Blacksmith

Liam Valenari's page

3 posts. Alias of TheUnthinker.


Full Name

Liam Valenari

Race

Human

Classes/Levels

Technician 4 | HP: 24/24 | AC: 17 (FF: 15 T: 12) | Fort: +3 Ref: +7 (+8 vs Traps) Will: +5 | Initiative + 2 | Perception +7

Gender

Male

Size

Medium

Strength 13
Dexterity 15
Constitution 12
Intelligence 20
Wisdom 10
Charisma 10

About Liam Valenari

Background:
Liam Valenari was born in the Materials Recovery Frigate [MRF] Reclaimer. Growing up the son of two mechanics working on a Fixer Hulk, it wasn’t surprising that he would grow to love tinkering with machines. Every Fixer Hulk was a unique little environment of its own and the MRF Reclaimer was no exception. A relatively small permanent group of a half dozen mechanics and two dozen additional personnel and family called the Reclaimer home. Because of their relatively small community and the slow decline of people actively seeking Fixer services they were always focused on making the most out of their resources. Nothing that could be reused or recycled was tossed aside. Things were always used until they were worn down and then converted into something else to serve another task. The MRF Reclaimer was a perfect visual example of this recycling focused culture as it always looked like multiple ships had just been slammed together and welded into place with one another, even more so than a standard Fixer Hulk.
Even at a young age Liam was helping his parents with minor repairs around the Hulk. Everyone on the MRF Reclaimer was expected to provide something. Not all of them were mechanics, they had farmers, doctors, cooks, textile workers and a variety of other people, but everyone typically knew how to make something that was needed by others on the ship. Liam was an intensely curious boy and a very quick learner, he was always poking his head into things around the ship and he picked up things quite quickly. By the time he was a teenager he was respected as a mechanic in his own right, helping his parents maintain the Reclaimer as well as working on any ships that happened to cross their path and needed repair work. But over the last few years Fixer Hulks have been seeing less and less visitation. A few of the larger ones that have relatively set patrols are still utilized but the Reclaimer was never one of the big ones. Its systems were old and patched over a dozen times. The older mechanics, including Liam’s parents, were beginning to worry about how long their core systems could hold out without needing to be replaced entirely. The MRF Reclaimer was their home, but they couldn’t necessarily rely on simple passive upkeep to maintain it anymore.

So it was that they decided to request that several of their younger mechanics to go and seek a way to revitalize the Reclaimer or if worse came to worse, locate a replacement ship for them. No one wanted to abandon their home but they were all beginning to see the writing on the wall. Liam decided that he would take part in this voluntary pilgrimage. He vowed he would learn whatever he could to improve his skills out in the world at large and return to repair the MRF Reclaimer as soon as possible. His parents told him that he had perhaps four years before they would start running into serious issues. It has been almost three years since he departed and although he had picked up a great deal of new knowledge he has yet to find a definitive way to save his home. He keeps searching and all the while tries not to feel guilty for how freeing it is to be traveling the skies in a realm ship rather than drifting in the MRF Reclaimer. He still loves his home and wants to see it repaired but his last few years in the world have made it clear to him that there is more to see in the world than the small confines of any single ship.

Three Loyalties:
First he is loyal to learning and the spirit of innovation. Always seek new knowledge and ways to utilize that knowledge to better not only your own life but the lives of others.
Second he is loyal to the idea of being economical. Don't destroy something that could be remade or reused. Don't cast aside anything, or anyone, who could still serve a purpose.
Third he is loyal to the MRF Reclaimer and all other Fixer Hulks. The Fixers are in decline but he respects any who still stick it out to provide the services they have for years.

Allies and Enemies:
Gregor Hassan: The lead mechanic of one of the largest still operational Fixer Hulks the Forever Resplendent. The Forever Resplendent has a set path so that its easy to find when someone needs repairs done and Gregor was one of the first Fixer Captains to make a decision like that. Its clear Gregor doesnt love being tied down but the decision has helped his ship and its people stay prosperous. Liam respects him immensely for having to make that choice.
Callio Finnick: A young man whom Liam was incredibly close to from the MRF Reclaimer. Callio left the MRF Reclaimer several years ago to join up on a merchant ship and make some money to send home. He had worked as a textile designer and manufacturer on the MRF Reclaimer before that and Liam hopes to cross paths with him again some day.
Quin LaFan: A grifter who passed through the MRF REclaimer at one point. She scammed Liam's mother out of a bit of money as well as some personal jewelry, playing on the woman's sympathy for someone 'down on their luck'. She was eventually chased out but she left with more than she had shown up with and Liam regretted not getting his necklace back at least.

Crunch:
Liam Valenari
Male human technician 4
Init +2; Senses: Perception +7
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 24 (4d8+4)
Fort +3, Ref +7 [+8 vs Traps], Will +5
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Offense
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Speed 30 ft.
Ranged +1 Musket [Sky Splitter - Improved Firearm] +6 (1d12+1/×4)
Special Attacks Deadly Shot (+1d10/+1d6), Pressurized Shot (+2d6)
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Statistics
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Str 13, Dex 15, Con 12, Int 20, Wis 10, Cha 10
Base Atk +3; CMB +4; CMD 16
Feats: Extra Combat Talent
Skills: Appraise +9, Bluff +7, Climb +6, Craft (alchemy) +14, Craft (firearms) +14, Craft (siege engines) +14, Craft (traps) +14, Diplomacy +7, Disable Device +9, Knowledge (dungeoneering) +12, Knowledge (engineering) +14, Knowledge (geography) +9, Knowledge (local) +12, Linguistics +9, Perception +7, Profession (sailor) +7, Sense Motive +7, Sleight of Hand +6, Stealth +6, Swim +5, Use Magic Device +7
Languages: Common, +Six Languages
Other Gear: mwk mithral chain shirt, mwk musket[UC], travelers any-tool[UE], 1,050 gp
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Special Abilities
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Danger Sense: +1 Bonus to Relfex to avoid traps and +1 Dodge AC bonus agains them. +1 Perception to avoid surprise. Counts as trap sense.
Deadly Shot: A special attack action adding one [snipe] talent known to an attack. Can expend martial focus to increase damage by 1d10 [1d6 targeting touch].
Gadgets: Can create a number of gadgets each day equal to ½ Level + Int Mod [2+5 = 7].
Gunsmithing: Can make and repair guns.
Inventions: Can maintain up to [2] Inventions at a time.
Martial Tradition [Mechanic]: Gains Expert Reloading [Equipment], Trap Sphere, Firearm Proficiency and Sniper Sphere at first level.
Technical Insights: Gains Technical Insights every 2 Levels.
Technically Minded: Bonus to all Know [Engineering] checks equal to ½ level and takes half the usual time when using Craft to repair. Reduces Disable Device skill use time by one step.
Trapfinding: +½ Level on Perception checks to locate traps and on all Disable Device Checks. Can disarm magical traps with Disable Device.
Trap Specialist: Gains a Talent from the Trap Sphere.
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Spheres and Talents
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Alchemy Sphere: Gain 5 Ranks in Craft Traps +5 per Talent in the Sphere, up to HD. Gains Formulae Package [Salve].
Expert Reloading [Equipment]: Whenever you reload a ranged weapon with which you are proficient, you may decrease the required time; hand and light crossbows become free actions, heavy crossbows and one-handed firearms become move actions, and two-handed firearms become standard actions.
Firearm Proficiency [Equipment]: Proficient with firearms, except siege weapons, and gains Gunsmithing Feat.
Focusing Reload [Sniper]: You may regain martial focus whenever you use a move, standard, or full-round action to reload a weapon you are wielding.
Head Shot (snipe) [Sniper]: If your deadly shot deals damage equal to at least 50% of the target’s current hit points, the target must make a successful Fortitude saving throw or die. Constructs, elementals, swarms, and oozes are immune to this ability. This is a death effect.
Salve [Alchemy]: You create a poultice that can be used as a standard action to heal yourself or a target within your natural reach for 2d8+5. You can only attempt to heal a particular creature with this ability a number of times per day equal to [2+5 = 7]. You can increase the Craft DC for this item in increments of 10; each time you do so you increase the healing granted by the salve by 5. Base DC: 15.
Sniper Sphere: Practitioners of the Sniper sphere can shoot or throw ranged weapons at a creature engaged in melee without taking the standard –4 penalty on their attack roll. Also gains access to the special attack action Deadly Shot.
Steady Shooting [Equipment]: You have mastered techniques for making firearms more reliable and accurate at the expense of power. When firing a firearm as an attack action, you may ignore its misfire chance, but the weapon targets normal AC instead of touch AC. When firing a firearm in this manner, treat its range increment as 10 ft. longer than it actually is.
Trap Sphere: Gain 5 Ranks in Craft Traps +5 per Talent in the Sphere, up to HD. Gains basic Dart and Snare traps.
Warning [Alchemy]: Allies who can see and hear you never trigger your traps unless they choose to.
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Technical Insights
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Mechanical Insight: The technician unlocks special options for his inventions, as detailed under that section. He may also give his independent inventions the clockwork subtype by adding the following properties (a construct or independent invention cannot possess more than one subtype): Winding, Vulnerable to Electricity, Swift Reactions, Difficult to Create.
Steampowered Insight: The technician unlocks special options for his inventions, as detailed under that section. He may also give his independent inventions the steampowered subtype by adding the following properties (a construct or independent invention cannot possess more than one subtype): Refill, Hydraulic Force, Vulnerable to Cold, Difficult to Create.
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Inventions [1/2]
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Sky Splitter [Improved Firearm]: His musket is modified with steam valves to build up pressure and increase the damage of his shots. By taking a move action the musket can store pressure. The next round, his first attack deals 1d6 + 1d6 every 2 levels past first [2d6].