Pallid Mask

Rado "Ironface" Cooper's page

1 post. Alias of Tenro.


Race

Human?

Classes/Levels

Conscript 3

Gender

M

Size

M

Age

32

Alignment

LN

Deity

hopes to become one

Location

High Gulch, Barrens

Occupation

Scavenger

Strength 13
Dexterity 14
Constitution 14
Intelligence 20
Wisdom 14
Charisma 10

About Rado "Ironface" Cooper

Rado “Ironface” Cooper

STR 13
DEX 14
CON 14
INT 18 +2
WIS 14
CHA 10

HP: 28 (3d10)(did max first level, half+1 each level after)
AC: 17 =10 + 2 dex + 4 armor + 1 shield
tchAC: 12
ffAC: 15
Resist: Evasion; Afterimage
Immune:

SAVES Base +Ability +MISC
FORT: 6 = 3 +2 +1 resist
REF: 6 = 3 +2 +1 resist
WILL: 6 = 3 +2 +1 resist
expend martial focus to treat FORT or REFLEX roll as a 13

Ranged (reloading is 1 action shorter than normal)
Mwk Light Crossbow, +6 ranged, 1d8 piercing, crit 19-20/x2, 80ft
Light Crank Crossbow, +5 ranged, barbed bolts, 1d8, 80ft (limited by trailing rope if less)
Hand Crossbow, +5 ranged, 1d4 piercing, crit 19-20/x2, 30ft

Trap Sphere offense: DC 18 saves if applicable
DC 5 minimum craft, Standard action while focused or full-round while not focused
Trap lasts for 1 round per point DC is exceeded
Perception DC 21 (10+craft: traps modifier)
Trap AC 13 (10+ranks) and HP 10 (5 plus 5 per 2 ranks)
Dart: +8 to hit, 2d6 piercing, crit x3
- targets a line out to close range (25+5ft/2 ranks), make attack roll against each target in a line until one is hit. Use Ranks + INT instead of BAB + DEX
- can forego damage to use alchemical item, thrown splash weapon, or dust. Targets touch AC if used this way. Same for using poison. AoEs in this way originate from closest corner of struck creature
Snare: Reflex save, penalty of -2 if running or charging
Tripwire: Reflex save or Prone. Not destroyed when triggered, but 5 rounds taken from duration when triggered.
- alchemical item can be rigged to snare, targeting grid intersection adjacent to trap. Triggering creature treated as if direct hit.
- [Snare] Foam Spray: fills space of trap with opaque foam to height of 5ft (+5 ft/5ranks), foam hardens. Entangled until succeed on STR or Escape Artist check = DC, or foam is destroyed. Foam HP = (ranks x3), hardness 0
- [Snipe] Trap Launcher: can only be used with standard action traps. Increase DC by 10, and can place trap in first range increment of weapon. Ranged attack, provokes AoOs, subject to conditions that affect ranged attacks. Can be used as part of Deadly Shot. If target is hit, they get Reflex save to avoid triggering Snare if Snare is used.
Sniper Sphere:
Special Attack action, ranged weapon attack. May add 1 [Snipe] talent.
Also, may expend focus to increase damage by 1d10 (or 1d6 if targeting touch AC or using scatter weapon). Increase by 1 die every 4 BAB.
Alchemy: can craft 1 at a time per 15/30min and may have no more than 2 at once. May increase DC by 10 to turn formulae from liquid to gas, if req REF save change to FORT, change to ranged touch attack (increment 10ft), 5ft radius burst.
- Salve DC 15, standard action, heals 1 target for 2d8+5. No individual creature may benefit more than 6/day. Can increase DC by 10 to increase healing by 5.

Expend Focus:
- can treat fort or ref save as a 13.
- can produce 1 more afterimage
- can increase damage of deadly shot

Regain Focus:
- Trapper’s Recovery: target takes damage or fails DC from trap, regain martial focus
- Coordinated Movement: Take Withdraw action, regain Martial Focus. 5x speed
- Regain Focus: 1 minute of rest
- Total Defense: regain martial focus

Attack Action Rules
Special Attack Action Rules
Martial Focus

BAB: +3
CMB: +5
CMD: 17

Race:

Basic human.
Ability score +2: INT
Focused Study: instead of extra racial feat, gain Skill Focus at 1st, 8th, and 16th levels.
Frontier Survivor: instead of extra skill pt/lvl, gain Technologist feat and +2 racial bonus to Survival in the ruins of cities.

Favored Class: Conscript: Gain +1/6 of a combat talent. [x3]

Class:

Proficiencies: Conscripts are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice. Martial Tradition Chosen: Mechanic

1: Bonus Feat (traded away)
1: Bonus Talent (traded away)
1: Combat Specializations: At 1st level, a conscript may choose specializations, gaining additional abilities at the cost of some versatility. Every specialization costs a number of the conscripts bonus feats, as indicated on Table: Conscript Specializations. Each specialization costs either 1, 2, or 3 specialization points. A conscript cannot have more than 5 points worth of specializations. 5 pts of specializations = all bonus feats lost, plus lost bonus talents at 1, 5, 9, 13, 17 per Sphere Specializations special rules)
Sphere Specializations (Trap, Alchemy, 3pts): The conscript specializes in a combat sphere of his choice. When specializing in a sphere, the conscript gains that sphere as a bonus sphere at 1st level (or a combat talent belonging to that sphere if he already possesses that base sphere) and may treat his base attack bonus as being equal to his conscript level +1 when determining the benefits and effects of that sphere1; if a sphere would grant effects based on the user’s Hit Dice instead of their base attack bonus, the conscript may treat his total Hit Dice as being equal to his conscript level +1 for the purposes of determining what benefits he receives. In addition, he gains a series of abilities associated with that sphere as detailed at the end of the class.
Special: The conscript may buy an additional sphere specialization by trading away the bonus talents granted at 1st, 5th, 9th, 13th, and 17th level. Sphere specializations bought in this manner are slightly delayed however; the conscript gains the bonus talent and effective base attack bonus or HD increase at 2nd level, the ability normally gained at 3rd level at 4th level, and the ability normally gained at 8th level at 9th level.
Indomitable Will (ex)(1pt): A conscript’s base Will save bonus from his conscript levels is equal to 2 + half his conscript level.
Evasion (Ex)(1pt): Starting at 3rd level, the conscript can avoid even magical and unusual attacks with great agility. If he succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the conscript is wearing light armor or no armor. At 10th level, the conscript gains improved evasion; this works like evasion except while the conscript still takes no damage on a successful Reflex saving throw against an attack, he also only takes half damage on a failed save. A helpless conscript does not gain the benefits of evasion or improved evasion.

1: Combat Training: A conscript may combine combat spheres and talents to create powerful martial techniques. Conscripts are considered Expert combatants. When they gain their first level in the conscript class, conscripts may choose either Charisma, Intelligence or Wisdom as their practitioner modifier.
2: Bonus Feat (traded away)
3: Bonus Talent
3: Surprising Activation (Ex): At 3rd level, whenever a creature fails a save against a conscript’s trap, they are flat-footed until the beginning of their next turn.

havent gotten below levels yet

4: Bonus Feat (traded away)
4: Chemical Specialization (Ex): Starting at 3rd 4th level, whenever the conscript throws an alchemical splash weapon and misses, he may select the square in which the splash weapon lands rather than rolling. Whenever an alchemical item created by the conscript would heal a creature’s hit points, any healing in excess of the creature’s maximum hit points is applied as temporary hit points that last for 1 hour per conscript class level.
In addition, the conscript learns how to create an antivenom for any poison he can obtain a sample of. He can prepare such an antivenom in 1 minute; if the conscript has a poison prepared from the alchemy sphere, he can convert it into an antivenom as a full-round action.
Whenever the conscript confirms a critical with a poisoned weapon, the DC of the poison is increased by +1.
5: Bonus Talent (traded away)
6: Bonus Feat (traded away)
7: Bonus Talent
8: Bonus Feat (traded away)
8: Engineering Genius (Ex): At 8th level, a conscript’s dart traps extend to medium range and his snare traps double their normal area.
9: Bonus Talent (traded away)
9: Masterful Chemistry (Ex): From 8th 9th level on, the conscript doubles the number of formulae or enhanced poisons he can have prepared at any one time.
10: Bonus Feat (traded away)
11: Bonus Talent
12: Bonus Feat (traded away)
13: Bonus Talent (traded away)
14: Bonus Feat (traded away)
15: Bonus Talent
16: Bonus Feat (traded away)
17: Bonus Talent (traded away)
18: Bonus Feat (traded away)
19: Bonus Talent
20: Bonus Feat (traded away)
20: Enduring Trapper (Ex): At 20th level, a conscript’s traps do not break when activated, resetting after 1 round. Each time they are activated, they lose 5 rounds of their duration (if a trap’s duration would be measured in minutes, it instead loses 5 minutes each time it is activated), breaking when their duration would expire. Traps that contain expendable items such as alchemical items still expend the item upon usage, but may be pre-loaded with additional items, in which case a new one is loaded when the trap resets.
20: Master Alchemist (Ex): At 20th level, the conscript doubles the affected area of any splash or burst items he uses; effects that normally only affect a single target instead affect all targets within 5 ft. of the point of impact, splash damage affects all creatures within 10 ft. instead of 5 ft., etc. In addition, the conscript may apply any poison in his possession to a wielded weapon as a free action, and each dose of poison applied to a weapon lasts for 1 additional attack.

Traits, Feats:

Scavenger: You make your livelihood off of plundering the old. Whether it’s sifting for scrap or plundering ancient ruins, you’re more knowledgeable when it comes to tech than the average wastelander. You gain a +1 to knowledge (engineering) and it becomes a class skill. Furthermore, tech items require one less charge for you to use.
Pragmatic Activator: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

FEATS
Feat Tax Rules

1st: Vaporized Formulae
R: Skill Focus: Craft Alchemy
R: Technologist
A: Precise Shot
2nd: Extra Combat Talent
3rd: Extra Combat Talent

R: Racial
A: Associated

Spheres of Might:

TALENTS
MT: Equipment: Expert Reloading
MT: Trap Sphere
MT: Equipment: Mechanical Training
MT: Sniper Sphere
1st: Alchemy Sphere (Formulae; Salve)
2nd: Trap: Foam Spray
ECT: Trap: Trap Launcher
3rd: Trap: Trapper’s Recovery
3rd: Acrobatics Sphere (Leap)
ECT: Acrobatics: Afterimage

Skills:

Skill Ranks Per Level: 4 + Int modifier (5).
Background Skills +2/lvl (Craft Mechanical and Profession Scavenger)

ACP -2 or -3 depending

Acrobatics (Dex) +7 = * +1 +3
Climb (Str) +6 = 2 +1 +3
+2 when using crank crossbow with barbed bolt
Craft Alchemy (Int) +14 = * +5 +3 +3SF
Craft Mechanical (Int) +11 = 3 +5 +3
Craft Traps (Int) +11 = * +5 +3
Handle Animal (Cha) +3 = 0 +0 +3
Heal (Wis) +6 = 1 +2 +3
Knowledge (Arcana) (Int) +6 = 1 +5 +0
Knowledge (Dungeoneering) (Int) +6 = 1 +5 +0
Knowledge (Engineering) (Int) +12 = 3 +5 +3 +1T
Knowledge (Geography) (Int) +6 = 1 +5 +0
Knowledge (History) (Int) +6 = 1 +5 +0
Knowledge (Local) (Int) +10 = 2 +5 +3
Knowledge (Nature) (Int) +6 = 1 +5 +0
Knowledge (Nobility) (Int) +5 = 0 +5 +0
Knowledge (Planes) (Int) +5 = 0 +5 +0
Knowledge (Religion) (Int) +6 = 1 +5 +0
Perception (Wis) +8 = 3 +2 +3
Profession Scavenger (Wis) +8 = 3 +2 +3
Stealth (Dex) +6 = 1 +2 +3
Survival (Wis) +8 = 3 +2 +3
(+2 in ruins of cities)
Swim (Str) +7 = 3 +1 +3
Use Magic Device (Int) +11 = 3 +5 +3

Always considered Trained in any skill used against a Technology-based subject
+2R to survival in ruins of cities
Use INT vice CHA for UMD
+1 Know:Engineering and it’s a class skill

Equipment:

Commonplace Guns

5000gp, no more than half on one item

2500gp Bag of Holding
60gp Leather Lamellar armor (+4 AC, +3 max dex, -2 ACP
5gp Buckler (+1 AC, -1 ACP)
250gp Light Crank Crossbow
4gp Barbed Bolts x40
335gp Masterwork Light Crossbow (1d8, 19-20/x2, 80ft)
10gp 100 crossbow bolts
100gp Hand Crossbow (1d4, 19-20/x2, 30ft)
1000gp Cloak of Resistance +1
20gp Engineering Kit
30gp Trap Bag x2
215gp Alchemist’s Kit (adventuring kit but Alchemy Crafting Kit upgraded to Alchemist’s Lab)
250gp Adventurer’s Any-tool
85gp Skeleton Key
1gp Bandolier x2
75gp Ioun Torch
9gp Water Purification Sponge x1 &6 iron vials
10gp Waterskin x2 and Canteen x4 (half is water half is booze)
20gp 100ft silk rope

21gp left

Backstory:

Rado was thrust into the dangerous life from a very young age. His mother died when he was young, and he never knew his father but assumed the same fate. He was raised by his Aunt and Uncle. His Aunt is a crack shot with pistols and his Uncle is a scavenger, going out to get parts and study old ruins and technology that he then sells or uses to make things to sell, with his Aunt holding down the business while he is away. When he was 12, Rado would begin to accompany his Uncle on “practice runs” where the older man would hone his prodigy’s skills. Before he was 16, he would accompany him on the real thing. When not on a run, he would study with his Uncle in the shop to learn the mechanical workings of things so he would know what to look for and what to avoid. Eventually, Rado would spend longer and longer outside of the settlements looking in stranger and more dangerous locations, all the while dreaming of becoming a Rust Saint or something like it. While he has yet to succeed at that goal, he has made a name for himself, gaining the nickname “Ironface” for the stylized mask he wears most of the time, even when not on a run. He makes his living scavenging what he can carry and selling it back in settlements as he travels around, always listening to rumors about some new location people are scared to visit but are rumored to hold good stuff to scavenge. He will often team up with folks to tackle the harder runs, as his Uncle would sometimes do.