Kogra

Perem Merritt's page

335 posts. Alias of D_Var_Stars.


Classes/Levels

Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

About Perem Merritt

Perem Merritt, Clockwork Oracle Cavalier of the Order of the Eastern Star.
Female Changeling Spherecaster Oracle 3 Cavalier 3 - Gestalt
Medium Humanoid
Initiative; +2 Perception +1

Resources
Challenge - 1
Spell Points - 7

--------------------
Defense
--------------------

AC 18 Touch 13 Flat-Footed 15
hp 32hp
Fort +5 Ref +4, Will +4

--------------------
Offence
--------------------

Speed 30 ft.
Melee
Two Weapon Fighting - Rapier+3 To Hit - 1d6+3 piercing damage - 18-20 x 2 Crit/Short Sword +3 to Hit - 1d6+3 damage - 19-20 x 2 Crit
Claws - +5 to hit - 1d4+3 damage - x20 crit.

--------------------
Magic
--------------------

Caster Level: 3
Spell DC: 15
Magic Skill Bonus: +3
Magic Skill Defence: 13
Spell Points: 7
Casting Tradition: Iron Caster
Galvanized - Difficult casting without a metal weapon in hand.
Magical Signs - The sound of gears and cogs whirling.

Life Sphere - Restore and regenerate.
Invigorate - Grant a temporary hit point for one hour per caster level, up to max hit points.
Cure - Heal 1d8 + Caster level for 1 spell point.
Restoration - Restore 1d4 ability damage and certain negative conditions for a spell point.
Revitalize - When curing a target or targets, you may choose to grant the target Fast Healing instead of directly healing damage. This grants the target Fast Healing 1 for 1 minute per caster level.

Destruction Sphere - Power and destructive magics.
Destruction - Inflict 1d6 bludgeoning damage per two caster levels. For 1 spell point increase this to 1d6 per level, minimum two.

Time Sphere - Manipulate time to help or hinder.
Haste - While you concentrate, increase the number of attacks during a full round attack by one. For a spell point this last one round per caster level.
Slow - While concentrating, a foe is staggered, only able to use a move or standard action. Spend a spell point to make it last one round per caster level.
Group TimeWhen targeting creatures with an alter time effect, you may spend an extra spell point to affect up to 1 additional creature per 2 caster levels (minimum: 1) within range. All targets must be affected by the same alter time effect. Alternately, you may spend an extra spell point to double the size of an alter time effect that targets an area.

Steam Jet: 15ft cone of steam breathe attack, dealing 1d4 fire damage per oracle level, once per day

--------------------
Statistics
--------------------

Str 12, Dex 15, Con 12, Int 14, Wis 11, Cha 16,
Base Atk +3; CMB +4; CMD 15

Feats
Technologist [Only for the purposes of resolving checks to identify an alien creature using a Knowledge skill and for all Knowledge (geography) checks]
1st - Two Weapon Fighting

Traits Stargazer, Deft Dodger
Racial Traits Claws, Darkvision, Hulking Changeling, Natural Armour

Skills +2 trait bonus on Knowledge checks to identify alien monsters’ abilities and weaknesses.
Acrobatics - 2, *Bluff - 3, *Climb - 1, *Diplomacy - 4, *Disable Device - 5, Escape Artist - 2, Fly - 2, *Heal - 6, *Intimidate - 3, *Knowledge [Arcana] - 2, Knowledge [Dungeoneering] - 1, Knowledge [Local] +2, *Knowledge [Planes] - 2, *Knowledge [Religion] - 6, Perception - 1, *Ride - 2, *Sense Motive - 5, *Spellcraft - 6, Stealth - 4, *Swim - 1

Background Skills
Appraise - 2, *Craft [mechanical] - 6, *Craft [food] - 2, *Handle Animal - 3, *Knowledge [Engineering] - 7, *Knowledge [Geography] - 7, *Knowledge [History] - 2 Perform - 3, *Profession [Mechanist] - 6, Sleight of Hand - 3

Languages Common, Celestial, Auran

Combat Gear Studded Leather Armour, Rapier, Short Sword.
Other Gear 1 holy symbol of Brigh, compartment; 5 iron holy symbols; scarves, Waterproof bags (2), Backpack, pouched belt, rope, false-bottomed cup; waterskin, trail rations (5 days), signal whistle, Spellbook, bedroll, candles (10), flint and steel, iron pot, mess kit, soap, torches (10), blanket, chalk, two festive batteries.
Money 1803gp
--------------------
Special Abilities
--------------------

Champion’s Finesse - Qualifies as Weapon Finesse with all light and one handed piercing weapons.
Challenge - As a swift action, inflict level in damage as a bonus against one target, but take a -2 to AC against all other opponents.
Claws - Primary natural attacks that deal 1d4 damage.
Clockwork Mystery - The ability to use and control clockwork and mechanical mechanisms.
- Revelation - Automatic Control - Gain a +4 on Diplomacy and Intimidate checks against intelligent machines.
- Steam Jet: 15ft cone of steam breathe attack, dealing 1d4 fire damage per oracle level, once per day.
Curse: Branded - Visible scar on the forehead like a broken rune. As a supernatural ability, you can touch an enemy for 1d6 +(1/2 your curse level) fire damage; any opponent who takes damage bears your symbol until an equal amount of damage is healed. Any branded opponent takes -2 to save versus your spells and spell-like abilities. You can perform this branding touch a number of times per day equal to 1 +your Charisma bonus (minimum 1).
Darkvision - See 60ft is total darkness.
Deft Dodger - +1 Reflex.
Guarded - At 2nd level, the cavalier gains DR 1/— and a +2 morale bonus on saving throws when wearing light armor or no armor and fighting defensively or using Combat Expertise. At 6th level and every 4 levels thereafter, this DR increases by 1. He loses the benefits of this ability if carrying a medium or heavier load.
Hulking Changeling - +1 Damage to melee attacks.
Natural Armour - Changeling’s have +1 Natural armour.
Order of the Eastern Star - Defend against threats from beyond.
- Challenge - When challenging a foe, gain +1 to AC and against abilities so long as the warrior is in light armour.
Psychic Sensitivity - Use Occult Skill Unlocks with skills that have ranks.
Stargazer+2 trait bonus on knowledge checks to identify alien monsters' abilities weakness and abilities, and a +1 bonus to Knowledge (Geography).
Stealth Synergy While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.
Tactician - Gain a bonus teamwork feat. As a standard action, share it with everyone else in close range.
Two-Weapon Fighting - Reduce the penalties for fighting with two weapons.
Nimble +1 to dodge AC bonus
Mother's Gift (Changling) Surprisingly Tough +1 natural armour AC bonus.

Favoured Class Bonus - Oracle Add +1/2 to the oracle’s level for the purpose of determining the effects of the oracle’s curse ability

Consideration for Advancement: effortless lace & two rapiers
http://www.d20pfsrd.com/feats/racial-feats/mother-s-gift-changeling/
http://www.d20pfsrd.com/feats/3rd-party-feats/jon-brazer-enterprises/tooth- and-claw/
Consider non-magic ranged weapon.

Still being edited...

Appearance:

”Most people don’t look at me twice, I’m just here to fix stuff which is why I need to wear all this - never know when something is going to wrong, ya know, and I can’t afford the fancy glowy protective mechanical jobs...not yet anyways. One day, maybe...”

It’s a bit hard to tell under the grease and grit and all the protective gear - studded leather armour, coveralls, boots, gloves, googles, cloths often tied around the mouth and head - but under it all Perem has short dark hair that still manages to frizz up and poof out and is of average build for someone who tries to build small fiddly things. Under the goggles and smudges, Perem has one dark grey eye and one dark brown eye, neither of which seem to stay still in crowded places or anywhere with people unless suitably distracted by something shiny and mechanical.

Perem makes an effort to hide their brand with cloths, hats, or grease. The raised scar is like a broken rune.

Personality:

"Just a minute, I just need to put that here, wait I need to grab that as well, where did I put that...well, anyways, sorry about that - I'm Perem Merrit-tick, um Perem Merrit-tock...ugh do you want to see the work or one of the boss or something?"

Awkward, buzzy Perem very much want to know and figure out and make everything. Her head is in a cloud of numbers and parts and questioning and testings and a few proposals Perem mainly keeps to themselves. With their head so busy, Perem is known for missing things and getting lost. She dreams of inventing something big enough to make others proud of her.

Background:

"Oh my tick tocks, there isn't really anything interesting about me. This machine over here though, I think Ms. wants it cleared out, the speeds its' gears can go when it's all together... "

Perem was found wandering near a Temple of Brigh when very small.
has lived locally most of here but head down
keeps thinking they hear a voice but is too busy to deal with that now
works in another's workshop in mechanist repairs and research