanical) +8 (+2 Int + 3 ranks + 3 class skill) Diplomacy +9 (+3 Cha + 3 ranks + 3 class skill) Disguise +3 Escape Artist -5 (+1 Dex - 6 ACP) Heal +4 (-2 Wis + 3 ranks + 3 class skill) Intimidate +3 Knowledge(Engineering) +11 (+2 Int + 3 ranks + 3 class skill + 3 Trait) Perception +6 (-2 Wisdom + 3 ranks + 3 class skill + 2 Racial) Perform +3 Ride -5 (+1 Dex - 6 ACP) Sense Motive -2 Stealth -5 (+1 Dex - 6 ACP) Survival -2 Swim -2 (+4 Str - 6 ACP) Use Magic Device +9 (+3 Cha + 3 ranks + 3 class skill) Feats:
1st: Technologist 1st (Bonus): MWP: Greatsword 3rd: HAP 5th: SF: Knowledge(Engineering) 7th: Eldritch Heritage (Arcane) 9th: Quicken Spell 11th: Divine Interference 13th: Craft Cybernetics 15th: Improved Eldritch Heritage (Arcane) 17th: Traits:
Local Ties: You have ties to a prominent local in the town of Torch: the missing wizard, Khonnir Baine. He may have been your tutor, or a friend or business associate of your family. He may even have been your adoptive father, in which case you likely have a bond of friendship or rivalry with his adopted daughter Val. Your association with Khonnir has given you insight into how technology works. Benefit: 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. Reactionary:
Benefit: You gain a +2 trait bonus on initiative checks.
Racial Abilities:
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses:
Ancestral Arms:
Low-Light Vision:
Elf Blood:
Fey Thoughts:
Favored Class Bonus:
Class Abilities:
Mystery - Time
Oracle’s Curse:
Curse - Legalistic:
Curse - Tongues:
Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.
Revelations:
1st - Temporal Celerity (Su):
Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results. 3rd - Misfortune (Su):
5th - Fortune (Su):
Spells:
Orisons: Create Water, Detect Magic, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Stabilise
1st level (0/5+1): Bless, Comprehend Languages, Infernal Healing Equipment:
Ioun Torch (75gp)
Explorer's Outfit Banded Mail (250gp) MW Greatsword (350gp) Spring-loaded Wrist Sheath #1 (5gp) - Dagger (2gp) Spring-loaded Wrist Sheath #2 (5gp) - Waterskin (1gp) Backpack: (2gp)
Belt Pouch: (1gp)
Coins: 45gp, 0sp, 0cp
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