Marcius's page

35 posts. Organized Play character for Gayel Nord.


Race

AC 18 (+20 with shield raised), Fort +7, Ref +6, Will +5 |HP 18|Perception +3;

About Marcius

Unknown Adventurer Inventor 1
N Medium Human Versatile Heritage Humanoid
Perception +3;
Languages None selected
Skills Acrobatics +4, Athletics +6, Crafting +5, Diplomacy +4, Lore: Heraldry +5, Nature +3, Occultism +5, Society
+5
Str +3, Dex +1, Con +2, Int +2, Wis +0, Cha +1
Items Chain Mail, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap,
Grappling Hook, Steel Shield (Hardness 5, HP 20, BT 10)
AC 18 (+20 with shield raised), Fort +7, Ref +6, Will +5
HP 18
Shield Block Trigger While you have your shield raised, you would take damage from a physical attack. You
snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the
shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the
shield.
Speed 25 feet
Melee Bastard Sword +6 (Two-Hand d12, Modular B P and S), Damage 1d8+3 (S)
Melee Dagger +6 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+3 (P)
Tamper (Inventor, Manipulate) You tamper with a foe's weapon or armor, using a free hand. Choose either a
weapon held by an enemy in your reach or a suit of armor worn by an enemy in your reach. Attempt a Crafting
check against the enemy's Reflex DC. Critical Success Your tampering is incredibly effective. If you tampered
with a weapon, the enemy takes a –2 circumstance penalty to attack rolls and damage rolls with that weapon. If
you tampered with armor, the armor hampers the enemy's movement, making the enemy flat footed and inflicting
a –10-foot penalty to its Speeds. The effect lasts until the enemy Interacts to remove it, regardless of which one
you used. Success Your tampering is temporarily effective. As critical success, but the effect ends at the start of
your next turn, even if the enemy doesn't Interact to end it. Critical Failure Your tampering backfires dramatically,
creating a small explosion from your own tools or gear. You take fire damage equal to your level.
Haphazard Repair (Inventor, Unstable) You quickly fix your innovation, at the cost of its stability. You Repair
your innovation almost immediately. You don't have to place the innovation on a flat surface, but you do need to
be adjacent to it (including holding or wearing it), as well as having a repair kit as normal.
Explode (Fire, Inventor, Manipulate, Unstable) 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.
Overdrive (Inventor, Manipulate) Frequency 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