Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula
Gender
Female
Size
Medium
Age
21
Alignment
Neutral Good
Occupation
Constable
About Miselle
Miselle
Female HumanTechnician 3
Neutral Good Medium Humanoid (Humanoid)
Initiative; +3 Perception +6
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Defense
-------------------- AC 20 touch 13 flat-footed 175 (Base +10 - Dex +3 - Armour +6 - Inventions +1)
hp 22
Fort +2 Ref +6, Will +3
--------------------
Offence
-------------------- Speed 30 ft.
Melee Unarmed Strike - +3 to hit - 1d3 Non-Lethal Damage - x2 Crit
Ranged Unreasonably Large Gun +5 to Hit - 2d10 damage - x4 - Range 150ft.
--------------------
Spheres of Power
-------------------- Casting Tradition - Arcane Scientist - Miselle’s magic is harnessed through her skill with machines.
Galvanized - Without a metal weapon casting is more difficult.
Magical Signs (Technomancy) - Miselle uses obvious machinery in her casting.
Life Sphere Magic - Allows the use of Healing and Restorative talents.
Invigorate - Add a number of temporary hit points equal to caster level to a target. These do not stack with other temporary hit points and cannot increase it over there starting HP.
Cure - For one spell point, heal 1d8 plus your level.
Restore - Removes a variety of ill effects.
--------------------
Spheres of Might
-------------------- Martial Tradition - Technogunner - Miselle fights with enhanced weapons and machines.
Equipment - Armour Training (Heavy), Firearms Proficiency, Shield Training.
Spheres - Sniper
Alchemy Sphere - Using chemicals and items to make unusual abilities. Each Alchemy talent adds 5 ranks of Craft (Alchemy) to skills (to a maximum the number of HD). Current skills ranks - 5.
Formulae - Craft beneficial items or alchemical weapons.
-
Equipment Sphere - Gain the use, or unusual ways of using, various bits of Equipment.
- Firearms Proficiency - Gain proficiency with all guns (except siege weapons) and the gunsmithing feat.
- Shield Training - Gain proficiency with all shield types.
- Armour Training - Gain Medium and Heavy armour proficiency.
Trap Sphere - Set up traps and tripwires rapidly, to control the battlefield. Automatically gain ranks in Craft (Traps). Occupies an area of 5ft plus an additional 5ft per 5 ranks.
Darts - Fires a dart when entering the square. Continues for a distance up to 25ft +5ft per two ranks of Craft (Trap) until it hits someone,inflicting 1d6 piercing damage, increasing by d6 at rank 3 and every 2 ranks after.
Snare - On entering the square make a Reflex save or tripper an alchemical item.
- Tripwire - On a failed Reflex the target fall prone.
Sniper Sphere - Hit enemies engaged in combat without penalty, and expend Martial Focus to inflict an additional 1d6 damage, plus 1d6 for every 4 BAB.
- Focusing Reload - When you reload as a move, standard or fullround action, regain martial focus.
--------------------
Statistics
-------------------- Str 11, Dex 16, Con 12, Int 16, Wis 10, Cha 12,
Base Atk +2; CMB +2; CMD 16
Bonus Feats Bludgeoner - When using attacks that deal Bludgeoning damage you can instead inflict non-lethal damage. Gained as a campaign bonus.
Disposable Simulacrum - Gain a small companion with the construct subtype. It has the same AC, CMB, CMD, Saves and to Hit, ¼ the hitpoints and can perform any standard action it’s owner can when ordered to as a standard action. Gained as a Campaign bonus.
Additional Traits - Gain two bonus traits. Gained from being Human.
1st - Basic Magic Training - Gain a single Sphere and 1 spell point.
3rd - Advanced Magic Training - All non-caster levels count as Sphere Caster levels, and spell points increase to level plus the chosen mental attribute.
Traits Rich Parents - Increase starting funds to 900 gp.
Lesser Noble - Gain a +1 bonus to Diplomacy and Knowledge (Nobility), and gain an additional 100gp.
Racial Traits Skilled - Gain an additional skill point each level.
Bonus Feat - Gain one extra feat at level 1.
Skills Climb+6, Diplomacy +7, Disable Device +10*, Perception +6, Knowledge (Dungeoneering) +7, Knowledge (Planes) +7, Knowledge (Engineering) +10*+2,Knowledge (Local)+8, Knowledge (Nature) +7, Knowledge (Nobility) +8, Sense Motive +6, Spellcraft +9, Swim +6, Use Magic Device +6
Bonus Skills [Craft (Alchemy) +9], [Craft (Traps) +9], Craft (Food) +7, Linguistics +9, Sleight of Hand +8.
[]Skills gain ranks from Sphere talents, *gains a bonus equal to half Technologist level Languages Common, Primordial, Sylvan, Draconic, Orc,
Combat Gear Masterwork Breastplate, Unreasonably Big Gun.
Other Gear Gunsmith’s Kit, Grooming Kit, Cooking Kit, Coffee Pot.
Backpack, Belt Pouch x 3, Bandolier x 2, Adventurer’s Outfit x 1, Uniform x 3, Traveller’s Outfit x 3.
Bedroll, Soap, Rope x 50ft, Twine 50ft, Flint and Steel, Lamp, Oil x 10, Chalk x4, Chalkboard.
Gold Ring, Mage Cuffs, Masterwork Thieves Tools
Beneficial Bandolier,
Cash 50gp, 7sp, 4cp
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Special Abilities
--------------------
Technologist Abilities Danger Sense - +1 to Reflex and AC against traps, and +1 to Perception to avoid surprise attacks. Increases by +1 every 3 levels. Counts as Trap Sense.
Inventions - Gain an improved version of an item or a brand new invention. Each of these gains one Improvement, and an additional improvement ever 5 levels.
- Improved Firearms - Anyone other than the creator takes a -2 to hit with this weapon.
--- Railgun - Weapon no longer needs gunpowder to fire, and range is increased by three times.
- Magnetized Repulsion - Add +1 to AC, and an additional +1 every 5 levels.
--- Railgun - Weapon no longer needs gunpowder to fire, and range is increased by three times.
Gadgets - A series of small useful devices, with a pool of uses equal to half the Technician level plus Intelligence. DC is the same +10.
- Improvised Tools - Functions as though you have the tools for 1 hour, or make standard ones masterwork. Improvised Masterwork tools can be created, but takes 2 uses.
- Construct Weapon - Improvised Simple weapon for 1 minute.
- Detonator - Creates an explosive with a 5 foot radius that inflicts 1d6 damage per Technician level, half of which is fire and half of which is bludgeoning.
- Hook and Pulley - Make a ranged touch attack with a range increment of 20ft against an item. If successful drag it back.
- Launcher - Increase the range of a thrown item or gandet.
- Shocker - Make a melee touch attack. If it hits it inflicts 1d8 non lethal damages per round and causes them to be sickened and stunned.
- Tazer - Inflicts 1d8 electrical damage per level, half of which is non-lethal, and on a failed fortitude save be sickened and stunned for a round.
Technically Minded - Gain a bonus to Knowledge (Engineering) equal to half the class level, and take half as much time to make. Disable Device is one step lower.
Technical Insight - Gain a better understanding of a scientific theory.
- Electrical Understanding - Create a special kind of robotic creation with intelligence, and gain the Shocker and Tazer Gadgets.
Trap Insight - Gain the ability to spot magical auras during a Perception check, and make a Perception with 10ft of dangerous magical effects and traps (whether actively looking or not).
Trap Specialist - Gain the trap sphere or a bonus talent for it.
Trapfinding - Gain a bonus to Disable Device and Perception to spot traps. Can also disable magical traps.
Favoured Class Bonus - 3/6 Technical Insight.
[/Spoiler]
Appearance:
Short by most standards, Miselle barely stands at 5ft tall and is relatively slight in her build, although those who happen to see in the baths would report that her body is surprisingly fit and lean. She has a heart-shaped face and full lips. Her skin is pale as she hasn’t had much chance to go in the sun, and she tends to burn quite easily. Of course, when she works with hot metal and tools, she tends to get a welders tan.
Miselle’s hair is a little unusual, in that it is a dark auburn brown with a white streak in the fringe despite her young age. It’s a common trait seen in many of the people in her family. She also has silver eyes, which most people consider unusual.
Other than her uniform she tends to wear heavy, tight fitting clothes that protect her from the worst of the heat of workshops and labs. She knows how to wear a formal gown, how to accessorize and how to apply make up. When she does she tends to use dark bronze and purple cosmetics and jewellry that stand out well against her pale skin.
She typically smells of soap (unless she gets a little involved with a project and forgets to bathe, along with eat and sleep) and has a Mezzo Soprano voice. She has a tattoo of her House’s symbol on her upper left shoulder, and speaks with a Danor accent that gets stronger when she’s emotional. Miselle moves with a fluid grace, and reacts quite quickly to surprises.
It’s not a surprise to many that Miselle is polite and speaks in a carefully chosen way, often considering her words before speaking them. She is, after all, high born and trained. She moves gracefully but precisely, with dainty movements that speak of hours of etiquette training. She is calm, rational and thorough
At least, until she gets excited about something. Then those hours of training fly out the window, often on steam-powered wings.
When excited, Miselle can often become quite frenetic, moving witch much wilder motions and speaking more rapidly, and sometimes without thinking, more of her Danor accent slipping through as she does so. She tends to focus heavily on whatever has caught her interest, and can become borderline obsessed...at least for a while. Once a project is complete she will often grow less excited in it and return to normal.
She is generally friendly, but sometimes clumsy with the feelings of others, and despite no longer really having access to the funds a noble would expect due to her circumstances, she doesn’t really appreciate how little others have had to do with and doesn’t have a full appreciation of the realities of money. Which probably explains why the bulk of her wealth is tied up in her latest project...
Background:
Born to House Fitelle of Danor, Miselle has lived much of her life in exile from her homeland. Danor politics are as ruthless as any other, and House Fitelle was a minor house, mostly known for backing and working on advancements in land based weaponry and armour. As a result they had little real influence but a surprising amount of capital, which proved to be there undoing.
A rival house, looking to take the contracts House Fitelle had created, framed them of several wrong doings against House Jierre, the ruling family of Danor. Individually, they were minor - small misdeeds in the games of Houses - but taken together they could be seen as treasonous, and given they were against Jierre…
House Fitelle, charged and bound to be found guilty, fled with as many of their resources as they could. Looking for allies, they decided that the best place to go was Risur, as the known progressive King Aodhan was trying to close the technological gap between the two nations. Although they had only been able to take a limited number of the tools, plans and machinery needed to build such things, the minds behind many of the creations were members of Fitelle.
Although it took time for Fitelle to fit in, especially the Tiefling members of the house, they eventually gained a measure of respect thanks to their work. Many of the innovations that made Risur’s rifles safer came from there workshops.
One of the daughters of the house, Miselle, was but an infant when they left Danor, and grew up to enjoy and respect the people who had taken her family in. Still, she was Danorian - she spoke Common at home with her parents, and prefered guns to swords. She loved the feel of oil on her hands and the scent of hot metal. Like many of the Fitelle, she had a technical knack, and was trained to do so. Eventually she created a way to harness energy, creating odd ways to enhance the armour it was fitted too.
Unlike most of her family, however, she enjoyed Risur enough to wish to serve. She desired to help her new nation, and after some additional training was able to join the Royal Homeland Constabulary as a technical specialist. This, however, was not what she wanted. Proving her skills on several occasions, she was eventually moved to the rank of Constable, and put into a more active duty.