Sanidrone-12

Sirinus Kivaalnaar's page

96 posts. Alias of PaleDim.


Race

| HP 7/7 | AC 14 T 14 FF 10 | CMB 0, CMD 14 | F+0 R+4 W+2 (+4 vs. mind-affecting, paralysis, poison, and stun) | Init +9 | Perc +3, SM -4; low-light vision

Classes/Levels

| Speed 30ft | Arcane Reservoir: 3/4 | Spells 1st: mage armor, sleep | Nanite Surge 1/1 | Active conditions: none

Gender

Male human exploiter wizard 1

About Sirinus Kivaalnaar

Male human wizard (exploiter wizard) 1 (Pathfinder RPG Advanced Class Guide 133, Pathfinder RPG Bestiary 5 19)
NG Medium humanoid (android)
Hero Points 3
Init 9; Senses darkvision 60 ft., low-light vision; Perception +4
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 7 (1d6+1)
Fort 0, Ref 4, Will 2; +4 vs. mind-affecting, paralysis, poison, and stun
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
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Offense
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Speed 30 ft.
Ranged light crossbow +4 (1d8 P/19+)
Special Attacks arcane reservoir (1/4)
Wizard (Exploiter Wizard) Spells Prepared (CL 1st; concentration +6)
. . 1st—mage armor, sleep (DC 15)
. . 0 (at will)—detect magic, disrupt undead, light
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Statistics
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Str 10, Dex 18, Con 10, Int 18, Wis 10, Cha 8
Base Atk +0; CMB 0; CMD 14
Feats Improved Initiative, Scribe Scroll
Traits arcane temper, pioneer
Skills Appraise +8, Craft (mechanical) +6, Disable Device +6, Knowledge (arcana) +8, Knowledge (planes) +8, Perception +4, Sense Motive -4, Spellcraft +8, Stealth +5; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Common, Draconic, Gnome, Hallit, Sylvan
SQ emotionless, exceptional senses, nanite surge
Combat Gear alchemist's fire (2); Other Gear light crossbow with 7 bolts, backpack, bedroll, flint and steel, mechanic tools, mess kit[UE], silver "stag lord" medallion, spell component pouch, thieves' tools, trail rations (2), waterskin, wizard starting spellbook, 38 gp, 7 sp
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Special Abilities
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Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Darkvision (60 feet) You can see in the dark (black and white only).
Emotionless (Ex)
Exceptional Senses
Immunity to Disease
Immunity to Emotion (Ex)
Immunity to Exhausted
Immunity to Fatigue
Immunity to Fear (Ex)
Immunity to Sleep
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nanite Surge +4 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
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Spellbook
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1st: Burning Hands, Charm Person, Ears of the City, Mage Armor, Magic Missile, Shield, Sleep
Cantrips: Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue
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Appearance
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Sirinus is very pale, and has no hair on his head. He tends to wear a cloak with the hood pulled up over his head so that this fact doesn’t draw undue attention to him. Further, his piercing blue eyes tend to take the focus of onlookers.
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Behavior
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Sirinus ever carries a plain expression and seldom exhibits any emotional response. Most assume he’s a monk of some sort until they observe him fidgeting with his spellbook and related trappings.
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Background
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The Beginning (GM only):
Scavenger 37 was activated, from his defunct state in a pod, by the Technic League to participate in scavenging patrols across Numeria. He gained countless hours of practice breaking down contraptions found at technological ruin sites, looking out for ancient but still functional traps, and reconstructing the mechanisms after reporting back to his superiors.

He knew little else in life, and formed essentially no relationships during this time. So when his patrol is set upon by Kellid raiders one night, he finds himself separated from his group after hiding. This was his chance to strike out and explore choice and opportunities in the larger world. Collecting scrap and competing with other nasty units had long ago become tiring and defeating. However, he knew he needed to be careful. The technic league would attempt to recover all units, and desire proof of his demise or else reclaim him for his function.

The android takes to skulking around Kellid settlements, hiding his tell-tale android features, and begging food and supplies off of them. Most of these interactions are new to him and he learns fast that these tactics erode any trust and welcome very quickly, in addition to his naturally cold temperament. He moves on to new clans early and often. It’s probably for the better as the Technic league likely still considers him a “loose end.”
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So the unnamed man flees from Numeria and eventually crosses into Brevoy, wandering South towards the River kingdoms and the Stolen Lands. He makes his way east towards the Sellen river and happens upon the forest tower of the great gnome wizard Finin Kivaalnaar! The gnome has equal parts pity and desire for menial assistance. So, in exchange for a place to stay, the unnamed man begins serving the gnome wizard, who conducts all manner of crafting activities and arcane research.

His tower resides near the town of Thom, and its citizens think of Finin as something of an advisor and supporter of their community. When crops fail or resources dry up, they consult Finin. When they catch glimpses of interactions from the First World, they consult no-one but him! This leads him to spend a fair amount of time surveying fragile connections to the first world along the Sellen river.

It’s not long before the unnamed man interacts with the citizens of Thom and, needing a proper name to go by, chooses Sirinus and his gnome mentor’s surname. Demonstrating his capabilities to Finin, he begins assisting the wizard in his crucial arcane crafting and research and gaining enough trust to learn the basics. Sirinus quickly becomes an apprentice that the gnome can be proud of and spends many months from this time composing his own spellbook, and striking out on his own experiments and learnings.

After three full years, Sirinus starts to exhibit restlessness and Finin realizes he is perhaps not meant to settle down for good in his little river community. The young apprentice is hesitant though, as he’d grown to enjoy the feeling of belonging. Nobody asked questions about his past. Still, with sufficient coaxing, Finin convinces him that he’ll always have a place to return to and sends him off to explore… at least more of Brevoy and the Stolen lands. Perhaps much more in time.

Sirinus heads to the next town and answers a call to explore and settle the Stolen lands. This calling might be a little too comfortable…