Augmented Gearsman

Towerr Shield's page

124 posts. Alias of D3sp3rato.


Full Name

Nathan Love

Race

Male LG Tower Shield Champion 4 w/ Bastion Dedication | 56 HP | 21 (23/25) AC | Fort 10e | Ref 7t | Will 10e | Perc 8t | 20ft Move

Classes/Levels

Note: Everburning Torch in Shield Sconce | Low-light Vision

About Towerr Shield

Background:
Some time ago, a group of exploring excavators discovered what seemed to be the remains of an Automaton from millennia past amongst many other artifacts at an ancient Jistkan ruin. From there, these explorers made their way back to Absolom to turn in their findings to the Pathfinders Lodge in hopes of fetching a fair price.

Some of the members of the Pathfinders took interest in the Automaton remains, hoping to find out more about the ancient Jistkan Empire. One of these members was a Knight of Last Wall by the name of Sir Marshal. During their studies, one of the members used restoration magic on what seemed to be the core of the being and suddenly the Automaton was risen to life. After moments of shock, from both parties, it was apparent that the Automaton felt out of place and was obviously confused as to where it was as well as to those surrounding it. The Pathfinders did what they could to calm the being but when tensions started to rise, it was Sir Marshal who stepped in to ease the creature. With a soft but authoritive voice, Sir Marshal reached out his hand. Once he was able to rest his palm on its arm, the construct relaxed and sat down into some sort of sleep mode. It was in that moment that Marshal took it upon himself to train, teach and care for the construct as he had no squire under him. He had thought this would be an incredible opportunity to possibly create an eternal protector, a defender against evil, one that would never retire from its post.

Once the construct came to and rose up, it was then that Sir Marshal realized just how tall and imposing this creature was. "You're quite the big guy, aren't you? Practically tower over just about anyone you face." The construct winks and makes a couple sounds of excitement. "You like that do you?", says Marshal. "Well then for the time being, since we have no knowledge of your name, hence forth you shall be known as Towerr."

The construct winks... "Tow... err..."

Several years pass as was thought and much progress has been achieved with retraining and teaching Towerr of the current world and all within it. It wasn't long before it was able to act like a normal citizen and not much long after that, it began to show its true talents. Sir Marshal was right to take Towerr under his wing as it was apparent that Towerr must have had some military training in a past life. Whether before his transformation or after, that was unclear. All that mattered was that Towerr would definitely be a force to be reconned with. Combat training by morning, social studies in the afternoon and religious dedications in the evening. This was Towerr's life, from sun rise to sun set.

Eventually it was time to set Towerr out on his own. Sir Marshal had taught everything he knew to Towerr and there was little else he could teach him. Towerr became a follower of Arqueros, like Marshal. Towerr made an oath to dedicate himself to protecting others weaker than him, to remain alert to all dangers, to create, maintain, or patrol defenses. It was from here on, it was decided that Towerr would become a champion of Arqueros and one day serve next to his mentor with the Last Wall Knights. In order to do this however, he had to experience the world for himself, gain experience and prove himself to his mentor that he could be a worthy candidate of the Last Wall Knights. Towerr had heard that the Foreign district precinct was hiring new guards and thought that would be the best job he could undertake.

"Well Sir, I'm off to the precinct. They accepted me with open arms, well, they did once they figured out that I wasn't some brainless construct. Only took a couple hours. Ha ha." Towerr said with much joy in his core.
"That is good Towerr! Im happy you're finally getting to start your journey in life. I know you'll prove to me one day that you'll be worthy amongst the other knights in our order as well as with myself. Before you go however, I have a gift for you. I would like to bestow my family name to you so that you have a proper name for yourself. So hence forth you shall be known as Towerr Shield!"
After a moment of exchanged gratitude, Towerr sets off. "And remember Towerr, if ever you fall stray from your path, are in need of counselling or just wanna stop by for a chat, I'll be at or around the Lodge, unless I'm in the field. Best of luck to you!"

Many months have passed, and in this time Towerr Shield has become something of a person of interest within the Foreign District Guard, gaining much prestige and notoriety. Some of this fame may be due to Towerr's "physique" but there is no questioning its resolve and duty while patrolling the streets of Absoloms Foreign Quarter. In no time at all, Towerr has become a well known member of society in the quarter, aside from his many hours on patrol. In his spare time, Towerr will spend its time with the fighters guilds honing its skills in combat, spectate the battles going on at the arenas, seek wisdom from masters of combat and those of many lore about the city and its people. Only requiring a small amount of time to recharge, there is much to be gained in knowledge with what remaining time Towerr has with his days. Towerr frequently visits the Lodge to discuss matters of his past and those who built him. Other times Towerr will visit to learn a thing or two from the members of the Lodge. Another member of Last Wall in particular even shared skilled Shield methods to enhance its combat methods with shields. After much time with the Foreign District, one day it came to Towerr's attention that he was requested to join the Agents of Edgewatch in the Precipice Quarter. It is there Towerr will put its formidable reputation to good use by patrolling the Radiant Festival and ensuring the safety of Absalom’s most vulnerable visitors.

Male Automaton (Mage) Sleepless Sun Star Champion (Paladin) 4
LG Humanoid/Construct
Size Medium
Sences Perception +8t
Languages Common, Draconic, Undercommon
Speed 20 Feet
Deity Arqueros
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HP 56 AC 21 (23 Shield Raised) (25 Shield Raised and Taking Cover with Tower Shield)
Fort +10e Reflex +7t Will +10t
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Melee Shield Boss +9 1d6+3 Bludgioning (Attached to Shield)
Spear +9 1d8+3 Piercing Throwing
Pick +9 1d6+3 Piercing Fatal 1d10
Fist +9 1d4+3 Bludgioning
Champion DC 19

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Skills
Acrobatics +7t
Arcana +0
Athletics +11t
Crafting +0
Deception +1
Diplomacy +7t
Intimidation +1t
Gladiatorial Lore +6t
Medicine +2
Nature +2
Occultism +0
Performance +1
Religion +8t
Society +6t
Stealth +2
Survival +1
Thievery +2
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Str 16 Dex 12 Con 14 Int 10 Wis 14 Cha 12

Ancestry Feats and Abilities Mage Automaton, Reinforced Chassis
Class Feats and Abilities Retributive Strike, Deific Weapon, Ranged Reprisal, Devoted Guardian, Divine Ally (blade), Sun Blade
Skill Feats Multilingual, Pilgrims Token, Rapid Mantel
General Feats Ancestral Paragon
Bonus Feats Arcane Communication, Shield Block, Reactive Shield

Innate Spells Draw Ire, Infectious Enthusiasm
Focus Spells Lay on Hands, Sun Blade

Racial Features Automaton Core, Constructed Body, Low-Light Vision
Class Features Paladin Cause, Tenets of Good
Background Sleepless Sun Star, Gladiatorial
Dedications Bastion
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Equipment
Worn - Reinforced Chassis (Bulk 0, AC +4, Dex Cap +1, Spd -5, Check Pen -2, Str 16), Backpack, Belt pouch, Tower Shield, Shield Sconce, Everburning Torch
Weapons - Shield Boss, Spear
Stowed - Pick, Steel Shield
Money
3Gp 6Sp 0Cp
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Spells
Lay on Hands, Infectious Enthusiasm
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Feats and Abilities
AUTOMATON CORE
Your body contains an automaton core
infused with planar quintessence that
grants you power to perform various
tasks and houses your soul and life
energy. This life energy flows through
you much like the blood of humanoids.
As a result, you are a living creature.
You don’t have the typical construct
immunities, can be affected by effects
that target a living creature, and
can recover Hit Points normally via
positive energy. Additionally, you are
not destroyed when reduced to 0
Hit Points. Instead, your life energy
attempts to keep you active even in
dire straits; you are knocked out and
begin dying when reduced to 0 Hit
Points (Core Rulebook 459).
CONSTRUCTED BODY
Your physiological needs are
different than those of living
creatures. You don’t need to eat
or drink. You don’t need to sleep,
but you still need a daily period of
rest. During this period of rest, you
must enter a recuperating standby
state for 2 hours, which is similar
to sleeping except you are aware of
your surroundings and don’t take
penalties for being unconscious.
Much like with sleeping, if you go too
long without entering your standby
state, you become fatigued and can’t
recover until you enter standby for
2 hours.

Shield Block
Reaction
Trigger While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Lay on Hands
Focus 1
Cast Single Action somatic
Range touch; Targets 1 willing living creature or 1 undead creature
Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a –2 status penalty to AC for 1 round.

Draw Ire
Cast somatic, verbalRange 120 feet; Targets 1 creatureSaving Throw Will; Duration 1 minute----------------------You cause mental distress to a creature, goading it to strike back at you. You deal 1d10 mental damage to the creature and cause it to take a –1 status penalty to attack rolls against creatures other than you. The creature must attempt a Will saving throw.Critical Success The target is unaffected.Success The target takes half damage and the penalty. The spell ends at the end of the target's next turn.Failure The target takes full damage and the penalty.Critical Failure The target takes double damage, and the status penalty is –2.
----------------------Heightened (+1) The damage increases by 1d10.