![]()
About Uwe von RothUwe von Roth:
------------------- Male Aasimar [Garuda Blooded] Steel Hound Investigator 4 N Medium Outsider (Native) Init +6 ; Senses Perception +8
Defense:
-------------------- AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp: 35 (3d8+8+4) Fort +3, Ref +8, Will +5 Defensive Abilities:
--------------------
Offense:
-------------------- Speed: 30 Ft Melee: Rapier +7 (d6+1 ;18+ x2) or Spiked Gauntlet +6 (d4+1; x2) Ranged: Pistol +7 (d8 ; x4; 20 ft) or Pistol +5 / 5 (d8 ; x4; 20 ft) Special Attacks: Spell Like Abilities (CL 3 ; Concentration +3)
Extracts (CL 3; Concentration +6)
Prepared Level 2 : [2] Barkskin x2 Formulae List 1: Comprehend Language, Cure Light Wounds, Endure Elements, Longshot, Shield, Tears to Wine, Touch of the Sea; 2: Barkskin
--------------------
Statistics:
-------------------- Str 12, Dex 19, Con 14, Int 16, Wis 12, Cha 8 Base Atk +3 ; CMB +4; CMD 18
Racial Abilities::
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Skilled: +2 Acrobatics, Fly Spell Like Ability: Cast See Invisibility 1/day Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Class Abilities::
Weapon and Armor Proficiency: Steel hounds are proficient with simple weapons, plus the rapier, the sap, and one type of firearm selected at 1st level. They are proficient in light armor, but not shields. This replaces the investigator’s weapon and armor proficiencies. Alchemy: Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.
Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level. An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier.
Inspiration 5/day: An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action. Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps. Packing Heat: At 2nd level, the steel hound gains both the Amateur Gunslinger and Gunsmithing feats as bonus feats. He also gains a battered gun identical to the one gained by the gunslinger.
Poison Resistance +2 : At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison. Investigator Talent: At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.
A complete listing of investigator talents can be found here: Investigator Talents The steel hound can select the Extra Grit or Rapid Reload feats in place of an investigator talent. Rapid Reload: See Feats Keen Recollection: At 3rd level, an investigator can attempt all Knowledge skill checks untrained Trap Sense +1: At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level). Studied Combat: With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability. Studied Strike +1d6: At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage. The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment. Shot in the Dark: At 4th level, a steel hound gains the following deed. This deed works and interacts with grit the same way as gunslinger deeds, but only the steel hound can use it. If the steel hound also has levels in gunslinger, he can spend grit points from that class to use this deed. Blind Shot (Su) A steel hound can spend 1 grit point to ignore all miss chances due to concealment when making firearm attacks. This effect lasts until the end of his turn. This ability allows the steel hound to ignore concealment, but does not reveal or allow him to see the enemy. This ability replaces swift alchemy.
Traits::
Against the Technic League: You gain a +2 trait bonus on all damage rolls made against targets you know are associated with the Technic League. Reactive: You gain a +2 trait bonus on initiative checks.
Feats::
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level) Rapid Shot : When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot. Amatuer Gunslinger: You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature.
You can regain grit using the rules for the gunslinger’s grit class feature. You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items. Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action. Gunsmithing: If you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms. Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day). Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day). Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat. Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type. Rapid Reload: The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity.
Skills::
Acrobatics +10 [4], Craft (Alchemy) +12 [4], Disable Device +10 [4], Knowledge: Arcana +7 [1], Knowledge: Dungeoneering +7 [1], Knowledge: Engineering +9 [4], Knowledge: Geography +7 [1], Knowledge: History +7 [1], Knowledge: Nature +7 [1], Knowledge: Planes +7 [1], Knowledge: Religion +7 [1], Linguistics +9 [4], Perception +7 [4], Sense Motive +5 [1], Spellcraft +7 [4] Languages::
Common, Celestial, Draconic, Sylvan, Dwarven, Androffan, Varisian, Necril Combat Gear::
Rapier (20 gp, 2 lb), Spiked Gauntlet (5 gp,1 lb), Starter Pistol ( 0 gp, 4 lbs), 98 Alchemical Cartridges (120 gp, 10 lbs- 84 shots in bag), Chain shirt (100 gp, 25 lb) Gold: 2000 Silver: Copper: --------------------
Total Weight 79 lbs lbs light 43 or less/ 44 -86 medium / 87-130 heavy
—-------------------------------------------------------------------- Background:
Uwe’s dad was a smith working with the strange technology found around Torch. One day a scavenger brought him a strange piece which he purchased to work on. After spending several days experimenting with the piece, Uwe came to visit him and see how he was doing. While he was there some members of the Technic League came and tried to take the items away. Uwe’s dad refused to part with it as he was fascinated by what it might do. The men were deeply unhappy, but with Uwe and several other smith’s around they opted to depart rather than make a scene. That night Uwe’s dad was attacked on his way home and killed in a “mugging”. The strange device was missing. There were no witnesses, but Uwe is sure that the Technic League was behind the theft. He began investigating the league and looking for a way to break their power over Torch. |