About TenzokulStatblock:
Tenzokul Male gnome cleric of Brigh 4 NG Small humanoid (gnome) Init +0; Senses low-light vision; Perception +4 -------------------- Defense -------------------- AC 17, touch 11, flat-footed 17 (+5 armor, +1 shield, +1 size) hp 28 (4d8+8) Fort +6, Ref +1, Will +6; +2 vs. illusions, +2 resistance bonus to recover from a continuing effect (ongoing poison, ongoing disease, recover from hold person, etc.) Defensive Abilities defensive training -------------------- Offense -------------------- Speed 20 ft. (15 ft. in armor) Melee mwk dagger +5 (1d3/19-20) or . . mwk light hammer +5 (1d3) Ranged mwk light crossbow +5 (1d6/19-20) Special Attacks channel positive energy 5/day (DC 14, 2d6), hatred Spell-Like Abilities (CL 4th; concentration +6) . . 1/day—dancing lights, ghost sound (DC 13), prestidigitation, speak with animals Domain Spell-Like Abilities (CL 4th; concentration +6) . . At will—lore keeper (21), mending . . 5/day—artificer's touch (1d6+2 , bypasses DR and hardness 4) Cleric Spells Prepared (CL 4th; concentration +6) . . 2nd—bull's strength, detect thoughts[D] (DC 14), status . . 1st—bless, comprehend languages[D], magic weapon, sanctuary (DC 13) . . 0 (at will)—detect magic, read magic, resistance, stabilize . . D Domain spell; Domains Artifice, Knowledge (Thought subdomain) -------------------- Statistics -------------------- Str 10, Dex 10, Con 15, Int 14, Wis 14, Cha 14 Base Atk +3; CMB +2; CMD 12 Feats Technologist, Scribe Scroll Traits hedge magician, Numerian Archaeologist Skills Acrobatics -6 (-14 to jump), Appraise +6, Craft (clockwork) +8, Craft (mechanical) +10, Diplomacy +6, Heal +6, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +9, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6, Perception +4, Sense Motive +6, Spellcraft +6; Racial Modifiers +2 Craft (mechanical), +2 Perception Languages Common, Androfan, Dwarven, Elven, Gnome, Sylvan SQ gnome magic Combat Gear scroll of communal endure elements, scroll of delay disease, delay poison, remove fear, remove sickness, scroll of obscuring mist (x2), scroll of resist energy (x2), lesser restoration, wand of cure light wounds; Other Gear +1 armored coat, mwk buckler, crossbow bolts (30), mwk dagger, mwk light crossbow, mwk light hammer, aegis of recovery, bedroll, belt pouch, candle (5), flint and steel, hemp rope (50 ft.), holy text, iron holy symbol of Brigh, masterwork artisan's tools, masterwork artisan's tools, masterwork backpack, mess kit, pot, scroll case, soap, spell component pouch, torch (5), trail rations (12), waterskin, 30 pp, 100 gp, 10 cp -------------------- Special Abilities -------------------- Aegis of recovery (1 uses) +2 resist bonus to recover from effects, heals wearer below 0 hp and crumbles. Artificer's Touch 1d6+2 (5/day) (Sp) Melee touch attack deals 1d6+2 damage to objects or constructs, bypassing 4 hardness. Cleric Channel Positive Energy 2d6 (5/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Artifice) Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing. Cleric Domain (Thought) Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype. Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids. Hedge Magician Magic item gp costs -5%. Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 21. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Scroll of communal endure elements Add this item to create a scroll with spells on it. Scroll of delay disease, delay poison, remove fear, remove sickness Add this item to create a scroll with spells on it. Scroll of obscuring mist (x2) Add this item to create a scroll with spells on it. Scroll of resist energy (x2), lesser restoration Add this item to create a scroll with spells on it. Campaign Trait:
Numerian Archaeologist: Numeria is a land ripe for archaeological exploration, since so many of the strange technological dungeons have been either avoided by the superstitious barbarian tribes or have been locked down by the Technic League, leaving many of them untouched and ripe for exploration. You’ve studied the strange language associated with these eerie technological ruins, and are eager to start exploring them—you suspect that Torch’s namesake is in fact part of a larger buried ruin, and you hope to enter these ruins and learn their original purpose by exploring the caves below town. You gain Androffan as an additional language. In addition, you possess a knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result. Talk to your GM for more information about resolving glitches. Technologist Feat:
You are familiar with the basic mechanics of technology. 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.
Apperance:
Tenzokul, a young beardless gnome, sports a blue brush of wild hair. His eyes often hidden behind goggles, the usefulness of which is not quite known even to Tenzokul. He wears an armored coat with tools and gadgets hanging off his belt and out of every pocket. Background Scene:
Tenzokul, sitting at his workbench, fiddles with a broken clockwork gadget. Blessed Brigh, why do these gears vex me so? Please tell me the proper ratios with your sweet whispers. Tenzokul waits a moment, even perking up and twisting his head to the side as if expecting
Tenzokul fumbles with the clockworketry some more when the door flings open. In walks Hammond, a clean-cut human that Tenzokul despises. Unfortunately, Hammond is probably Tenzokul's only friend. "So, Tenz, I ran into someone that actually read your book," says Hammond, a smug tone in his voice that should've warned Tenzokul but this is a trap that he can't help but fall into. "Really! Who? Where?" Tenzokul published his work, The Gearless and Non-Magical Machines of Ancient Numeria: Possible Applications for Golarian Aristocracy and Peasant Alike, but the academic community met the tome with little fanfare. Critics scathed that the book's ambitious attempt to appeal to the commonfolk and the educated failed utterly. Who cares what they think? Oh right, I do. "It just so happened I brought them here to introduce you," Hammond says. Tenzokul jerked with excitement, the thought of talking to someone who actually read his book overwhelmed him. Hammond reached behind him and retrieved a copy of the work. Tenzokul, confused, took off his goggles and raised an eyebrow. Hammond opened the book to reveal a small book worm circling a hole in the pages. "See," Hammond says, "he read it straight through." Hammond bursts out laughing, slamming the book shut. Tenzokul glares at Hammond and puts his goggles back on, hiding his tearing eyes. He imagines, for a brief moment, replacing Hammond's organs with clockwork but then realizes that he would then have no one to talk to. Tenzokul turned back to his gadget and pretended to work on it. His anger would not allow him to concentrate and he would just have to wait until Hammond left. "Thanks for the laugh, Tenz. I do bring some good news though. Got a lead on a new site just outside of Hajoth Hakados. Heard they found a sentient golem there." "Great, anything to get away from you, friend." Tenzokul hops down from his workbench and gets packed straight away. Background:
Tenzokul has studied ancient Numerian technology for the better part of a decade. While he has yet to make any major discoveries, perhaps that will soon change. He hopes to one day master the ancient tech to create a sentient male construct to serve as a companion for Brigh.
|