Augmented Gearsman

Urram's page

365 posts. Alias of Nikolaus de'Shade.


Full Name

Urram

Race

HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9

Classes/Levels

| Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

About Urram

Urram
Male Automaton Investigator 2
N Medium Construct (Automaton)

Senses: Perception +8 (+6 prof, +2 Wis), low-light vision.

DEFENSE
AC 19 (+4 prof, +1 Dex, +4 item)
HP 24/24 (8 + 2[8])

Fort +4 (+4 prof, +0 Con)
Ref +7 (+6 prof, +1 Dex)
Will +8 (+6 prof, +2 Wis)

Spd 25ft
Space 5 ft.; Reach 5 ft.

ATTACK
Spiked Chain +8, d8+3. S. [Disarm, Finesse, Trip]

Battle Medicine/Treat Wounds: +8, 2d8+2(+10+5 if DC20)
1/10 mins (TW), 1/hr (BM).

MAGIC
Cantrip: Read Aura.

STATISTICS
Str 16 (+3) [+2 ancestry, +2 background, +2 base]
Dex 12 (+1) [+2 base]
Con 10 (+0)
Int 16 (+3) [+2 ancestry, +2 base, +2 class]
Wis 14 (+2) [+2 background, +2 base]
Cha 10 (+0)

SKILLS
Arcana +7 (+4 prof, +3 int)
Athletics +7 (+4 prof, +3 str)
Craft +7 (+4 prof, +3 int)
Intimidation +4 (+4 prof, +0 cha)
Lore: Alkenstar +7 (+4 prof, +3 int)
Lore: Brigh +7 (+4 prof, +3 int)
Lore: Engineering +9 (+6 prof, +3 int)
Medicine +8 (+6 prof, +2 wis)
Occultism +7 (+4 prof, +3 int)
Society +7 (+4 prof, +3 int)
Stealth +5 (+4 prof, +1 dex)

LANGUAGES
Common, Utopian, Dwarven, Gnoll, Kellish.

EQUIPMENT
Spiked Chain (3gp)
Artisans’s Tools (4gp)
Healer’s Tools (5gp)
Thieve’s Tools (3gp)

0 gp

FEATS

Ancestry Feats:
Reinforced Chassis [Ancestry 1]: Your body is designed to be particularly resilient. Your chassis is medium armor in the plate armor group that grants a +4 item bonus to AC, a Dex cap of +1, a check penalty of –2, a speed penalty of –5 feet, and a Strength value of 16. You can never wear other armor or remove your chassis; however, you still don't become fatigued from sleeping. Finally, you can etch armor runes onto your chassis as normal.

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Class Feats:
Trap Sense [Class 1]: You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.
You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.
Medic Dedication [FA2]: You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per day, you can use Battle Medicine on a creature that's temporarily immune. If you're a master in Medicine, you can do so once per hour.
Shared Stratagem [Invesitgator 2]: The plans you make include your allies as well as yourself. When you hit a creature with an attack on which you substituted your attack roll due to Devising a Stratagem, designate one ally. The creature you hit is flat-footed to that ally on the next attack the designated ally makes against that creature before the start of your next turn.

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Skill Feats:
Quick Identification [Background]: You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you’re a master, it takes a 3-action activity, and if you’re legendary, it takes 1 action.
Forensic Acumen [Methodology]: You understand the principles of forensic medicine, making you better at examining a body to determine the cause of death or injury. You can perform a forensic examination on a body, as described under Recall Knowledge in the Medicine skill, in half the normal amount of time it would take (to a minimum of 5 minutes). If you succeed at your check, you can attempt an immediate check to Recall Knowledge to follow up on something you found, with a +2 circumstance bonus. This check is usually related to the cause of injury or death, such as a Crafting check to identify a poison or weapon that was used or an additional Medicine check to identify a specific disease. If you prefer, you can instead attempt to Recall Knowledge about the type of creature whose body you were examining, using the appropriate skill and gaining the same circumstance bonus.
The circumstance bonus increases to +3 if you have master proficiency in Medicine and +4 if you have legendary proficiency.
Battle Medicine {A} [Methodology]: You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
Continual Recovery [Skill 2]: You zealously monitor a patient’s progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.

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General Feats:

Heritage: Mage Automaton: The chamber housing your core has a more direct connection to the rest of your humanoid shape, allowing you to tap into your core's magical energy. You gain one cantrip from the arcane spell list (Read Aura). You can cast this spell as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
Background: Banished from Brigh’s Temple: Pushed out from the temple and without resources of friends able (or willing) to support you times have rarely been harder, but at least one thing’s for certain: Ambrost Mugland will pay for what he did.
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
You’re trained in the Arcana skill and the Brigh Lore skill. You gain the Quick Identification skill feat.

CLASS FEATURES
Class Features
Pursue a Lead {Once ever ten minutes}: [Concentrate, Exploration, Investigator] You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don't need to know the identity, purpose, or nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject.
Whenever you attempt a Perception or skill check to investigate a designated subject, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma.
You can maintain two active investigations at a time. If you Pursue another Lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you've given up pursuit of a subject, you can't Pursue that Lead again until after the next time you make your daily preparations.
Clue In {R, once every ten minutes}: Trigger: Another creature attempts a check to investigate a lead you're pursuing.
You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally.
Devise a Stratagem {A, once per round}: You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.
When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap.
If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action.
Methodology – Forensic Medicine: You've learned that in most cases, especially murders, criminals tend to leave more evidence of the crime on the body than they'd like to believe. Information from bruising, bone fractures, blood spatters, and even the life cycle of carrion insects can provide valuable clues that help reconstruct the scene.
You're trained in Medicine and gain the Forensic Acumen and Battle Medicine skill feats. When you use Battle Medicine, on a success the target recovers additional Hit Points equal to your level, and the target becomes temporarily immune for only 1 hour, not 1 day.
Strategic Strike: When you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier on your attack roll due to Devising a Stratagem, you deal an additional 1d6 precision damage.
As your investigator level increases, so too does the deadliness of your strategic strike. Increase the number of dice by one at 5th, 9th, 13th, and 17th levels.
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Background
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Urram was once an elite soldier in the Jitskai Imperium, one who volunteered his soul for the empire’s last experimental weapons programme. Finished mere weeks before the Imperium finally crumbled he was never able to use his newly enhanced form for its original purpose and became a wanderer, roaming the lands of Garund for undying centuries.

Like most of his kin he would have gone mad, or deliberately loosened his soul from its automaton core centuries ago if not for one person, the love of his life. Aliah Gallus.

Urram has never found out how, but about fifty years after his creation he felt a tug, deep within his soul, that led him to the Osirion capital of Sothis where he found Aliah once again, reborn in a new body. And so it has continued, Urram wandering the world until Aliah is reborn – in many different times and bodies but still the same person. Inevitably their happiness ends – illness, accident, even occasionally old age, but the joy of those lives lived together has always held Urram together, anchoring him in a way few of his fellow automatons have been fortunate enough to receive.

The pair came to Alkenstar in the first wave of settlers and Urram has rarely left since. Something within him told him that this was the place for him to be, and Aliah’s two subsequent reincarnations both occurring in the city, cemented that feeling. Urram has long been a fixture in the Temple of Brigh in the city. Although not a priest himself his very nature makes him an object of interest and curiosity to those who follow the Whisper in Bronze and the church was a happy home for him and Thuyesha, Aliah’s most recent incarnation, until Ambrost Mugland came calling.

At first the powerful merchant was charming and persuasive, attempting to buy Urram’s knowledge and services. When that didn’t work he turned to threats. Urram remained impervious to both, but then Thuyesha suddenly disappeared on a routine caravan into the wastes and Urram found himself banished from the temple for unexplained reasons. There is only one possible cause, and therefore one possible course of action. Dust off the old skills and hunt once more. Ambrost Mugland must pay.