Kieran Karradyne
Female Human Artificer/1
NG Medium Humanoid (Human)
Init +2; Senses Perception +4
==DEFENSE==
AC 16, touch 12, flat-footed 14 (+3 armor, +1 shield, +2 dex)
hp 9 (1d6+1+1+1)
Fort +3, Reflex +2, Will +2
==OFFENSE==
Speed 30 ft.
Melee Wrench -1 (1d6-1) or Dagger -1 (1d4-1)
Ranged Light Crossbow +2 (1d8) or Dagger +2 (1d4-1)
==STATISTICS==
Str 8, Dex 14, Con 12, Int 18*, Wis 10, Cha 14
BAB +0; CMB -1; CMD 11
Languages Common, Draconic, Dwarven, Halfling, Sylvan
==FEATS==
Skill Focus (Use Magic Device) - +3 to Use Magic Device.
Rapid Reload (Light Crossbow) - Free action to reload a light crossbow.
Lost Tavalan Explorer - +50 gp at character creation, +1 HP/level, select one additional class skill (Survival).
==TRAITS==
Dangerously Curious - You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
==SPECIAL ABILITIES==
Elbow Grease - The artificer gains a +2 bonus to all Craft checks. This bonus raises to +4 at 6th level, and +6 at 10th level.
Jack of All Trades - The artificer has picked up a smattering of even the most obscure skills. They may use any skill untrained.
Weird Science:
- An artificer is not a spellcaster, but instead possesses the ability to imbue items with magical power. This weird science allows the artificer to create devices that combine the effects of one or more spells, either arcane or divine.
An artificer has access to both arcane and divine spell lists, but only up to 4th level. Any number of spells can be combined into a single device. Spell statistics (casting times, etc.) remain unchanged, although no components are required and the artificer is considered the “caster” for the purposes of CL.
Weird science devices must be invented in advance, however -- they cannot be created on the fly. The time to create such devices is 4 hours per spell level used. As such, an artificer usually has a fixed collection of regularly-carried devices.
Weird science devices are temporary and unreliable. They are able to be used reliably a number of times per day equal to 1 plus half the class level of the artificer who built the device (rounding up, naturally). The device may be used by anyone -- but if used by someone other than the artificer who built it, it requires a Use Magic Device roll at DC 15 to activate (a failed roll indicates that the device fails to activate for that user, and a roll of 1 means that the device breaks down for good).
If the device is used more times than allowed (by anyone), it requires a Use Magic Device skill check with a DC equal starting at 20 and rising by 1 every additional time the device is used. A failed roll means that the device breaks down and may not be used again (the artificer will have to build another).
Combining multiple magical effects into a single device means that both effects function simultaneously upon activation (effectively casting two or more spells at once) -- but such devices are even more unstable than usual: The Use Magic Device check for extra activations starts at DC 25 + the number of effects used, and goes up for each additional usage by the number of effects used.
==BACKGROUND and APPEARANCE==
Kieran spent a disproportionate amount of time as a child hanging out in the Cog-Wood, studying the ancient derelict machinery. Always fascinated by science, magic, and machinery, her appetite for knowledge became insatiable. Following in the footsteps of her very eccentric parents, she has begun constructing unusual machines inspired by the wrecked structures she used to spend so much time admiring, infusing them with a bit of the magic inherent in her body to bring them to life. These devices don't always work as advertised, however... Perhaps a bit of practical application might help her refine her processes?
Although a friendly and personable young woman, her love for machinery and history sometimes outweighs her love for people. She has always been interested in the mysterious Wellgabber Deep and the many rumors that surround its existence. Believing that delving into the Deep might allow her to unravel the many mysteries of the tiny world she lives upon, Kieran is eager for a chance to tackle the dungeon and expand her understanding of the universe. Also: money. Money would be good. It's hard to whip up new devices without money...
Kieran hardly cuts an imposing figure- barely five feet tall, scrawny, and frequently smelling of oil and alchemical components. Her clothes are often filthy, her "lucky boots" are grimy and falling apart, and it's hard to imagine how she sees out of the gritty lenses of her ever-present goggles. Her short black hair is often slick with oil, and her posture is terrible, but rumors abound that she cleans up nicely. Then again, it's possible that Kieran herself might have started this rumor. She likes to accessorize using random bits of scrap from previous experiments- odd screws and gears, for instance, that might prove handy in the future (but make for very fancy earrings for the moment).