HP 38/38 w Toughness, AC 19 w Hide Armor (21 with Low-Grade Cold Iron Shield raised), Fortitude** +8, Reflex* +6, Will** +7, Perception* +5 (low-light vision), Stealth* +6 |
Classes/Levels
Speed 25 ft. | Focus Points 0 | Exploration Activity Defend | Active Conditions --- | ◆◇↺
Gender
[S06-08] Male Kallijae Half-Elf Human Weapon Inventor 3 | Junker |
Chronicles & Boons Level 1 1 BB Menace Under Otari Upper Dungeon Level
2 Boon - Deckhand (Background)
3 BB Menace Under Otari Lowe Dungeon Level
4 Boon: Wayfinder
5 B15 Treasure Off the Coast (GM)
6 B08 The Tireless Path
7 B06 The Road from Otari
8 B05 Witch's Winter Holiday (GM)
Level 2 9 S01-15 The Blooming Catastrophe
10 Boon: Finadar Leshy
11 S05-12 Mischief in the Maze
12 Boon: Protective Mentor (Radiant Oath)
13 S99-02 United in Purpose (GM)
Level 3 14 Q05 The Dragon Who Stole Evoking Day
15 Bequeathal Boon (Uncommon Option): Dwarven Daisy bequeathed to 2020
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BOTTING INSTRUCTIONS:
DAILY PREPARATIONS
Current HP: 38/38
Current AC: 19
Current Condition(s): ---
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◆ Expert Overdrive (inventor, manipulate)
> [dice=DC 18 (Level 3) Crafting to Expert Overdrive]1d20+11[/dice]
Critical Success: Strikes deal 5 additional damage for 1 minute
Success: Strikes deal 3 additional damage for 1 minute
Failure: Strikes deal 1 additional fire damage for 1 minute
Critical Failure: Vamir takes 2 electricity damage (level 3) and can’t Overdrive again for [dice]1d4[/dice] rounds.
◆ Strike
> [dice=+1 Low-Grade Cold Iron Longsword (versatile P, magical) Attack w Dynamic Weighting (two-hand d10, versatile B), Overdrive]1d20+9[/dice]
>[ooc]Success Expert Overdrive: [dice=Damage]1d8+3+3[/dice] B/P/S damage, plus weakness to cold iron, +1 circumstance bonus to damage vs demons (or +2 from its sin vulnerability)
>Crit Success Expert Overdrive: [dice=Damage]1d8+3+5[/dice] B/P/S damage, plus weakness to cold iron, +1 circumstance bonus to damage vs demons (or +2 from its sin vulnerability)
>Fail Expert Overdrive: [dice=Damage]1d8+3[/dice] B/P/S damage, plus 1 fire damage, plus weakness to cold iron, +1 circumstance bonus to damage vs demons (or +2 from its sin vulnerability)
◆◆ Explode (fire, inventor, manipulate, unstable) – DC 19 Reflex save vs [dice]3d6[/dice] electricity damage to all creatures in 5-ft emanation
> [dice=DC 15 Flat Check vs Unstable]1d20[/dice]
Failure: Vamir can’t use weapon for further unstable actions
Critical Failure: Vamir can’t use weapon for further unstable actions and he takes 1 electricity damage (w Variable Core))
◆ Raise a Low-Grade Cold Iron Shield (+2 circumstance bonus to AC)
↺ Shield Block (Hardness 5, HP(BT) 20(10))
◆ Explosive Leap (fire, inventor, move, unstable) – jump 30 ft in any direction w weapon innovation
Failure: Vamir can’t use weapon for further unstable actions
Critical Failure: Vamir can’t use weapon for further unstable actions and he takes 1 electricity damage (w Variable Core))
CHARACTER INFORMATION Name Vamir Zylven
Gender Male Ancestry Kallijae Half-Elf Human Background Junker
Class Weapon Inventor Level 3
Size Medium Speed 25 ft. Home Region Mwangi Expanse Nation Haven Island Languages Common, Mwangi, Elven, Goblin, Orcish, Sylvan, Undercommon
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STATS & SKILLS STR +3, DEX +1, CON +1, INT +4, WIS +0, CHA +0
HP 38/38 w Toughness, AC 19 w Hide Armor (21 with Low-Grade Cold Iron Shield raised), Fortitude** +8, Reflex* +6, Will** +7, Perception* +5 (low-light vision)
Acrobatics** +8
Arcana* +9
Athletics* +8 – Hefty Hauler
Crafting** +11 - Inventor
Deception +0
Diplomacy +0
Intimidation +0
(Legacy) Lore: Scouting* +9
Lore: Forest* +9
Medicine +0
Nature* +5
Occultism* +9
Performance +0
Religion +0
Society* +9
Stealth* +6 – Terrain Stalker > Underbrush
Survival +0
Thievery* +6
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OFFENSE & DEFENSE Melee ◆ +1 Low-Grade Cold Iron Longsword (versatile P, magical, two-Hand d10 fr Dynamic Weighting, versatile B fr Dynamic Weighting) +8 Damage 1d8+3 S/P/B Initial Modification Dynamic Weighting (one-handed melee weapon only; can't have the agile, attached, or free-hand Trait) - Your weapon's modified weight distribution can increase power in exchange for taking more hands to wield. Your innovation gains the two-hand trait, with a damage die one size higher than the weapon's normal weapon damage die size (for instance, a longsword would gain the two-hand d10 trait). Your innovation also gains the versatile B trait. Melee ◆ Warhammer (shove) +7 Damage 1d8+3 B
Melee ◆ Fist (Agile, Finesse, Nonlethal, Unarmed) +7 Damage 1d4+3
Melee ◆ Chakram (Thrown) +5 Damage 1d8+3 S
Melee ◆ Shield Bash (Maneuver for Shield) +7 Damage 1d4+3 B
Armor Hide Armor AC Bonus +3 Traits ---
Shield Low-Grade Cold Iron Shield AC Bonus +2 (raised) Hardness 5 HP(BT) 20/10
Feat ↺ Shield Block
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SPELLS & FEATS Class DC 19
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GEARS & ITEMS Invested Items (1/10): Wayfinder Worn Items+1 Low-Grade Cold Iron Longsword, Warhammer, Chakram, Hide Armor, Cold Iron Shield (Low-Grade), Climbing Kit, Repair Kit, Backpack
Stowed Items (in Backpack) Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap
Current Bulk 7.1 (Encumbered 10.0, Maximum 15.0)
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FEATS Level 1 Skill Feat (from background) Hefty Hauler – Prerequisites trained in Athletics. You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2. Class Feat Variable Core (inventor, modification) – You adjust your innovation's core, changing the way it explodes. When you choose this feat, select acid, cold, or electricity. Your innovation's core runs on that power source. When using the Explode action, or any time your innovation explodes on a critical failure and damages you, change the damage type from fire damage to the type you chose. If you have the offensive boost class feature and retrain Variable Core to a different damage type, you can also switch to a different offensive boost that deals the same damage type if you wish. > Electricity Damage Type
Ancestry Feat Demonbane Warrior – You gain a +1 circumstance bonus to damage with weapons and unarmed attacks against demons. If your attack would deal more than one weapon die of damage (as is common at higher levels than 1st), the bonus is equal to the number of weapon dice or unarmed attack dice. If your actions force a demon to take damage from its sin vulnerability, increase that damage by 2. Class Feature Innovation – While you're always creating inventions, there's one that represents your preeminent work, the one that you hope—with refinement—might change the world. Choose one innovation. Your innovation's level is equal to your level. If your innovation is destroyed, you can spend 1 day of downtime and attempt a Crafting check with a high DC for your level; on a success, you rebuild it. An innovation only works due to your constant maintenance and tinkering, and therefore has no market Price. Class Feature Weapon Innovation – Your innovation is a complex and impossible-looking weapon augmented by numerous mechanisms. It begins with the same statistics as a level 0 common simple or martial weapon of your choice, or another level 0 simple or martial weapon to which you have access. You can instead use the statistics of a level 0 advanced weapon of your choice; you treat this as a martial weapon for the purposes of proficiency but you do not gain an initial weapon modification. An innovation weapon can have fundamental and property runes added to it in the same way as an ordinary weapon. Because of the unique features of your innovation, everyone except you is untrained in it, even if they would normally be trained (or better) in simple or martial weapons. If you use the Overdrive action, you can choose to change the additional damage from Overdrive to fire damage. > Initial Weapon Modification: Dynamic Weighting (One-handed Melee Weapon Only; Can't Have the Agile, Attached, or Free-hand Trait): Your weapon is modified to be heavier and easier to manipulate or retrieve. Your innovation gains the two-hand trait, with a damage die one size higher than the weapon’s normal weapon damage die size (for instance, a longsword would gain the two-hand d10 trait). Your innovation also gains the versatile B trait. If it was a thrown weapon, it gains the tethered trait. Class Feature ◆◆ Explode (fire, inventor, manipulate, unstable) – You intentionally take your innovation beyond normal safety limits, making it explode and damage nearby creatures without damaging the innovation... hopefully. The explosion deals 2d6 fire damage with a basic Reflex save to all creatures in a 5-foot emanation around you (if you're wearing or holding the innovation) or around your innovation (if your innovation is a minion). At 3rd level, and every level thereafter, increase your explosion's damage by 1d6. If you have the breakthrough innovation class feature, you can choose either a 5-foot or 10-foot emanation for the area when you use Explode; if you have the revolutionary innovation class feature, you can choose a 5-foot, 10-foot, or 15-foot emanation. Class Feature ◆ Overdrive (inventor, manipulate) – Frequency once per round. Temporarily cranking the gizmos on your body into overdrive, you try to add greater power to your attacks. Attempt a Crafting check that has a standard DC for your level. Critical Success Your gizmos go into a state of incredible efficiency called critical overdrive, adding great power to your attacks. Your Strikes deal additional damage equal to your Intelligence modifier for 1 minute. After the Overdrive ends, your gizmos become unusable as they cool down or reset, and you can't use Overdrive for 1 minute. Success Your gizmos go into overdrive, adding power to your attacks. As critical success, except the additional damage is equal to half your Intelligence modifier. Failure Your gizmos whine concerningly and begin to smoke. Your Strikes deal 1 additional fire damage. Critical Failure Whoops! Something explodes. You take fire damage equal to half your level (rounded up), and you can’t use Overdrive again for 1d4 rounds as your gizmos reset. Special When under the effects of Overdrive, you can still use the Overdrive action. You can't extend your Overdrive's duration this way, but you can turn an overdrive into a critical overdrive if you critically succeed. A failure has no effect on your current Overdrive, and you end your Overdrive on a critical failure. Class Feature Peerless Inventor – You are constantly inventing, and your skill at crafting is unimpeachable. You gain the Inventor skill feat, even if you don't meet its prerequisites. > Inventor (downtime, general, skill) – Prerequisites expert in Crafting You are a genius at Crafting, easily able to determine how things are made and create new inventions. You can spend downtime to invent a common formula that you don’t know. This works just like the Craft activity: you spend half the Price of the formula up front, attempt a Crafting check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price. The difference is that you spend the additional time in research, design, and development, rather than in creating an item. Once it’s complete, you add the new formula you invented to your formula book. The GM might allow you to invent uncommon or rare formulas, typically with an increased DC. You need the Alchemical Crafting feat to invent alchemical formulas and the Magical Crafting feat to invent magical formulas. Class Feature ↺ Shield Block (general) – Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an 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.
Level 2 Class Feat ◆ Explosive Leap (fire, inventor, move, unstable) – You aim an explosion from your innovation downward to launch yourself into the air. You jump up to 30 feet in any direction without touching the ground. You must land on a space of solid ground, or else you fall after using your next action. As normal for effects where you fall after using your next action, you still fall at the end of your turn, even if you don't use any further actions that turn. Special If your innovation is a minion, it can take this action rather than you. Skill Feat Terrain Stalker (general, skill) – Prerequisites trained in Stealth. Select one type of difficult terrain from the following list: rubble, snow, or underbrush. While undetected by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move no more than 5 feet and do not pass within 10 feet of an enemy during your movement. During exploration, this also allows you to automatically approach within 15 feet of other creatures while Avoiding their Notice, as long as they aren’t actively Searching or on guard. Special You can select this feat multiple times. Each time, choose a different type of terrain.. > Underbrush
Level 3 General Feat Toughness (general) – Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1. Class Feature Reconfigure – You've become an expert in all crafts and are always adjusting your inventions. You can attempt to change the modifications on your innovation by spending 1 day of downtime tinkering with it and attempting a Crafting check, with a high DC for your level. On a success, you can change one modification you've chosen for your innovation to a different modification of the same kind (initial, breakthrough, or revolutionary). If you have any modification feats, on a successful check you can choose to instead retrain a modification feat to a different modification feat. The new feat has to meet the standard restrictions for retraining. Class Feature Expert Overdrive – You've increased your skill in crafting, and you can put your devices into a more powerful state of overdrive. You become an expert in Crafting, and on a successful use of Overdrive, you increase the additional damage by 1.
Level 4 Class Feat Dual-Form Weapon > Second Configuration: Bec de corbin (reach, razing, shove, versatile B) 1d8 P with Razor Prongs (tearing, trip, versatile S) modification.
Skill Feat Cat Fall