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About Isaac KgmetrepersecondsquaredCharacter Sheet:
Size Medium Init +1; Low-light Vision: Perception +10 (+13 vs Traps) DEFENSE AC: 19 Touch 12 Flat 17 (+7 armor, +1 deflection, +1 dex)
OFFENSE
STATISTICS
4th Level Stat Inc: Con SKILLS Skill Ranks: Craft (Alchemy) +11 (2), Craft (Armor) +13 (4) , Craft (Machinery) +15 (6), Craft (Weapons) +10 (1), Disable Device +13 (6), Kn: arcana +15 (6), Kn: Dungeoneering +11 (2), Kn: engineering +15 (6), Kn: Geography +10 (1), Kn: Nature +10 (1), Perception +10 (6), Spellcraft +12 (6), UMD +9 (1) Total: 48 Favored Class:Machinesmith +1 skill point per level. Machinesmith Abilities:
Skill Ranks per Level: 4 + Int modifier. Weapon and Armor Proficiency: Machinesmiths are proficient with all simple weapons and repeating crossbows. They are also proficient with light armor, but not with shields. Crafter: A machinesmith adds half his class level (minimum 1) to all Craft skill checks. Prototypes: Machinesmiths can forge steel and manufacture ordinary items superior than those made by mundane masters at their craft. But their true power comes from being able to imbue prototypes they make with mobius energy. Machinesmiths spend their time creating magically imbued prototypes that can mimic certain spells. A machinesmith prepares them by manufacturing a small, hand-held prototype, and then activates them by imbuing the prototype with mobius energy before activating it. When a machinesmith creates a prototype, he infuses the machine with a tiny fraction of his own magical power. Prototypes behave in some ways like spells, and as such their effects can be dispelled by effects like dispel magic, or resisted with spell resistance, using the machinesmith's level as the caster level. Feats, traits, and other abilities that alter or improve spells do not otherwise affect prototypes. Prototypes known may be used in the creation of magic items as if they were spells. A machinesmith can create only a certain number of prototypes of each level per day. His base daily allotment of prototypes is given on Table: Machinesmith. In addition, he receives bonus prototypes per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When a machinesmith imbues a prototype with mobius energy, he infuses the machine with magic siphoned from his own magical aura. A prototype immediately becomes inert if it leaves the machinesmith's possession, reactivating as soon as it returns to his keeping—a machinesmith cannot pass out his prototypes for allies to use. A prototype, once created, remains potent for 1 day before becoming inert, so a machinesmith must re-make his prototypes every day. Making a prototype takes 1 minute of work—most machinesmiths prepare many prototypes at the start of the day or just before going on an adventure, but it's not uncommon for a machinesmith to keep some (or even all) of his daily prototype slots open so that he can prepare prototypes in the field as needed. If the machinesmith is interrupted while preparing a prototype, they must succeed in a Concentration check, or the prototype slot is used up. Although the machinesmith doesn't actually cast spells, he does have a prototype list that determines what prototypes he can create. A machinesmith can utilize spell-trigger items if the spell appears on his prototype list, but not spell-completion items (unless he uses Use Magic Device to do so). When a prototype is released, it exactly duplicates the spell upon which it is based. The machinesmith uses his level as the caster level to determine any effect based on caster level. Creating prototypes consumes raw materials, but machinesmiths regularly collect odd bits and pieces of scrap in their travels, making the cost of these materials insignificant—comparable to the valueless material components of most spells. They only require their trusty set of artisan's tools and blueprint book to construct a prototype. If a spell normally has a costly material component, that component is expended during the consumption of that particular prototype. A machinesmith can prepare any prototype found within his blueprint book. Blueprints are the directions for creating prototypes, akin to inscribed spells or scrolls, that only machinesmiths can decipher. To learn or use a prototype from a blueprint, a machinesmith must have an Intelligence score equal to at least 10 + the prototype's level. The DC for a saving throw against a machinesmith's prototype is 10 + the prototype level + the machinesmith's Intelligence modifier. A blueprint book may hold any number of prototype blueprints. The machinesmith must refer to his blueprint book, as a wizard refers to their spellbook, whenever he prepares a prototype but not when he consumes it. A machinesmith begins play with two 1st level prototype blueprints of his choice, plus a number of additional blueprints equal to his Intelligence modifier. At each new machinesmith level, he gains one new blueprint of any level that he can create. Adding a blueprint to his collection requires the same costs and time requirements as a wizard adding that same spell to their spellbook. A machinesmith can study a wizard or magus's spellbook to learn any blueprints that are equivalent to a spell the spellbook contains. A wizard or magus, however, cannot learn spells from a blueprint. A machinesmith does not need to decipher arcane writings before copying them. Repair: A machinesmith can fix broken items with a mere touch. This acts the same as the spell mending, with a few exceptions. The machinesmith repairs 1d6 points of damage plus 1d6 points of damage for every other machinesmith level beyond first (2d6 at 3rd, 3d6 at 5th, and so on). The machinesmith can repair a number of times per day equal to 3 + his Intelligence modifier. Unlike mending, this ability can heal constructs. Greatworks: In order to craft grandiose examples of their art, machinesmiths create permanent energy sources, called mobius cores. They use this to power their most cherished creations. Machinesmiths do not create a mobius core lightly, for it means the crafter entraps a piece of their magical essence outside their body. At 1st level, a machinesmith can choose to create a mobius core in order to power a greatwork. Machinesmiths currently know of three common types of greatworks, but there may be more. At 5th and every five levels thereafter, the machinesmith upgrades a greatwork they currently possess in order to represent his growing skill and power. Upgrades must be performed in order and the machinesmith must meet the level requirements for the upgrade. The capabilities granted by previous upgrades remain and stack with any improvements granted by the new upgrade. When installing a new upgrade, the machinesmith may reconfigure old design decisions, such as damage types, made at previous upgrades unless otherwise noted. Unless specifically stated, only the machinesmith that created the greatwork knows the intricacies of the operating the machine. Spell-like abilities granted by a greatwork use the operator's levels in machinesmith to determine their effects. A machinesmith tinkers with their greatworks constantly. They initially create greatworks during their spare time, even the minimal down time during adventuring. However, if a greatwork is destroyed the machinesmith must start over. Remaking a destroyed greatwork requires 8 hours of uninterrupted work, plus 8 hours for each upgrade. In all other respects, this resembles the process for crafting a magic item. If a greatwork is lost and cannot be destroyed by the machinesmith, such as by an enemy, the machinesmith can sever the connection between their mobius energy and the greatwork, rendering it inert, one day after it is lost. Trapfinding (Ex): At 2nd level, A machinesmith adds ½ his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A machinesmith can use Disable Device to disarm magic traps. Machinesmith Trick:At 2nd level, and then again every 2 levels thereafter (up to 20th level), a machinesmith learns a technical innovation called a machinesmith trick. These machinesmith tricks come in three forms: gadgets, augmentations, or techniques. Unless otherwise noted, a machinesmith cannot select an individual machinesmith trick more than once. Some machinesmith tricks can only be received if the machinesmith has met certain prerequisites first, such as learning other machinesmith tricks. The DC of any saving throw called for by a machinesmith trick is equal to 10 + 1/2 the machinesmith's level + the machinesmith's Intelligence modifier. Augmentations are machinesmith tricks that enhance or otherwise add on to a greatwork. A machinesmith cannot take an augmentation for a greatwork they do not have. Gadgets are tangible items that fall between a greatwork and a prototype. Generally they are only usable a certain number of times per day and some require the machinesmith to provide some form of fuel. Only the machinesmith knows the peculiarities of their function, preventing others from using them. Unless otherwise noted they are all Tiny items with AC 10 (when not being held); hardness 5 and 10 HP. If a gadget is lost or destroyed the machinesmith may spend 100 gold and 8 hours of work in order to rebuild it. Techniques are tricks that the machinesmith has learned that are not tied to any single item, however many require an item to be used in conjunction with them. 2-Crossbow Turret: The machinesmith creates a device that can automatically load, aim, and fire, any crossbow it is fitted with. This device is Small sized and swivels on a tripod. It has AC 9 , Hardness 10, 15 hp, weighs 30 lbs, and has a magazine attachment capable of holding twenty bolts. It can be fitted to any light, heavy, or repeating crossbow with an hour's work. It takes a full round action to deploy the gadget into a space adjacent to the machinesmith. This space must be flat solid ground with no obstructions. Once deployed it immediately begins firing at its designated target as often as possible, taking all relevant penalties for doing so, using the machinesmith's base attack bonus + intelligence modifier and any magical bonuses present on the crossbow or its bolts. It loads and fires at the same speed as it normally takes to fire the crossbow normally and continues to fire until its magazine is empty or one minute passes. If the target is out of the turret's line of sight it ceases firing until the target is within sight again. A machinesmith can command a crossbow turret to change targets as a move action. The crossbow turret can remain activated for one minute before it must be recharged. A crossbow turret is recharged by operating the hand crank as a standard action to reset the mechanisms. Crossbow turrents may be attacked or disarmed; they have hardness 5 and 5 hit points, or a Disable Device DC of 20, which triggers an attack of opportunity against the person attempting to disable it. 4-Repair Flesh: The machinesmith learns to use his repair ability on living creatures to recover their hit points. However using this ability only heals half the normal damage. 6-Multidisciplined Crafter: Armor The machinesmith selects one Craft specialty. From then on, she can substitute the skill bonus for that specialty for those of associated skills. When doing so, the machinesmith uses her total Craft skill bonus, including class skill bonuses, in place of the associated skill's bonus, regardless of whether it is a class skill or whether she has ranks in it. Armor: Disguise, Intimidate Crafting Expertise (Su): At 3rd level, the machinesmith gains Craft Wondrous Item as a bonus feat. At 8th level he gains Craft Magic Arms and Armor. At 15th level he gains the Craft Construct feat. He uses his machinesmith levels in place of caster level when making such items. In order to add a special ability to an item, he must have access to the prerequisite spells, either through use of a magical item or cast by another spellcaster.
Greatwork: Analyzer:
Machinesmiths that prize knowledge or their surroundings build an analyzer. An analyzer communicates audio and visual information to the machinesmith. Using an analyzer is a standard action. All analyzers are tiny, have AC 10 (when not being held); hardness 5, HP 10. It can be held or worn. If worn, it utilizes the magic item slot for either eyes (goggles), or wrist (bracer). The machinesmith can use some analyzer powers at will, while others expend charges. These charges return automatically if not used for 8 consecutive hours. An analyzer has ½ the machinesmith's level (minimum 1) + Intelligence modifier charges per day. At 5th and every five levels thereafter, the machinesmith upgrades a greatwork they currently possess in order to represent his growing skill and power. Upgrades must be performed in order and the machinesmith must meet the level requirements for the upgrade. The capabilities granted by previous upgrades remain and stack with any improvements granted by the new upgrade. When installing a new upgrade, the machinesmith may reconfigure old design decisions, such as damage types, made at previous upgrades unless otherwise noted. Analyzer Upgrade 1: When using an analyzer the machinesmith adds half their class level (minimum 1) to all Knowledge (arcana), Knowledge (dungeoneering), Knowledge (engineering), Knowledge (geography), Knowledge (nature) and Knowledge (planes) checks and gains darkvision up to 60 feet. The analyzer grants the the following at-will spell-like abilities – detect magic, detect poison, detect secret doors, and detect undead; and for 1 charge – deathwatch, true strike, arcane sight, and identify.
Blueprint Book:
1st Level: Comprehend languages Floating disk Longstrider Mage armor Shield Shocking grasp Transcribe 2nd Level:
Feats and Traits:
FEATS 1-Point-Blank Shot 1-Wild Talent (Race Bonus) 3-Precise Shot 3-Craft wondrous Item (Class Bonus) 5- TECHNOLOGIST THEME FEAT
RACE POINTS: 11
RACIAL TRAITS
TRAITS
Gear:
+1 Large Heavy Repeating Crossbow 3100gp (24#), Large Mwk. Dagger 152gp (2#), Large Morningstar 158gp (12#), +1 Elven Chain 6150gp (20#), Handy haversack 2000gp (5#), 4 Acid (flask) 10gp (4#), 4 Alchemist’s fire 40gp (4#), 4 Antitoxin 100gp, bedroll .1gp (5#), Bell .1gp (5#), 2 Caltrops 2gp (4#), 9 Candles .09gp, 4 sq yd Canvas .4gp (4#), Scroll Case 1gp (.5#), 10’ Chain 30gp (2#), 5 Chalk .05gp, Everburning torch 110gp (1#), fishhook .1gp, flint and steel 1gp, grappling hook 1gp (4#), hammer .5gp (4#), 4 Holy Water (flask) 100gp (4#), ink 8gp, inkpen .1gp, javelin 1gp (1#), 2 Manacles (medium) 30gp (4#), 2 Manacles (small) 30gp (4#), Mirror, small steel 10gp (.5#), Mug, clay .02gp (1#), 4 Oil (1 pt. flask) .4gp (4#), Paper (sheet) .4, Parchment (sheet) .2, 4 Pitons .4gp (2#), 7 Rations, trail 3.5gp (7#), Rope, silk 50’ 10gp (5#), 4 Sacks .4gp (2#), Sewing Needle .5gp, Signal Whistle .8gp, 4 Smoke Sticks 40gp (2#), 4 Sunrod 4gp (4#), 4 Tanglefoot bags 100gp (16#), 4 Thunderstones 60pg (4#), 10 Tindertwig 5gp, 4 Torch .04gp (4#), Vial 1gp, a mess kit 2sp (1#), Traveler’s Any-Tool 250gp (2#), Blueprint book (3#), 25 Repeating crossbow bolts 10gp (10#), Masterwork Thieves’ tools 100gp (2#), Mwk. Smith Tools 55gp (5#), Journal 10gp (1#) Crossbow Turret and Heavy Crossbow 50gp (38#)
Cloak of Resistance +1 1000gp (1#)
Cure Light Wounds Potion 50gp (HH)
104 gp 8 sp Total: 107# 58/116/175
Backstory:
When King Boyle slew Inatch the Hex-Eater, he saved Isaac's great-grandfather, Abraham. Ever since every generation of Abraham's descendants have served Risur faithfully, as they would not exist if not for Risur's King. Mostly they have served as muscle for the kingdom, but more recently they have been taking on more intellectual careers. Isaac's father wanted his son to be more than just brawn and made sure he received a great education. Isaac attended the best schools Ber had to offer and then ultimately concluded his education in Flint. Isaac trained with the best engineers and wizards he could find. He developed expertise in both the mechanical and the arcane. When it came time to serve Risur, Isaac joined Risur's Royal Homeland Constabulary. Upon his graduation from the Academy, Isaac's father gave him the family's Large Heavy Reapting Crossbow, to show him how proud he was of him. While astonished at his size, the other Constables grew to respect his mind and he was soon moved to the RHC's technical department as an expert in the mechanical and the arcane.
Daily Resources:
Repair (3d6) 6X/day Used: 0 Stomp 1/day Used: 0 Analyzer Charges 6/day Used: 1 Prototypes:
2nd Level (4) Blade Drone
Dice:
[dice=Large Heavy Repeating Crossbow]1d20+6[/dice] [dice=Damage]2d8+1[/dice] [dice=Crossbow Turret]1d20+7[/dice] [dice=Damage]1d10[/dice] [dice=Large Dagger]1d20+7[/dice] [dice=Damage]1d6+2[/dice] [dice=Large Morningstar]1d20+7[/dice] [dice=Damage]2d6+3[/dice] [dice=Perception]1d20+10[/dice] [dice=Craft (Alchemy)]1d20+11[/dice] [dice=Craft (Armor)]1d20+13[/dice] [dice=Craft (Machinery)]1d20+15[/dice] [dice=Craft (Weapons)]1d20+10[/dice] [dice=Disable Device]1d20+13[/dice] [dice=Kn: Arcana]1d20+15[/dice] [dice=Kn: Dungeoneering]1d20+11[/dice] [dice=Kn: engineering]1d20+15[/dice] [dice=Kn: Geography]1d20+10[/dice] [dice=Kn: Nature]1d20+10[/dice] [dice=Spellcraft]1d20+12[/dice] [dice=UMD]1d20+9[/dice] [dice=Fort Save]1d20+8[/dice] [dice=Reflex Save]1d20+7[/dice] [dice=Will Save]1d20+4[/dice] |