Cragkin

Saar's page

65 posts. Organized Play character for Janosian.


Full Name

Saar

Race

Half-Orc Mechanic 10 | Protype Weapon class feature | he/him |

Classes/Levels

SP 90/90 | HP 66/66 | EAC:28 KAC:29 | Fort:10 Ref:13 Wis:10 | Percep: +18 | Init: +10

About Saar

Born into squalor on Apostae, Saar never knew his mother. He grew up roaming the caverns with his father and uncle in search of ancient artifacts. Mechanical devices fascinated him, and he became adept at picking locks, finding traps, and uncovering the mysteries of years gone by. He also developed a talent for creating new tools for exploration and excavation, as well as fine-tuning weapons to protect the explorers during their delves.

Saar's life changed the year he turned 13. An excursion with his father's team into a newly-discovered series of chambers turned disastrous when the scout set off a massive, multi-stage trap. The scout perished immediately, entombed by what seemed like living rock. When his father moved to investigate, the second stage impaled him and Saar's best friend on a thin crystalline spire that magically burst from the wall. As Saar turned to help his father, a roof section fell into the tunnel. He dodged as his father had taught him, but not fast enough. A chunk of the ceiling crushed his left leg to pulp.

His uncle cut off the remains of Saar's leg, set a a trauma pack that stopped the bleeding, and pulled him clear of the debris, half-carrying, half-dragging Saar back to the surface.

Some years before, Saar's father found an ancient augmented leg that he kept for good luck since nobody was interested in paying for it. Saar's uncle took the boy and the leg to a friendly technomancer, who was able to press the limb into passable service. The leg wasn't much, but it kept Saar mobile and useful, and that meant he was more valuable alive than dead.

The ancient leg worked, but it growled and whined stiffly. Saar quickly grew frustrated, so he put the leg on his workbench and started tinkering with it. Even if he didn't make it work better, he reasoned, at least it kept his mind off his father's death and his own dark future.

The leg proved more complex than he first thought, filled with tiny circuits and the occasional set of odd crystals. Deep in its mechanism, he discovered a set of enhancement circuits unlike anything he'd ever seen. He traced the circuits back to a pear-shaped core topped with a cap covered in glyphs. The cap sat crooked on the core, and it showed damage on one side, as if someone tried to pry it. When Saar cleaned the core and pushed the cap into its seat, the leg hummed to life -- a little more life than he expected.

The circuits had magical qualities and the core served as a containment space for a spirit of some kind. After a long, strange test of wills between Saar and the spirit in the leg, Saar fulfilled the spirit's challenges and earned its ethereal respect. The spirit of the leg now protects Saar instead of working against him and grants him extra grace and balance as he moves.

Level 10 Mechanic (Weapon Specialization)
Xenoarchaeologist (trap spotter 10')
Possessed Augmentation boon (left leg, boon complete)
Profession: Antiquities Expert

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Saar
Male Half-orc Prototype Weapon Mechanic 10
NG size race
Init +10; Perception +18 (+4 with scanner)
Senses Low-light vision, darkvision
Speed 30 ft.

Languages Common, Orcish, Drow, Ysoki, Elven, Infernal, Dwarven, Draconic (Triaxian), Vesk, Lashunta (Castrovelian), Kasatha, Gnome, Vlaka (spoken and signed), Celestial, Kiirinta, Skittermander, Izaalgun

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DEFENSE
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EAC 28 / KAC 29
SP 90
HP 66
RP 15
Temp HP (energy shield) 15

Fort +10, Ref +13, Will +10

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OFFENSE
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BAB base +7
Melee +9
Ranged +13
Thrown +9

Experimental Prototype: White Star Conqueror Plasma Array (L9, heavy)
+13 vs EAC / 3d12+10 F&E / Crit Wound
* Superior Firepower (class skill) When you attack with your experimental weapon prototype, you can enhance its damage dealt to select foes. As a move action, you calibrate your weapon prototype to deal additional damage to one enemy you can see. You gain an insight bonus equal to your mechanic level to damage on all attacks against the designated target. Calibrating your weapon against another enemy causes you to immediately lose this bonus against the previous enemy.
* Versatile Design Current fusion: Corrosive. Can switch between Synesthetic, Corrosive, Thundering, and Mind Reading with 1 minute of work.

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STATISTICS
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STR 14
DEX 22
CON 16
INT 20
WIS 16
CHA 11

Feats
Nimble
Iron Will
Skill Synergy (Perception and Survival)
Improved Initiative

Skills (0 class, 0 INT)
Acrobatics +6
Athletics +15
Bluff +0
Computers +21
Culture +15
Diplomacy +0
Disguise +0
Engineering +22
Intimidate +0
Life Science +9
Medicine +11
Mysticism +5
Perception +18 (+4 with scanner)
Physical Science +18
Piloting +12
Profession Antiquities Expert +18 (free rank/level)
Sense Motive +3
Sleight of Hand +11
Stealth +9
Survival +18