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About Rywokit Prometheus<PROCESSING>
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A small-sized creature, mostly of carefully crafted brown and gray woods, this unusual entity has shockingly green eyes, and a very rough humanoid figure. Its manner of dress is equally odd, as it stands in a slightly tattered explorer's outfit, with folded pieces of light iron tied to its chest belly, and a stiff metal-and-leather kilt. A noticeable minor arcane mark on his forehead that appears somewhat similar to circuitry is only partially hidden beneath a cloak's cowl. He has a small skull-cap and a scarf. A nearly-empty backpack hides beneath the cloak on its back, and two other packs on its hips. ============================================ Basic History
The Long Version:
Once a member of an isolated society, "Rywokit" Prometheus was more properly named "Worker-8; Construct 18 of 23; Serial Number R-66Y; Designation 'Prometheus'; Type: Benign" - a title he enjoyed. One of a handful of those chosen from among his compatriots to serve Johs'n Hleasidoern, his creator (and an expatriate of Nex), personally, Worker-8 (titled "Prometheus" for his high status) was proud of his position and convinced of the moral fortitude of their mission (whatever that was), as enacted by Master Johs'n. Together, they worked to improve the world.
However, then came the dark times. Prometheus was called in to "discipline" some "disobedient" fellows of his. Although at first glad to help restore the wayward to the path of righteousness, the "discipline" soon began to seem cruel and petty. The application of discipline became ever-more-erratic, and the Master became... cruel. Prometheus became overcome with sorrow and guilt (emotions that a creature such as himself is hardly qualified to comprehend), Worker-8 began to fear the master. To make matters worse, his impassioned entreaties to his fellows went unheeded: who would believe one enacting cruelties that it wasn't his fault? One day, while on a mission into the master's office, Worker-8 dared something he'd never done: rebel. Convinced that there was something wrong with his master, something corrupting him, Worker-8 sorted through his master's things, trying to find something to help set everything right again. Unfortunately, he was caught. Stripped of his name, and thrown into an "experiment chamber" the master was prepared to destroy the "pathetic disobedient waste of parts" that Worker-8 had (according to Master Johs'n) become. And yet... a reprieve arrived, unexpectedly and in the nick of time, and true salvation hot on its heels. First came the arrival of the agents of the Technic League, murdering Johs'n and giving Worker-8 some time more... though it seemed such salvation would be short-lived, as they determined to use and abuse the wyrwoods even more than Johs'n. Very shortly after their attempted coup, Khonnir Baine, a local wizard, and several adventurers from the Pathfinder Society broke into Johs'n Hleasidoern's secret laboratory, having followed the members of the Technic League, very shortly avenging the murder of the local mage, and freeing the wyrwood from oppression. Once, during the battle, the little construct aided them, taking down the killers of his master... for however corrupt Johs'n had become, he'd still been their creator. Slowly, Worker-8 - freed by the society agents skilled with lock-picking - learned the whole story: Johs'n Hleasidoern was a former member of the Technic League who'd fled to Nex, severed his ties with the 'League, and then returned later, as an independent. Although he was no longer part of the 'League, he was still addicted to fluids from the Silvermount, and he worked the the 'League to keep a supply. Unfortunately, he was seeking a method of immortality on the side, and the wyrwood - the proper name for Worker-8's people - that were here were created using ancient notes stolen from the Pathfinder Society, advice from Gebbite undead mages, and a bit of guesswork; he sought immortality apart from undeath mostly to one-up his ally-rivals in Geb. Regardless, he'd kept his research on wyrwoods a secret, and when the Technic League learned of the "automatons" he had with him, those who knew of him knew his days were numbered. Worker-8 helped free his remaining people from their enslavement, explaining the truth to them (this time with proof: the master's own notes), but his people rejected him, hating for his part (however unwilling) in their bondage. Bereft of purpose or people, Khonnir Baine took him in (after finding him surprisingly intelligent), and began training him in arcane ways, though he always kept up his contacts among the Pathfinders. Introduced to Khonnir's daughter, Val, it was she who gave him his name, promptly squishing his very long epithet together to produce "Rywokit Prometheus". He was trained by Khonnir, but quickly took to a friendly rivalry with Val... mostly to hide other, strange feelings from her and from himself... feelings that have no place in a wyrwood. He found himself spending ever-more time with her, finding any excuse to do so. And then, he came to realize: they're kinds were simply too different to be together, for she was of flesh, and he of wood. It simply didn't work. Nonetheless, his feelings grew, even as he studied ways in which a construct might take on a form of flesh... Eventually, the tension (on his part) became too much, and he took up his Pathfinder friends' offers for training in Absalom. Though he traveled there and trained for a year, he found he missed Khonnir and Val, and left to return to Numeria... ============================================
Name: "Rywokit" Prometheus (Worker-8; Construct 18 of 23; Serial Number R-66Y; Designation 'Prometheus'; Type: Benign)
Basic:
Wyrood: +2 DEX, +2 INT, -2 CHA
- construct traits - darkvision 60 - lowlight vision Here's my basic set-up: After racial: 17/13/13/10/10/[10]
Skills: Appraise, Craft (constructs), Knowledge (arcana, engineering), Spellcraft, Stealth Spells:
Additional 1st level spells I'm thinking of buying:
Crafting a Scroll costs [SL x CL x 25], and takes:
According to magic item creation guidelines,
Quote: The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster). Which should help us keep up with our healing over time (I should be able to make a single up-to-2nd level spell per day). But should I wait until 3rd level to pick that feat up, or start with it? What do you think? I'm also thinking of possibly going with open minded (never enough skill points! - it requires your approval, however), inscribe magical tattoo (including the requisite ranks), and maybe a few other item creation feats. What do you think? Not good for this campaign? Too broken? Let me know! I'm envisioning the blend between scrolls - wood-based objects - and tattoos as him seeing writing on two creatures; a kind of method to cross both living and his kind together. Full Statistics and Gear:
(Male) Wyrwood Arcanist
LG Small construct (wyrwood) Init +1; Perception +0, darkvision 60, lowlight vision -------------------- Defense -------------------- AC 14, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 size, +0 shield) HP 16 (1d6+10 <size>) <max at 1st; half thereafter> Fort +0, Ref +1, Will +2 Defensive Abilities Construct traits -------------------- Offense -------------------- Speed 30 ft. Melee Unarmed Strike -5 (1d2+0/20 B) Ranged Spells Special Attacks - Spells Prepared - 1st (<prepared: 2c; cast: 2c+1a> 2 prepared; 3/day): <left open on purpose>, Infernal Healing - 1st (<prepared: 4c> 4 prepared; at will): Detect Magic, Mending, Prestidigitation, Ray of Frost Spells Known - 1st: Alchemical Tinkering, Color Spray, Crafter's Fortune, Cultural Adaptation, Detect Secret Doors, Hypnotism, Infernal Healing, Interrogation, Mage Armor, Magic Missile, Sculpt Corpse, Vanish - Cantrips: Acid Splash, Arcane Mark, Bleed, Breeze, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Drench, Flare, Ghost Sound, Haunted Fey Aspect, Jolt, Light, Mage Hand, Mending, Message, Open/Close, Penumbra, Prestidigitation, Ray of Frost, Resistance, Root, Scoop, Spark, Touch of Fatigue, -------------------- Statistics -------------------- Str 10, Dex 13, Con -, Int 17, Wis 10, Cha 13 Base Atk +0; CMB -1; CMD 10 -------------------- Feats -------------------- Normal Feats (by level) (1) Technologist (Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist. Normal: You treat all skill checks made against technology as if they were untrained skill checks. This may mean that you cannot attempt certain skill checks, even if you possess ranks in the skill in question.) (3) ?? (5) ?? -------------------- Traits and Drawbacks -------------------- Spark of Creation You have always had a knack for making useful things, and your talent as an artisan was evident even at an early age. Benefit: You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%. Trapfinder Forgotten dungeons and ancient tombs have always held an appeal for you, and you've never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you've nonetheless become skilled at spotting and disabling hidden traps. The tombs of of the necropolis, just opened for exploration, seem like the perfect place to put your skills to the test. Benefit: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue. Pathfinder Recruit You've been recruited into the Pathfinders. Benefit: Pick one of the following skills: Disable Device, Diplomacy, Handle Animal, Heal, Intimidate, Perception, Spellcraft, or Stealth. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you. Chosen: stealth Local Ties: You have ties to a prominent local in the town of Torch: the missing wizard, Khonnir Baine. He may have been your tutor, or a friend or business associate of your family. He may even have been your adoptive father, in which case you likely have a bond of friendship or rivalry with his adopted daughter Val. Your association with Khonnir has given you insight into how technology works. Choose Disable Device or Knowledge (engineering). You gain a +1 trait bonus on checks with this skill, and it is a class skill for you. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat, your trait bonus for the selected skill increases to +3. Chosen: Knowledge (engineering) Drawback: Lovesick Your love for -------------------- Skills -------------------- Appraise +7 (INT +3, +1 rank, +3 class) Craft (constructs) +8 (INT +3, +1 rank, +3 class, +1 trait) Disable Device +2 (DEX +1, +0 rank, +0 class, +1 trait) Knowledge (arcana) +7 (INT +3, +1 rank, +3 class) Knowledge (engineering) +10 (INT +3, +1 rank, +3 class, +3 trait) Spellcraft +7 (INT +3, +1 rank, +3 class) Stealth +10 (DEX +1, +1 rank, +3 class, +4 size, +1 trait) Class (2)+INT modifier (3)+Favored Class (1) -------------------- Racial Modifiers -------------------- +2 INT, DEX, -2 CHA; Construct Traits Languages Common (Taldan), Hallit, Wyrwood; Kelish, Osiriani, Vudrani -------------------- SQ -------------------- Arcane Reservoir, Arcanist Exploit, Cantrips, Consume Spells -------------------- Gear -------------------- haramaki [+1 AC, no max DEX, no acp, no asf, 3 lbs, 5g, normal speed] armored kilt [+1 AC <stacking>, +6 max DEX, no acp, no asf, 10 lbs, 20g, normal speed]
* Outfit (Explorer's) < Special Abilities:
-------------------- Special Abilities -------------------- Proficiency Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor on page 83 of the Pathfinder RPG Core Rulebook). Spells An arcanist casts arcane spells drawn from the sorcerer/wizard spell list, presented in Chapter 10 of the Core Rulebook. An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they’re cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn’t yet used up her spell slots per day for that level. To learn, prepare, or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against an arcanist’s spell is 10 + the spell’s level + the arcanist’s Intelligence modifier. An arcanist can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–1. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 in the Core Rulebook). An arcanist may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new arcanist level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table 1–2. Unlike the number of spells she can cast per day, the number of spells an arcanist can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an arcanist can prepare. An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare and refreshes her available spell slots for the day. Like a sorcerer, an arcanist can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats on page 113 of the Core Rulebook). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the metamixing arcanist exploit, detailed below). Spellbook An arcanist must study her spellbook each day to prepare her spells. She can’t prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory). An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in other wizards’ spellbooks to her own (see Chapter 9 of the Core Rulebook). Arcane Reservoir An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way. Arcanist Exploits By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + ½ the arcanist’s level + the arcanist’s Charisma modifier.
Cantrips as a wizard Consume Spells (Su) At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost. Favored Class Bonuses Skill points NEVER ENOUGH! Construct Traits Traits: A construct possesses the following traits (unless otherwise noted in a creature's entry). Quote:
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