Jozan

Rheynold Iron Sprocket's page

181 posts. Alias of Discardo.


Full Name

Rheynold (Iron Sprocket) Renwold

Race

Symbiont (Human)

Classes/Levels

Cleric (Ancestral Priest) 5; HP 30/30; +0 Init; +7 Perception; AC 18 (Flat 18, Touch 10); Fort +6, Ref +1, Will +8

Gender

Male

Size

Medium / Tiny

Age

21 / ???

Alignment

Neutral

Location

Beneath the Obsidian Dome

Languages

Common, Gnome, Terran

Strength 18
Dexterity 10
Constitution 14
Intelligence 16
Wisdom 14
Charisma 8

About Rheynold Iron Sprocket

Backstory:
In the interest of ensuring the prosperity of mankind, a small council of mysterious men decided they needed to learn more about the Symbionts, lest they eventually become the dominant race and overtake the Humans and Dwarves for control of the city. The plan consisted of sending a five-man research team to the Symbiont's primary area of habitance, the Geyser.

One of these men was a young lad named Rheynold Renwold. While normally a 16 year old would not be chosen for such a team, Renwold had an intricate knowledge of clockwork devices, more than he would ever let on. It was for this reason that the mysterious strangers plucked him from his job as a clockwork repairman and told him he was bound to serve a higher calling.

Rheynold and the other 4 members of the party set out to research the Symbionts at the Geyser, expecting to be done their duties in less than 6 months time. That was five years ago. The research team almost made it to the Geyser, but before their arrival they were attacked by something far more horrific than they were expecting. Only Rheynold managed to escape and fled to the safety of the Symbiont colony. Hearing his pleas for safety, the Symbionts took him in and he lived there in peace, learning all he could about the Symbionts and their way of life, vastly interested in these clockwork beings. He became a part of the Symbiont community and even became best friends with a Symbiont by the name of Iron Sprocket. The two were seemingly inseparable and Rheynold decided he would live his entire life here, entranced by the way these beings lived. However, one terrible day, the geyser was attacked by evil creatures, and Rheynold gave his life to protect his dearest friend. His dying wish was for Iron Sprocket to use his body for the betterment of all Symbiont-kind.

After bonding with Rheynold's freshly slain body, Iron Sprocket ventured back under the Obsidian Dome to learn what he could about how to protect his people from the monstrous creatures that attack the Geyser regularly, even though he knew from speaking with Rheynold that many men and dwarves did not take kindly to Symbionts (especially the mysterious men who sent him in the first place).

Always the clever thinker, Iron Sprocket decided to take on the identity of his dearest friend to protect him from these suspicious people. Returning to the city, he found that Rheynold's family had since passed away, all the time grieving for their son who was unjustly taken away from them by the mysterious figures.

His return to the city did not go unnoticed however, as these men still seek to gain the knowledge Rheynold and the others were tasked to obtain. These shady figures have their hands in everything that goes on in this city, so it's no wonder Rheynold's reappearance has piqued the interest of many community elders.

Description:
Height: 5'9"
Weight: 180 lbs
Eyes: Pale Green
Hair: Long, Tangled, Light Brown

Rheynold (Iron Sprocket) Renwold appears much like a man who has been away from human society for a long time. His hair in unkempt and hasn't been cut in years. His is more pale than most people from under the dome due to years away from natural sunlight. As with most Symbionts, there is a small bump at the base of the skull where Iron Sprocket entered the corpse of Renwold, but it is easily hidden by his hair and helmet.

Iron Sprocket almost always elects to think upon the subject at hand for a time before speaking his mind.

Base Stats:
Max HP: 25 Current HP: 25
STR: 18(+4) DEX: 10(+0) CON: 14(+2) INT: 16(+3) WIS: 14(+2) CHA: 8(-1)
Initiative: +0
BAB: +3
Speed: 30
Languages: Common, Gnome, Terran
Senses: Darkvision 60 ft.

Racial Details:
Empowering Gears: Symbionts do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that Symbionts can benefit from the effects of potions and sleep in order to regain spells, but neither of these activities are required to survive or stay in good health.

Spell Like Ability (Sp): Symbionts add +1 to the caster level of any abjuration spells they cast. They also gain the following spell­like abilities: constant — nondetection; 1/day—mending, obscure object, sanctuary. The caster level for these effects is equal to the its character level.

Constructed: Although a living creatures, symbionts cannot be raised or resurrected.

Lasting burns: Symbionts are vulnerable to acid and fire damage.

Resist Level Drain (Ex): Joined symbionts take no penalty from energy­draining effects, though it can still be killed if it accrues more negative levels than it has Hit Dice. After 24 hours, any negative levels joined symbionts have accrued are removed without the need for any additional saving throws.

Mystic Gears: Joined symbiont Sorcerers with the Clockwork bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Joined symbiont clerics with the Clockwork domain use their domain powers and spells at +1 caster level. This trait does not give joined symbionts early access to level ­based powers; it only affects powers that they could already use without this trait.

Negative Energy Affinity: Although joined symbionts are alive, they reacts to positive and negative energy as if they were undead—positive energy harms them, while negative energy heals them.

Resurrection Vulnerability: A raise dead spell cast on a joined Symbiont can destroy it’s host corpse (Will negates). Using the spell in this way does not require a material component.

Defense:
AC: 10 + 6 Armor + 2 Shield = 18
Touch: 10
Flat: 18
CMD: 17

Saves:
Fort: 4 + 2 CON = 6
Reflex: 1
Will: 4 + 2 WIS + 2 Race = 8

Bonus: +2 Disease, Mind-Affecting, Poison, Exhaustion, Fatigue

Offense:
BAB: +3
Morningstar: +8 1d8+4 x2
w/ Power Attack: +7 1d8+6 x2

Traits:
Keeper of the Veil: +1 Bluff/Disguise, Bluff as Class Skill
Clever Wordplay: Use Int instead of Cha to Bluff

Skills:
Skill Points: 10 + 15 INT + 5 FCB = 30
Armor Check Penalty: -4 (-3 Armor -1 Shield)

Bluff +12 ----- (5 Ranks + 3 INT + 3 CS + 1 Trait)
Craft (Clockwork) +11 ----- (5 Ranks + 3 INT + 3 CS)
Disguise +5 ----- (5 Ranks -1 CHA + 1 Trait)
Knowledge (Engineering) +8 ----- (5 Ranks + 3 INT)
Perception +7 ----- (5 Ranks + 2 WIS)
Sense Motive -2 ----- (2 WIS - 4 Race)
Spellcraft +11 ----- (5 Ranks + 3 INT + 3 CS)

Bonus: +2 Craft with Metal/Stone

Feats:
Versatile Channeling (Bonus)
Heavy Armor Proficiency (Level 1)
Power Attack (Level 3)

Equipment:
Capacity: 86/173/260

Masterwork Breastplate (30 lbs)
Masterwork Heavy Steel Shield (15 lbs)
Masterwork Morningstar (6 lbs)

Bedroll (5 lbs)
Blanket (3 lbs)
Hooden Lantern (2 lbs)
Oil - 1-pint Flask x2 (2 lbs)
Trail Rations x10 (5 lbs)
Explorer's Outfit (8 lbs)
Common Backpack (2 lbs)
Belt Pouch (0.5 lbs)
Waterskin - Empty (0.5 lbs)
Artisan's Tools - Craft: Clockwork (5 lbs)
Compass (0.5 lbs)
Flint and Steel (0 lbs)

Currency: 105gp, 7sp (~ 2 lbs)

Total Weight: 86.5 lbs

Class Details:
Deity: Rava, the Gear Goddess
Domains: Clockwork, Travel

Channel Energy (Su) 2/day: 3d6 Positive/Negative Energy, DC 11

Travel Domain: +10 Movement Speed
Agile Feet (Su) 5/day: Free action, ignore difficult terrain for 1 round.

Spontaneous Casting: Inflict

Spells:
Level 0: 4/day, DC 12
Level 1: 4/day + 1 Domain (Pendulum/Longstrider), DC 13
Level 2: 3/day + 1 Domain (Gear Barrage/Memory Crystal), DC 14
Level 3: 1/day + 1 Domain (Meld/Fly), DC 15