Samaritha Beldusk

- Nix -'s page

19 posts. Alias of Jessica Catalan (Organized Play Line Developer).


Full Name

Pheonix

Race

| HP: 10/10 | AC 15 (T12, FF 13) | CMB: +2 CMD: 14 | F:+1 R:+4 W:+1 | Init +2 | Perc +5, SM -1, Bluff +0, Diplomacy +2, Intimidate +2

Classes/Levels

| Speed 30 ft. | Gadgets: 1st: 2/2 | Inspiration: 5/5 | Active Conditions: None

Occupation

Inventor, Scrapper

Strength 14
Dexterity 14
Constitution 13
Intelligence 18
Wisdom 8
Charisma 14

About - Nix -

Statistics:

Pheonix
Female Human Investigator (scavenger) 1
CN Medium Humanoid (human)
Init +2; Senses Perception +5

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DEFENSE
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AC 15, touch 12, flat-footed 13 (+3 armour, +2 Dex, +0 shield)
hp 10 (1d8+2)
Fort +1, Ref +4, Will +1

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OFFENSE
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Speed 30 ft.
Melee ‘gauntlet’ +2 (1d4+2)
Ranged light crossbow +2 (1d6/19-20)
Gadgets Prepared (CL 1st, Concentration +5)
1st—cure light wounds, cure light wounds

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STATISTICS
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Str 14, Dex 14, Con 12, Int 18, Wis 8, Cha 14
Base Atk +0; CMB +2; CMD 14
Traits dangerously curious, Numerian archaeologist, seeker, vagabond child
Drawbacks scarred
Feats point-blank shot, precise shot
Skills Acrobatics +6, Appraise +8*, Bluff +0, Climb +6, Craft (alchemy) +9, Craft (clockwork) +9, Disable Device +10*, Disguise -3, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8*, Knowledge (nature) +8, Perception +5, Spellcraft +8, Use Magic Device +7
(13 points; 6 class, 4 INT, 2 background, 1 race, 0 favoured class)
Abilities alchemy, gadgetry, inspiration, mechanical inspiration, trapfinding
VMC Sorcerer (stormborn)
Weapon and Armor Proficiency: Simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. Light armour

Languages Common, Androffan, Dwarf, Draconic, Gnome, Hallit

Special Abilities:

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SPECIAL ABILITIES
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Alchemy (Su): An investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.
…A gadget immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping. A gadget, once created, remains potent for 1 day before losing its magic. Crafting a gadget takes 1 minute of work.
…An investigator starts with two 1st level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Gadgetry (Su): A scavenger is a master of mechanical arts rather than alchemical ones, and he gains a competence bonus on Craft (clockwork) checks equal to his class level. He can use Knowledge (engineering) to identify wondrous items as if using detect magic and Spellcraft. A scavenger does not gain any bonuses to or special uses of the Craft (alchemy) skill. Rather than prepare his extracts as consumable liquids, a scavenger constructs small, single-use devices infused with bits of his own magic aura to achieve the same effects. Alchemist and investigator discoveries that affect extracts result in identical effects on a scavenger’s gadgets (such as the infusion discovery, which would allow another creature to use a gadget, just as it would allow that creature to use an extract).

Inspiration (Ex): Inspiration Pool: 5 point,
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed.
…Inspiration can be used on skills for 1 point, (or mechanical inspiration for free).
…Inspiration can be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Mechanical Inspiration (Ex): A scavenger can use inspiration to apply a bonus to Appraise, Disable Device, and Knowledge (engineering) checks without expending a use of inspiration. This ability modifies inspiration.

Numerian Archaeologist Numeria is a land ripe for archaeological exploration, since so many of the strange technological dungeons have been either avoided by the superstitious barbarian tribes or have been locked down by the Technic League, leaving many of them untouched and ripe for exploration. You’ve studied the strange language associated with these eerie technological ruins, and are eager to start exploring them—you suspect that Torch’s namesake is in fact part of a larger buried ruin, and you hope to enter these ruins and learn their original purpose by exploring the caves below town. You gain Androffan as an additional language. In addition, you possess a knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result. Talk to your GM for more information about resolving glitches.

Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Spells Known:

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Spells Known
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1stcomprehend languages, cure light wounds, expeditious retreat, firebelly, monkeyfish, shock shield

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear ‘gauntlet’, light crossbow, bolts (18), acid (4), alchemist’s fire (2), smokestick (2)
Possessions studded leather armour, alchemist’s lab, artisans tools (clockwork), backpack, belt pouch, bedroll, caltrops (2), chalk (2), charcoal (2), crowbar, flask (2), flint and steel, gadget book, grooming kit, masterwork thieve’s tools, mess kit, oil (2), sunrod (2), vials (2), waterproof bag, waterskin
Money 5 GP 5 SP 0 CP

Background:

Nix is a manic, enthusiastic woman who loves nothing more than to tinker with scrap metal and bits of broken technological devices. Born, Pheonix, because of her flaming orange hair and golden eyes, Nix is the daughter of a blacksmith and a failed scholar. While her mother has made a successful career of crafting mundane goods for the locals, her father made little progress in his studies and became a bitter drunk. Despite that her mother has always tried to convince her to ‘make something of herself’ and warned her not to ‘follow in that no-good father of yours’ footsteps, Nix spent her teenage years searching for scrap and broken tech in the junkyard. Although she’s a good engineer, and a decent alchemist, Nix is scatter-brained, and often has five or more projects on the go at once.

When she was twenty, Nix lost her entire right arm in an unfortunate junking accident — guess she shouldn’t have put her arm in there! She spent the next five years making herself a mechanical arm as a replacement.

Nix is never happier than when she’s creating. Whether it’s with mechanics, technology, or mixing volatile chemicals, she loves making things with her hands. She’s inventive, and loves trying new things. She’s wild, and wacky. Her enthusiasm and devil-may-care attitude sometimes make people think she’s reckless and crazy. In their defence, she is reckless, but she swears she’s at least a little sane!

Nix lives in a tiny warehouse which serves as her laboratory, workshop, kitchen and bedroom. it’s cluttered and crowded with parts, chemicals, and her many ongoing projects. She sleeps in a dirty bedroll on the floor. When she’s not in her home she’s likely at the Junkyard, digging around for components and spare parts; at the Market, selling her alchemical goods or clockwork devices; or at the Foundry Tavern, getting a decent meal and a drink alongside her dad.

Nix is a well-equipped woman, who’s always ready for trouble. She’s incredibly smart, and great with building things, but is reckless and impulsive. Working with heavy machinery and hauling scrap has made her strong, while dodging hazardous materials and dangerous accidents (like the one that took her arm) has honed her reflexes. Nix uses her gadgetry to create devices that produce magical effects. She’s well armed (pun intended), and is a capable melee combatant. She’s also fond of hurling alchemical creations at her enemies–as long as there’s nothing around she might wreck!

Nix and Haji have been dating for a few months, and are about to embark on a dangerous adventure…