Teodorn, Jistkan Artificer Magus (VMC Oracle: Promethean Curse/Battle Mystery) Character concept and role
Background:
Teodorn was born into a nomadic Kellid tribe, but he never felt like he belonged. From an early age his presence unsettled the tribes’ animals. While his parents were caring, he was not ever fully accepted by his extended kin and clan, and they avoided his company when they could. Perhaps because of this, Teodorn would go on long rangings. He began to seek out the forbidden places of metal buried in the ground, where his clan shaman said iron fiends lived. He overcame this superstition and became an amateur archeologist, trying to understand these strange sites. He seemed to find them easily, and sometimes thought he could hear the machines whispering to him. Teodorn knew some answers might lie in the settlements his clan would visit to trade with on their seasonal route. He was always particularly keen on Torch, from which a purple beam of light shot into the sky. Overheard whispers let him know the people in the town used the light to craft metal with great skill. Here he saw hypocrisy – these wonders were condemned, but his clan would trade for the weapons and tools forged by this purple light. This made Teodorn bolder in his explorations, and shortly after his clan’s departure from Torch in his 16th year, Teodorn went on a ranging, leaving his sheep unattended again. Unfortunately for him, he encountered what seemed a malevolent force as he explored an iron cave. He fell down shaft, breaking his legs and arm. He cried out, and in response an angry mist rose from a bank of lights. They swarmed around his body, and he could hear in his mind them saying “Repair! Repair!” – and indeed his legs were healed. But then the swarm moved up his body, rending and reshaping his flesh. When the mist retreated, he had lost much blood, and he no longer looked the same – his face and body were not the one he was born into, and his body seemed to be fighting against itself. Wiping away dust from a reflective panel, Teodorn did not recognize the face that stared back at him. He managed to get back to his clan’s encampment, confused and disheveled. Not recognizing this wounded young man with a mangled arm, the clan warriors harried him with blows until he fled. Not knowing where to go and almost delirious from the preceding events, Teo saw the purple beam on the horizon. He walked towards it, and collapsed shortly outside the town walls. He was found by an apprentice of Khonnir Baine, and he was nursed back to health. Baine recognized, and later explained to Teo, that he had encountered a malfunctioning medical nanite swarm. Whether out of kindness or professional recognition of another with talent for tinkering with machines, Khonnir took Teodorn as an apprentice. This started with building a replacement arm for the one that was mangled. It’s been 3 years since that happened, and Teo has settled into life helping Khonnir with his work while trying to find a solution for his constantly deteriorating health through the wonders of technology.
Personality:
Teodorn is curious and warm to those he knows. Subconsciously, he wants a “clan” of his own to replace the one he was born into. That said, Teo is more distant with new people until they have earned his trust, and he feels they won’t judge him for his connection to the machines. In addition to hoping to find a more permanent cure for his condition, he believes that the hidden wonders of Numeria could be a great boon to the common people, and he resents the Technic League’s control and suppression. Teodorn Stat Block/Build:
Teodorn Male human (Kellid) magus (Jistkan Artificer) 1/oracle (promethean/battle) VMC NG Medium humanoid (human) Init +1; Perception +3 -------------------- Defense -------------------- AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 11 (1d8+3) Fort +4, Ref +1, Will +1 -------------------- Offense -------------------- Speed 30 ft. Melee Unarmed Strike +3 (1d6+3) Ranged shortbow +1 (1d6/×3) Special Attacks arcane pool (+1, 4 points), spell combat
Skills
Languages Androffan, Common, Dwarven, Elven, Hallit, Orc SQ mystery (battle), oracle's curse (Promethean) Gear
Diminished Spellcasting: A Jistkan artificer has one fewer spell slot of each level than a regular magus. If this reduces his number of spell slots of a particular level to zero, he can cast spells of that level only if his Intelligence allows bonus spells of that level. This alters the magus’s spellcasting. Golem Arm (Ex): A Jistkan artificer begins play with a golem arm grafted in place of one of his arms. The golem arm is a masterwork weapon that is treated as an unarmed strike and deals damage as if he were a monk 2 levels lower than his class level (minimum 1st level). The golem arm is made from basic parts and mundane materials that grant no additional benefits. A Jistkan artificer can recreate his golem arm from other materials by spending 1 day and paying an additional +50% of the normal cost of the special material used in the creation of this new golem arm. For the purposes of determining the weapon type and weight for special materials, the golem arm is treated as a heavy mace. If a Jistkan artificer recreates his golem arm, any previously used special materials are destroyed. The arm gains no benefits from items that enhance unarmed strikes, such as an amulet of mighty fists. At 1st level, a Jistkan artificer can use his arcane pool to enhance his unarmed strikes as if they were manufactured weapons. At 5th level, he can use this ability to add any of the following special abilities to his unarmed strikes: corrosive, corrosive burst, defending, flaming, flaming burst, frost, icy burst, impact, shock, shocking burst, or thundering. At 11th level, he gains access to the following special abilities: brilliant energy and speed.This alters arcane pool. Improved Unarmed Strike: A Jistkan artificer gains Improved Unarmed Strike as a bonus feat. He prepares one fewer cantrip per day than normal. Promethean Curse: Your body is falling apart, forcing you to rely on mechanical augmentations or replacements to keep yourself alive. You take 1 point of Constitution damage each day, but you also ignore the first point of Strength, Dexterity, or Constitution damage you take for the remainder of that day. At 5th level, you gain a +2 bonus on all saving throws on effects that cause ability damage, ability drain, or ability score penalties. At 10th level, this bonus increases to +6. At 15th level, any effect that would normally deal ability drain on you instead deals ability damage whenever you successfully save against the effect. Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other. Technologist: You are familiar with the basic mechanics of technology.
A brief note in spirit of disclosure: I was picked for an Iron Gods game about a year ago, but we only just started to explore the caves when the GM disappeared. Just wanted you to know I have a played about 3 encounters in Fires of Creation – hope that’s not disqualifying.
Ok, I'll go with an Operative focusing Computers/Science Office for starships. Hustonj, you ok with that since it puts you in a role you've played before? You are being very flexible, which is appreciated, but I don't want you to get put into something that won't be fun for you. So it could look like this: Captain - hustonj
DoubleGold wrote: Story Hooks? I've only skimmed through these books and read parts. I'll reread book 1 thoroughly and see if there are any story hooks without spoiling it. Just looking to understand the initial set-up of the adventure to create a backstory that makes sense. Are we a ship crew? Mercenary squad? Know each other already or are thrown into a situation together? That sort of thing. From the blurb it seems like we are bringing stuff to a colony, just didn't know if there was more to go off than that.
Ha! My fears are that my Pathfinder knowledge leads me astray, and that I don't have the same system mastery in terms of character creation and advancement - so I don't mind folks pointing out advice/suggestions! Also, DoubleGold, I know the Starfinder APs don't have player's guides like the PF ones do, but any story hooks or other things to consider when planning characters? Given what we have (but that is an assumption, so I hope folks chime in if I misinterpreted wishes), Im thinking int-skill hackerish operative or mystic.
So it sounds like this could be the skeleton we build on, following hustonj's suggestions? Critzible = Melee Solarion
I should mention I have next to no SF experience. Played one SFS scenario in person and am in one on the boards now, so I am but a child in these matters. (bonus points to any who get that reference)
Teodorn takes notice of Graz's response, and he stands a little taller in the half-orc's presence. He had been intimidated by Graz's impressive size and strength, but hearing his grumbling, Teo realizes his own powers are worth a little more than he thought. "Graz, I have the power to unlock great potential in you, making you as large as an ogre. Do you not want such a transformation in dire circumstances? Perhaps Daneran or Ryder would be more interested."
Teodorn is visibly disappointed in the lack of information from Val, both because he hoped to gain some insight into the dangers beneath the town, but also because Val barely acknowledged him. "Perhaps we can drop off anything you might not want to bring and then head over to the temple to see Joram and get water breathing cast on us. Then we should be ready to follow after Khonnir."
Having heard the noise around the corner, Teodorn moves towards the sound, looking in the space between the buildings. Quietly, to himself, he says"Val better be ok." He then concentrates, and flings the top of a nearby barrel at the robot. telekinetic projectile: 1d20 + 1 ⇒ (17) + 1 = 18
"I can show the way. We can cut through this alley." Teodorn is visibly disturbed when Ryder mentions the Khonnir's poor odds. "It makes sense to see what Khonnir found, and check if he told Val anything more about what he found under town. Graz, we might not have much time for ale, but that just means we get that reward sooner, and you'll be able to buy all the ale you could want with that."
Gm Deekan – I have a few questions that I would help me with RPing from Teo’s perspective: Can you give me a sense of the kinds of things Khonnir has taught me? I assume that in addition to helping me develop my powers, I worked with him and he taught me about tech. But do I know anything beyond having a better understanding of how it works? Like in my post, I feel like I would have spoken with him between his forays into the hill, I just don’t know how far to take it. The Player’s Guide mentions Val Baine –I don’t know enough to have a sense of my relationship to her. Any insight there? How common are androids? Are Ryder and Daneran the first two I’ve ever seen?
Before entering the hall, Teodorn takes a moment to thanks everyone for agreeing to go on this expedition. He shakes Daneran's proffered hand vigorously, and says "Ah, the Clockwork Lady, I pray to her daily, along with Nethys. A pleasure to meet you." Looking back and forth between Daneran and Ryder, he exclaims, "This is indeed my lucky day, meeting two androids at once!" Once they are inside . . .
Teodorn is both angry and worried. He's angry because Khonnir would not let him come on either expedition to see what had interrupted the purple flame of Torch; he's worried because Khonnir has not come back. Teo had been trying to get up the courage to go after Khonnir himself, but he also recognizes his own physical limitations. Once word gets out about the Council's offer, Teo will search the town's inns and taverns, and loiter outisde the Town Hall, looking for hearty individuals who he could approach about joining the rescue mission, or possibly accompany any already existing group. GM, happy to have you tell me if I run into any other PCs in my search. I would think that everyone is distinctive enough that they'd stand out and look like potental allies. Given their mutual connection to Khonnir, Teo would probably have at least a passing familiarity with Ryder. random roll: 1d20 ⇒ 6
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