Goblin

Rekt's page

36 posts. Alias of JonGarrett.


Full Name

Rekt

Race

While Piloting | +HP 44/44 | AC: 24, T: 18, FF: 21 | Fort: -, Ref: +5, Will: +4 | BAB: +2, CMB: +5, CMD: 15, | Init: +4 | Perception: +9 | Hardness 10

Classes/Levels

Power Points: 7/7 | Free Gadgets: 4/4 | Charges: 7/7 | Cannon Ammo: 70 | Pistol Ammo: 40

Gender

Not Piloting | HP 20/20 | AC: 24, T: 18, FF: 20 | Fort: +2, Ref: +6, Will: +4 | BAB: +2, CMB: +2, CMD: 15, | Init: +3 | Perception: +9 |

About Rekt

Male Blue Suit Pilot Technician
Chaotic Neutral Small Humanoid (Goblin)
Initiative; +3 Perception +7

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Defense
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AC 24, touch 19 flat-footed 19 (Base +10, Dex +2, +1 Size, +5 Armour, +4 Shield (Touch), +1 Deflection Bonus)
hp 20
Fort +2, Ref +6, Will +4 (Base Fort +1 | Ref +3 | Will +3 | Con+1 | Dex +3 | Wis +1 | Resistance +1)
Resistance:

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Offence
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Speed 30 ft
Melee
Ranged Vandal Pistol - +5 to Hit (Touch) - 1d6+1 Damage - x4 Crit - 20ft Range

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Spheres of Power
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Tradition - Mech Pilot
Starting Spheres - Equipment Sphere (Tower Shield Mastery), Tech Sphere (Drone),Exo-Skeletal Muscle, Compact Shield, Alchemy Sphere (Formulae - Salve), Shield Sphere.
Drawbacks;
Obvious Activation - Gadgets glow brightly on activation.
Expensive Gadgets - Each Gadget costs 1 silver per rank of Craft (Mechanism) to create.

Equipment Sphere - Learn to use various kinds of equipment.
- Tower Shield Mastery - Remove the penalty to attack while using a tower shield, and improve it’s allowed Dex bonus.
- Mechanical Savant - When using a ranged mechanical weapon (crossbow, firearm) add half of BAB to damage.

Shield Sphere - The Shield Sphere aids you in defending with a shield, or defending others.
Active Defence - Spend an attack of Opportunity to gain +2 to AC, +1 for every 4 BAB.
- Deflecting Shield - Gain shield bonus to Touch AC.

Alchemy Sphere - Create useful, and occasionally dangerous, items. It grants 5 ranks in Craft (Alchemy) with a maximum equal to character level for each Talent taken.
A max of 1+/1/2 levels in Craft (Alchemy) can be made at any one time.
- Salve - Heals 1d8 + 1d8 per two ranks in Alchemy plus Int. Usable a number of times equal to half ranks in Alchemy + Int Modifier (5) per day.

Tech Sphere - Built and maintain unusual machines. Gain +5, up to max level, in Craft (Mechanism) for each Tech Sphere Talent.
Gadgets often use Charges to run.
Gadgets - Can maintain Half Craft (Mechanical) + Gadget Talents (4). The crafter is automatically proficient with their Gadgets.
Total Charges - Total ranks in Craft (Mechanical) and Tech Sphere Talents plus two (8).
- Drone (Gadget, Signal) - Create a Medium sized drone that can be fitted with various Gadgets.
- Compact Shield (Gadget, Moddable) - Create a shield that can change between buckler, light shield, heavy shield and tower shield as a swift action. With 4 ranks in craft (Mechanical) the heavy and light variants can also provide cover as a tower shield.
The shield may also be left freestanding as a barrier.
- Anatomical Structure (Arms) (Augment, Drone, Gadget) - Functions as an additional pair of arms. They can wield and use items, but cannot grant additional attacks. One charge runs them for 8 hours, in hour long increments.
- Exo-Skeletal Muscle - Gain +2 strength for 1 minute per charge.

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Statistics
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Str 10 (2 Point Buy - -2 Racial)
Dex 16 (5 Point Buy - +2 Racial)
Con 12 ( 2 Point Buy)
Int 18 (10 Point Buy - +2 Racial)
Wis 12 (2 Point Buy)
Cha 11 (1 Point But l)
Base Atk +2; CMB +2; CMD 15

Bonus Feats
Wild Talent - Gain 2 Power Points and qualify as psionic for feats and ability.
Unlocked Talent - Gain 2 more PP and a single power that can be manifested at first level (Inevitable Strike). This feat does not qualify you as having a manifestor level of 1.

Feats
1st -Technical Compatibility - Independent Inventions qualify as drones for the purposes of gadgets, abilities and the like. Drones can be the base for an Independent Invention. At level 10 and 20 all drones get one Improvement.
3rd - Extra Combat Talent - Gain an additional Combat Talent.

Traits
Student of Philosophy - Use Int for Diplomacy (bar Gathering Information) and Bluff (bar Feint).
Sacred Orienteer - Gain a compass and Survival becomes a class skill.

Racial Traits - Blue
Darkvision - See perfectly in total darkness up to 60ft.
Small (0 RP) - Gain +1 to Attack and AC, +4 for Stealth, and -1 to CMB and CMD.
Keen Senses - +2 Perception.
Self-Reliant - +3 to Survival and -1 to Diplomacy.

Skills
30 Skill Points - 6 Background Skills.
Acrobatics - +3 (+3 Dex - 0 Ranks - Untrained Skill)
Appraise - +4 (+4 Int - 0 Ranks - Class Skill)
Bluff - +10 (0 Cha +4 Int - 3 Ranks - Class Skill)
Climb - +5 (0 Str - 2 Ranks - Class Skill)
Craft (Alchemy) - +10 (+4 - 3 Ranks - Class Skill - Sphere Bonus)
Craft (Mechanism) - +10 (+4 Int - 3 Rank - Class Skill - Sphere Bonus)
Diplomacy - +9 (+0 Cha +4 Int - 3 Ranks - Class Skill - 1 Race Penalty)
Disable Device - +9 (+3 Dex - 3 Ranks - Class Skill)
Disguise - +0 (0 Cha - 0 Ranks - Untrained Skill)
Escape Artist - +0 (+3 Dex - 0 Ranks - Untrained Skill )
Fly - +7 (+3 Dex - 0 Ranks - Untrained Skill - +4 Size)
Handle Animal - +0 (0 Cha - 0 Ranks - Untrained Skill)
Heal - +4 (+1 Wis - 3 Ranks - Untrained Skill)
Intimidate - +0 (0 Cha - 0 Ranks - Untrained Skill)
Knowledge (Arcana) - +4 (+4 Int - 0 Ranks - Untrained Skill)
Knowledge (Dungeoneering) - +8 (+4 Int - 1 Ranks - Class Skill)
Knowledge (Engineering) - +10 (+4 Int - 3 Ranks - Class Skill - Background)
Knowledge (Geography) - +4 (+4 Int - 0 Ranks - Class Skill)
Knowledge (History) - +4 (+4 Int - 0 Ranks - Untrained Skill)
Knowledge (Local) - +8 (+4 Int - 1 Ranks - Class Skill)
Knowledge (Nature) - +4 (+4 Int - 0 Ranks - Untrained Skill)
Knowledge (Nobility) - +4 (+4 Int -0- Ranks - Untrained Skill)
Knowledge (Planes) - +4 (+4 Int - 0 Ranks - Untrained Skill)
Knowledge (Religion) - +4 (+4 Int - 0 Ranks - Untrained Skill)
Linguistics - +10 (+4 Int - 3 Ranks - Class Skill - Background)
Perception - +9 (+1 Wis - 3 Ranks - Class Skill - +2 Racial)
Perform (Oratory) - +0 (+0 Cha - 0 Ranks - Untrained Skill)
Profession (Pilot) - +7 (+1 Wisdom - 2 Ranks - Class Skill - +1 Class Bonus)
Ride - +3 (+3 Dex - 0 Rank - Untrained Skill)
Sense Motive - +7 (+1 Wis - 3 Ranks - Class Skill)
Sleight of Hand - +3 (+3 Dex - 0 Rank - Class Skill)
Spellcraft - +4 (+4 Int - 0 Ranks - Untrained Skill)
Stealth - +11 (+3 Dex - 1 Rank - Class Skill - +4 size)
Survival - +10 (+1 Wis - 3 Ranks - Class Skill - +3 Race)
Swim - +6 (0 Str - 2 Ranks - Class Skill )
Use Magic Device +0 (+0 Cha - 0 Ranks - Class Skill)
Languages: Goblin, Common, Gnoll, Orc, Gnome, Halfling

Combat Gear Vandal Pistol, Compact Shield, Darkleaf Leather Lamellar with Armoured Kilt.
70 cannon shells,
Gear Compass
Money 0pp - 260gp - 0sp - 0cp

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Special Abilities
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Automatic Bonus Progression - As the character grows in level they gain unusual powers.
- Resistance +1 - Gain +1 to all saves.
- Armour Attunement +1 - Attuned Armour gains a +1 AC bonus (Cogsworth Shield).
- Attuned Weapon +1 - Attuned weapon becomes a +1 weapon (Vandal Pistol).
- Deflection +1 - Gain a +1 dodge bonus.

Technician Abilities

Ace Pilot - Gain half of Technician level as a bonus on Profession (Pilot) and (Sailor).
Defending Pilot - Any independent invention gets a +1 bonus to AC and Reflex, and another every 4 levels.
Engineer - Gain Mechanical Insight as a bonus insight.
Invention - Create an unusual and independent invention.
- Independent Invention (Cannon - Create a mobile siege weapon.
--- Suit - Turns the invention into a pilotable suit.
--- Automatic Reload - The cannon is reloaded once per turn as a free action.
--- Metal Parts - The Invention is made of steel, increasing it’s hardness to 10 and adding 2 AC.
- Improved Firearm (Pistol) - A simple flintlock. Once.
--- Speed Lever - Improve the reload of a crossbow or firearm by 1 step, With Mechanical Insight this improves to 2 steps.
Suit Mechanic - Independent Inventions gain bonus HP equal to level. If the suit improvement is added a second can be added. At 10th level you gain to bonus improvements, and 3 at 20.
Technical Insight - Gain a useful way of using tech.
- Inventor’s Insight - Add an additional improvement to one invention, or make a new invention with one improvement. Any additional times this is taken it can be added to a different invention.

Favoured Class Bonus - 3 PP

Cogsworth
Clockwork Construct Armoured Suit
Initiative; +4 Perception +9
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Defense
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AC 24 touch 18 flat-footed 21
(Base 10 | +0 Dex | +4 Natural Armour | +1 Bonus | +2 Iron | +5 Shield | +1 Deflection | +2 Dodge)
hp 44
Fort +-, Ref +5, Will As Rekt
(Base Save 1 All | +0 Dex | - Con | Will as Rekt)
Special: Hardness 10

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Offence
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Speed 30ft.
Melee Unarmed Strike +5 to Hit - 1d3+3 Bludgeoning Damage - x20 Crit
Ranged Cannon - +6 to Hit - 3d6+1 Bludgeoning and Piercing - x3 Crit - 200ft Range

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Statistics
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Str 14 + 2
Dex 10
Con -
Int -
Wis -
Cha -
Base Atk +2; CMB +4 ; CMD 14

Construct Traits
Winding - The construct must be wound to function. It can run 1 day per Technician level.
Lightning Vulnerability - The construct takes 1.5 damage from Lightning attacks.
Swift Reactions - +2 dodge bonus to AC, Improved Initiative and Lightning Reflexes.
Difficult to Create - Increase the cost and time by half.

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Special Abilities
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Anatomical Structure (Additional Arms - Drone) - Gain a pair of arms that run for 8 hours per charge.They can be used for any purpose, but do not grant extra attacks.
Compact Shield - The shield can switch as a swift action between a Buckler, Light Shield, Heavy Shield and Tower Shield.
Drone - Cogsworth counts as a Drone from the Tech Sphere, allowing it to use Gadgets and other beneficial needs.
Exo-Skeletal Muscles (Drone) - Gain +2 Enhancement to Strength
Suit - Instead of simply controlled, the Invention can be piloted, using the Pilot’s mental stats and the Inventions physical stats. If grappled the Pilot can be removed.
Rote Function - Inventions with the (Drone) tag can be fitted into a drone. They are all activated for 8 hours with 1 charge.