Anevia Tirablade

Katherine Hamilton's page

112 posts. Alias of inara14.


Full Name

Katherine Hamilton

Race

F Human Inventor 2|

Age

23

Alignment

C-N

Deity

None

Location

Alkenstar

Languages

.

Strength 16
Dexterity 12
Constitution 14
Intelligence 16
Wisdom 10
Charisma 10

About Katherine Hamilton

Attributes:

Strength 16 [+2 ancestry, +2 background, +2 general]
Dex 12 [+2 general]
Con 14 [+2 background, +2 general]
Int 16 [+2 ancestry, +2 class, +2 general]
Wis 10
Cha 10

Speed 25ft or 20ft when in power suit
Size: Medium
Perception:+4 (trained = Level +2)
Trained: Inventor class DC

Defence:

HP:30 [8(ancestry)+level*(8(class)+con)+Level]
DC Recovery checks: 9+dying condition (toughness)

Fort:+8 [Expert =Level+4+con]
Reflex:+5 [trained = level + 2 + dex]
Will:+6 [Expert =Level+4+wis]

Trained: light, medium, unarmored.

If wearing power suit
AC:19 [10+2t+2lVL+4AC+1dex]

Offense:

Greatsword +7, d10+3 [lvl+2t+3str]
Percussive Striker Dynamo +7, d6+3 [lvl+2t+3str] Agile, Finesse, Silver

Trained: simple, martial and unarmed.

Background - Snubbed out Stoolie:

You were once a distinguished informant for the shieldmarshals, working deep undercover to infiltrate gangs of bootleggers and assassins. Then, one day, you discovered that the records of your service had all been completely destroyed. In an instant, you were no longer an elite spy impersonating a criminal—you were just a plain criminal.

Now, not a trace remains of your work for the city. Not only is it as though you were never a shieldmarshal at all, but you’ve got a rap sheet implicating you as a key member in the criminal organizations you spent your career infiltrating. Luckily, no one could take away the skills you learned from your deep-cover missions, and your new notoriety has earned you quite a reputation among Alkenstar’s criminal elite. Through your underworld connections, you’ve identified Deputy Shieldmarshal Anjelique Loveless as the one responsible for your fall from grace. It seems you were onto something that she didn’t want you to know about, but there’s only one way to figure out exactly why Loveless ruined your reputation and gave you your outlaw status—find her.
Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. You’re trained in the Deception skill and the Underworld Lore skill. You gain the Lie to Me skill feat

Class features:

1. Overdrive - Once per round - Temporarily cranking the gizmos on your body into overdrive, you try to add greater power to your attacks. Attempt a Crafting check that has a standard DC for your level.
Critical Success Your gizmos go into a state of incredible efficiency called critical overdrive, adding great power to your attacks. Your Strikes deal additional damage equal to your Intelligence modifier for 1 minute. After the Overdrive ends, your gizmos become unusable as they cool down or reset, and you can't use Overdrive for 1 minute.
Success Your gizmos go into overdrive, adding power to your attacks. As critical success, except the additional damage is equal to half your Intelligence modifier.
Failure You make a miscalculation and nothing happens.
Critical Failure Whoops! Something explodes. You take fire damage equal to your level, and you can't use Overdrive again for 1 minute as your gizmos cool down and reset.
Special When under the effects of Overdrive, you can still use the Overdrive action. You can't extend your Overdrive's duration this way, but you can turn an overdrive into a critical overdrive if you critically succeed. A failure has no effect on your current Overdrive, and you end your Overdrive on a critical failure.

2. Explode - 2 actions - You intentionally take your innovation beyond normal safety limits, making it explode and damage nearby creatures without damaging the innovation... hopefully. The explosion deals 2d6 fire damage with a basic Reflex save to all creatures in a 5-foot emanation around you (if you're wearing or holding the innovation) or around your innovation (if your innovation is a minion).
At 3rd level, and every level thereafter, increase your explosion's damage by 1d6. If you have the breakthrough innovation class feature, you can choose either a 5-foot or 10-foot emanation for the area when you use Explode; if you have the revolutionary innovation class feature, you can choose a 5-foot, 10-foot, or 15-foot emanation.

3. Innovation - Armor

Ancestry Feats:

-See separate spoiler - (General feat - Versatile heritage)
1. Natural Ambition: Gain 1st level class feat

Power suit:

Modification 1 - Metallic Reactants - Resistance = 3+ half level vs acid and electricity. +2 when overdriving.

General Feat:

1. Toughness (versatile heritage)

2. Shield Block - Reaction.

Class Feat:

1.Variable Core - Electricity (Natural Ambition)
2. Explosive Leap
3. Collapse Armor (Level 2) - You've modified your armor innovation to collapse into a more compact form so you can don or remove it in an instant. If you're wearing your innovation when you Collapse your Armor, you remove it instantly, and it compresses into its compact form, which is held in both of your hands (if you don't have both hands available, it falls to the ground in an adjacent space). If you're holding your armor in compact form when you take this action, it unfolds back into its armor form onto your body.

In compact form, your armor innovation is easier to carry, with a Bulk 1 lower than the Bulk listed for it, to a minimum of light Bulk (carried armor normally has a Bulk 1 higher than listed in the armor entry).

Sterling Dynamo Archetype:
Sterling Dynamo Dedication (Level 2) - You obtain a sterling dynamo prosthetic, which allows you to replace or augment a limb, or even add a simple new non-prehensile limb, such as a tail. While your sterling dynamo prosthetic can replace a missing prehensile limb, such as an arm, choosing to add a new limb can never increases your character's number of hands or prehensile limbs beyond two, even in combination with other abilities or effects.

Your sterling dynamo prosthesis is especially optimized for combat, granting you a dynamo melee unarmed attack that is in the brawling weapon group and is made of silver (which makes it more effective against certain types of creatures, such as devils and werewolves).

You need to keep your sterling dynamo wound, but the process isn't particularly onerous, so in most situations, it won't be an issue. If you spend 1 minute winding up your dynamo, it can remain active for 24 hours before needing additional winding. However, enemies can attempt to Disable the dynamo, which has a level equal to your own, to reduce the remaining operational time by 1 hour, or 2 hours on a critical success. Certain other abilities that adversely affect technology might also reduce the dynamo's remaining operational time. When your dynamo is out of operational time, you can still use it as a normal prosthetic, but you cannot use your dynamo unarmed attack or any other abilities from this archetype until you wind the dynamo again. You can wind the dynamo for 1 minute at any time to return it to the maximum 24 hours of operational time.

Skill Feat:

1. Lie to Me (background) - Use deception DC if higher than perception DC when someone lies to you.

2. Inventor (class) - You are a genius at Crafting, easily able to determine how things are made and create new inventions. You can spend downtime to invent a common formula that you don’t know. This works just like the Craft activity: you spend half the Price of the formula up front, attempt a Crafting check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price. The difference is that you spend the additional time in research, design, and development, rather than in creating an item. Once it’s complete, you add the new formula you invented to your formula book.

3. Quick Repair (Level 2) - You take 1 minute to Repair an item. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action.

Languages:

Common + Dwarven + Gnoll, Kelish, Osiriani

Skills:

Athletics (trained) +7
Crafting (trained) +7
Deception (trained - background) +4
Underworld Lore (trained - background) +7
Engineering Lore (trained) +7
Occultism (trained) +7
Society (trained) +7
Stealth (trained) +5
Thievery (trained) +5

Equipment:

8gp

Greatsword 2 gp
Thieves Tools 3gp
Repair Kit 2gp

Background and personality:

Appearance: