![]()
About Zophar Absolom BeckerZophar Absolom Becker
Race:
Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution. Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size. Type: Elves are Humanoids with the elf subtype. Base Speed: Elves have a base speed of 30 feet. Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages. Keen Senses: Elves receive a +2 racial bonus on Perception checks. Long-Limbed: Elves with this racial trait have a base move speed of 35 feet. This racial trait replaces weapon familiarity.Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. Lightbringer: Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits. Class:
Combat Training A technician may combine combat spheres and talents to create powerful martial techniques. Technicians are considered Adept combatants and use Intelligence as their practitioner modifier. Gadgets (Ex) Technicians are experts at building things, be they improvised tools or unique mechanical marvels. These items, called gadgets, are built out of components the technician has prepared in his spare time out of commonly-found items; so long as the technician has access to a trap bag, he is assumed to have access to all the parts he needs to build his gadgets, and to have already prepared components beforehand to quickly create whatever gadget he needs. Creating and activating a gadget is a standard action, but may be reduced to a move action by expending martial focus. A technician can create a total number of gadgets in a day equal to 1/2 his technician level + his Intelligence modifier (minimum: 1). If a gadget calls for a saving throw, that saving throw’s DC is equal to 10 + 1/2 his technician level + his Intelligence modifier. A gadget must be used the round it is created, or fall apart back into its component parts, which does not expend the gadget.
Trap Specialist At 1st level, the technician gains the Trap sphere as a bonus sphere. If he already possesses this sphere, he instead gains one talent from that sphere. Trapfinding A technician adds 1/2 his level on Perception checks to locate traps and on all Disable Device checks (minimum +1). A technician can use Disable Device to disarm magic traps. Inventions Every technician knows how to create custom items, called inventions. Inventions could be anything from a simple improved crossbow, to a powerful and complex machine that to the uneducated appears to be magic. Inventions are finicky, improvised things that require constant tinkering and fixing, and there is a limit to how many a technician can maintain at any one time. A technician can have and maintain a maximum of 1 invention at 1st level, plus an additional invention at 3rd level and every 4 levels thereafter. If the technician has already reached this limit and wishes to create a new invention, he must select one of his existing inventions to dismantle. Whenever an invention includes an ability that calls for a saving throw, the DC equals 10 + 1/2 the technician’s class level + the technician’s Intelligence modifier. Some inventions have prerequisites, which must be met before the invention can be created. These prerequisites might be items, a cost in gp for specialty parts, or feats and skill ranks the technician must possess. A technician may create any invention which he meets the necessary prerequisites to create. Creating an invention takes 8 hours of work. The work need not be consecutive, and the technician can do this work while out adventuring, but in that situation he can only devote 4 hours each day to item creation, and only nets 2 hours’ worth of work due to being in a distracting environment. Once the invention has been created, altering its improvements requires only 1 hour of work. Technical Insight At 2nd level and every 2 levels thereafter, the technician gains additional insights that expand his knowledge and capacity. He may choose one of the technical insights below. Unless otherwise noted, a technical insight may only be selected once. Technically Minded At 2nd level, a technician gains a bonus to all Knowledge (engineering) checks equal to 1/2 his technician level, and takes half the usual time when using the Craft skill to repair an object. Whenever the technician uses the Disable Device skill, he reduces the required time by 1 step (2d4 rounds, 1d4 rounds, 1 round, a standard action, a move action, a swift action). Danger Sense (Ex) At 3rd level, a technician gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, he gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 technician levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite. The bonuses gained from this ability stack with those gained from trap sense (from another class). Trap Insight (Ex) At 3rd level the technician gains Heightened Awareness from the Scout sphere, whether or not he possess that sphere. If he already possess that talent, he may instead gain any one martial talent for which he qualifies. Trapmaster (Ex) At 7th level, all uses of the Disable Device skill have their required time decreased by 2 steps instead of 1. When a technician disarms a trap through the Disable Device skill and beats the trap’s DC by 10 or more, in addition to being able to pass by the trap without activating it, he gains one of the following benefits as well:
Martial Talents:
Martial Tradition Mechanic - Equipment Sphere: Firearm Training, Expert Reloading - Trap Sphere - Barrage Sphere 1 (Feat): Brute Sphere 1 (Technician): Trap Sphere - Flash Trap 2: Barrage Sphere - Augmented Grip 3: Equipent Sphere - Mechanical Savant 3 (Feat): Barrage Sphere - Arrow Split 3 (Technician): Scout Sphere - Heightened Awareness 4: Brute Sphere - Follow Through 6: Brute Sphere - Hostile Movement 7: Barrage Sphere - Mobile Focus 7 (Feat): Brute Sphere - Hammer 8: Brute Sphere - Drop --------------------------------------------
Barrage
Augmented Grip: You have mastered how to hold multiple pieces of ammunition in one hand for faster reloading and more accurate barrages. You may reduce your attack penalty by 1 when using the barrage ability. At +10 base attack bonus, you further reduce the penalty when using the barrage ability by 1. In addition, so long as you have martial focus, you do not provoke an attack of opportunity for reloading a ranged weapon.
Brute Sphere:
Shove
Follow-Through: Whenever you hit a target with an attack action, you may make a bull rush or reposition maneuver against the target as a free action that does not provoke an attack of opportunity. You may use your weapon to perform this maneuver, meaning your weapon’s enhancement bonus, as well as spells that increase attack bonuses or feats such as Weapon Focus, apply to the maneuver.
Equipment Sphere:
Expert Reloading: Whenever you reload a ranged weapon with which you are proficient, you may decrease the required time; hand and light crossbows become free actions, heavy crossbows and one-handed firearms become move actions, and two-handed firearms become standard actions. If you possess the Crossbow Mastery feat, you do not provoke attacks of opportunity when reloading any crossbow. Associated Feat: Rapid Reload.
Scout Sphere:
Trap Sphere:
Darts
Snares
Flash Trap: When used as a dart, the target must make a Reflex save or suffer a 20% miss chance on all attack rolls for 1 round and dazzled for a number of rounds equal to your ranks in Craft (traps). At 10 ranks in Craft (traps), it may inflict the blinded condition rather than a miss chance. When used as a snare, all creatures within 5 ft. of a corner of the triggering square of your choice must make a Reflex save or be blinded for 1 round and dazzled for a number of rounds equal to your ranks in Craft (traps). For every 5 ranks in Craft (traps) you possess, the area of this snare increases by 5 ft. If you possess 10 or more ranks in Craft (traps), the duration of the blinded condition also increases by 1 round.
Traits and Feats:
Trait 1: Mastered Talent (Combat): You have focused on a single combat talent, gaining greater proficiency with it. Select 1 combat talent; you treat your base attack bonus as 1 higher for the purposes of its effects. At 5th level and every 4 levels afterwards, the chosen talent’s base attack bonus is treated as an additional 1 higher, although the talent’s effective base attack bonus cannot be higher than your character level. Mechanical Savant Trait 2: Mathematical Prodigy (Magic): Mathematics has always come easily for you, and you have always been able to “see the math” in the physical and magical world. You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you. Theme: The Man with Two Guns is God: You can draw and attack with firearms as if you had the Quick Draw and Two-Weapon Fighting feats. If you attack with a firearm in the same turn you draw it, the attack doesn’t provoke attacks of opportunity. Feat 1: Extra Combat Talent: Gain an additional sphere or a talent from a combat sphere you possess. Feat 1 (Bonus): 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. Feat 3: Extra Combat Talent: Gain an additional sphere or a talent from a combat sphere you possess. Feat 5: Extra Technical Insight: Gain an additional technical insight for which you qualify. Feat 7: Extra Combat Talent: Gain an additional sphere or a talent from a combat sphere you possess. Technical Insights:
2: Steampower Insight: The technician unlocks special options for his inventions, as detailed under that section. He may also create the Grapple Gun and Steam Release gadgets (see gadgets). He may also give his independent inventions the steampowered subtype by adding the following properties (a construct or independent invention cannot possess more than one subtype): -- Refill: A steampowered construct can only function for 1 day per HD before needing to be refilled with water. A Medium construct must be refilled with 8 gallons of water. This is multiplied by 4 for each size category over Medium, or divided by 4 for every size category below Medium. -- Hydraulic Force: Steampowered constructs Gain a +2 bonus to Strength. This bonus increases by +2 for every size category above Medium they possess. -- Vulnerable to Cold: Steampowered constructs take 150% as much damage as normal from cold attacks, unless they are immune to cold via other special defenses. -- Difficult to Create: Increase the time and gp cost required to create a steampowered construct by 50% over normal for a construct. 4: Electrical Insight: The technician gains many new options for inventions, as detailed under that section. He may also create the Shocker and Taser gadgets (see gadgets). He may give his independent inventions the robot subtype by adding the following properties (a construct or independent invention cannot possess more than one subtype): -- Intelligent: Robots are intelligent, and thus have skills and feats as appropriate for their Hit Dice. Unless otherwise indicated for a specific robot, all robots have Intelligence scores of 10. The following are class skills for robots: Climb, Disable Device, Fly, Knowledge (all), Linguistics, Perception, and Sense Motive. independent inventions can be made Intelligent. Note: When piloting an independent invention with its own feats, the pilot may choose on any given round to use his own feats or the construct’s, but not both. -- Vulnerable to Critical Hits: Whenever a robot takes extra damage from a critical hit, it must make a DC 15 Fortitude save to avoid being stunned for 1 round. If it makes the saving throw, it is instead staggered for 1 round. -- Vulnerable to Electricity: Robots take 150% as much damage as normal from electricity attacks, unless they are immune to electricity via other special defenses. -- Difficult to Create: Increase the time and gp cost required to create a robot by 50% over normal for a construct. 5: Mechanical Insight: The technician unlocks special options for his inventions, as detailed under that section. In addition, he may add one of Land Mine, Remote, or Timed triggering mechanisms to his detonators, chosen whenever one is created. When using any of these triggering mechanisms, the detonator becomes inert if not detonated within 10 minutes per technician level, and may be recovered to reclaim the expended gadget (see gadgets). He may also give his independent inventions the clockwork subtype by adding the following properties (a construct or independent invention cannot possess more than one subtype): -- Winding: The construct must be wound with a special key in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per HD, but shorter or longer durations are possible. -- Vulnerable to Electricity: Clockwork constructs take 150% as much damage as is normal from electricity attacks. -- Swift Reactions: Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC. -- Difficult to Create: Increase the time and gp cost required to create a clockwork construct by 50% over normal. 6: Inventor's Insight: The technician may create one extra invention with no more than 1 improvement. Alternately, he may add 1 additional improvement to one of his other inventions. If he dismantles this invention, he may create a new invention with 1 improvement, or choose another invention to gain +1 improvement. This insight may be selected multiple times. The effects do not stack. Each time this insight is gained, the technician may create a new invention with only 1 improvement, or choose a different invention to gain a bonus improvement. 8: Chemical Insight: The technician unlocks special options for his inventions, as detailed under that section. Whenever he creates an independent invention, he may give it the alchemical subtype by adding the following properties (a construct or independent invention cannot possess more than one subtype): --Alchemy: All natural attacks made by the alchemical construct deal an additional 1d6 acid damage. --Broken Containers: Any strike on an alchemical construct with a melee weapon deals 1 point of acid damage to the attacker. This amount increases to 1d6 points of damage if the attack is a critical hit. Alchemical constructs are not immune to bleed damage, and if subject to a critical hit, they suffer 1d6 bleed damage in addition to other effects. It is possible to provide first aid to stop bleeding as if the construct were a living creature. --Vulnerable to Fire: Alchemical constructs take 150% as much damage as normal from fire attacks, unless they are immune to fire via other special defenses. -- Difficult to Create: Increase the time and gp cost required to create an alchemical construct by 50% over normal for a construct. In addition, whenever he creates an detonator, he may choose to grant it one of the following benefits. -- Powerful: The detonator’s explosion radius increases to 10 ft around the square it is in, rather than 5 ft. -- Foam: The detonator fills an area with a radius of 10 ft, +5 ft per five class levels with foam. Any invisible creatures in the area at the time of the explosion are revealed for 1 minute per class level, or until the creature spends a full-round action wiping it off. Any invisible creature who enters this area leaves footprints behind, revealing their location so long as they remain in the foam-covered area. The foam dissipates on its own after 1 minute per level. The technician may choose to have this detonator not deal damage. Instead, the foam makes all affected creatures entangled, and all creatures who are within the blast radius or who enter the area while the foam remains must pass a Reflex save or be stuck in place until the foam is removed. This foam may also be burned or cut with a slashing weapon, and each 5 ft. square possesses 5 hp per technician level. -- Flare: The detonator sheds bright light for 30 ft +5 ft per two class levels, and increasing the light level by one step to a maximum of normal for 30 ft +5 ft per two class levels beyond this for 1 minute per class level. The technician may choose to have this detonator not deal damage. Instead, all creatures within the area of bright light must pass a Fortitude save each round they are within this area or be blinded for 1 round. -- Incendiary: The detonator deals all fire damage instead of half fire/half piercing, and any flammable materials within its area of effect catch fire. Creatures who fail their Reflex save are also set on fire. -- Smoke: The detonator fills a 5 ft. radius + 5 ft per five levels with harmless smoke. The smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). The smoke remains for 1 minute per level. A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round. The technician may choose to have this detonator not deal damage. Instead, all creatures within the blast area or who enter the area must pass a Fortitude save or be sickened for 1d4+1 rounds. If a creature stays in this area for multiple rounds they must make an additional save each round or be sickened. If a target is already sickened and enters the area or stays in the area for an additional round, they must pass a Fortitude save or be nauseated for 1 round. Inventions:
Improved Firearm (Pistol): - Pressurised Shot: The firearm makes use of a system of steam pressure to fire bullets with additional power. As a move action, the wielder may built up pressure in the firearm. Beginning the next round, when they make an attack with the firearm they may release the pressure as a free action, increasing the shot’s damage. The shot deals an additional amount of damage equal to 1d6, +1d6 per two technician levels beyond 1st (3rd, 5th, etc.). This extra damage is not increased on a critical hit. The firearm may only have a single use of this pressure ready at any one time; the pressure must replenish after each attack to be used again. The pressure may be released as a move action without firing a shot. - Speed Lever: The time required to reload the firearm is reduced by one step (I.e., full-round action becomes a standard action, move action becomes a swift action). This improvement cannot reduce the reloading time below a free action. Improved Suit (Chain Shirt): - Aided Flight: The suit comes equipped with a system of grappling hooks and winches. Using a grapple gun gadget while wearing the suit consumes 1 less gadget than normal. Note: If the technician possesses mechanical insight as well as steampower insight, this improvement may be gained an additional time. Doing so allows the wearer to use the grapple guns supplied by the backpack as a move action instead of a standard action. This also causes movement made via the improved backpack’s grapple guns to count as both flying and leaping for the purpose of the Athletics sphere. - Augmented Reflexes: The suit is outfitted with low-level electric equipment that improves the wearer’s reaction time. The wearer gains a +2 enhancement bonus to Dexterity. This bonus increases by +1 at 5th level and every four levels thereafter. Independent Invention: - Large Clockwork Construct - Str 25, Dex 8, Con -, Int -, Wis -, Cha - - HP 78 (8d10+30), Hardness 10 - AC 20, Touch 10, [b]FF 18 (10 + 2 armour + 8 natural + -1 size + -1 Dex + 2 dodge) - Fort +2 (2 class), Ref +3 (2 class + -1 Dex + 2 feat), Will +2 (2 class) - Speed 30 ft. - Base Form Mechanical Arm: The invention possesses a large mechanical arm, which may be used to lift and manipulate objects. While this arm is not fine enough to perform delicate tasks such as handle weapons, shields, or Dexterity-based skill checks, it does provide the invention with 1 slam attack. These slam attacks deal damage according to the invention’s size: Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 3d6, Colossal 4d6. When calculating the invention’s to-hit bonus, add its size modifier and Strength modifier to the piloting creature’s base attack bonus. The pilot may apply feats and martial talents to attacks made with this mechanical arm as if it were a melee weapon the pilot is wielding. - Clockwork --- Winding: The construct must be wound with a special key in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per HD, but shorter or longer durations are possible. --- Vulnerable to Electricity: Clockwork constructs take 150% as much damage as is normal from electricity attacks. --- Swift Reactions: Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC. --- Difficult to Create: Increase the time and gp cost required to create a clockwork construct by 50% over normal. - Improvements --- Suit (Requires Mechanical Insight): The invention is designed to sit one creature (the pilot) who controls the invention’s movements from the inside. The pilot must be the same size or smaller than the invention. It takes a full-round action to get into or out of the pilot’s seat. Once inside, the pilot can control the vehicle’s movements and actions as if he himself were the invention (moving the invention as a move action, attacking with a weapon it possesses as a standard action, etc.). If the invention possesses an appropriate weapon, the pilot may even make attacks of opportunity. The pilot may still perform actions not related to the invention (for example, throwing a detonator or other gadget), but doing so means the pilot cannot use that same action to control the invention. While in the pilot seat, the pilot and the independent invention are essentially a single creature, using the independent invention’s physical stats and the pilot’s mental stats. The pilot cannot be targeted by weapons or by magic that behaves like a weapon (for example, effects that require an attack roll or allow a Reflex save) until the independent invention is reduced to 0 hp, but otherwise is still susceptible to magical effects. A creature who successfully grapples the independent invention or climbs onto it using Scale Foe from the Athletics sphere may attack the pilot directly, or even move the pilot instead of the independent invention after a qualifying grapple check, removing the pilot from their seat. --- Metal Parts: The invention is built of steel. It has a hardness of 10 instead of 5, and gains a +2 bonus to its natural armor. An invention may gain this improvement a total of three times; if gained twice, the invention is built of mithril, gaining a hardness of 15 and a +4 bonus to its natural armor. If gained three times, the invention is built of adamantine, with a hardness of 20 and a +6 bonus to natural AC. The invention is twice as expensive to build. If taken twice is costs 5x as much. If taken three times, it costs 10x as much. --- Mechanised Strength (Requires Steampowder Insight): The invention is outfitted with gears, pistons, and pressure gauges to improve its strength. The invention gains a +2 enhancement bonus to Strength. This bonus increases by +1 at 5th level and every four levels thereafter. Skills:
Skills (48 class + 42 Int + 3 FCB = 93 ranks) Acrobatics: +12 (8 rank + 4 Dex); Suit: +7 (8 rank + -1 Dex) *Appraise: +10 (1 rank + 6 Int + 3 class) *Bluff: +5 (2 rank + 0 Cha + 3 class) *Climb: +3 (1 rank + -1 Str + 3 class); Suit: +11 (1 rank + 7 Str + 3 class) *Craft (Any): +8 (6 Int + 2 enhancement) *Craft (Alchemy): +11 (2 rank + 6 Int + 3 class) (+2 enhancement) *Craft (Firearms): +11 (2 rank + 6 Int + 3 class) (+2 enhancement) *Craft (Mechanical): +11 (2 rank + 6 Int + 3 class) (+2 enhancement) *Craft (Traps): +19 (8 [Trap Sphere] ranks + 6 Int + 3 class + 2 enhancement) *Diplomacy: +11 (8 ranks + 0 Cha + 3 class) *Disable Device: +19 (8 ranks + 4 Dex + 3 class + 4 Trapfinding); Suit: +14 (8 rank + -1 Dex + 3 class + 4 Trapfinding) Disguise: +0 (0 Cha) Escape Artist: +4 (4 Dex); Suit: -1 (-1 Dex) Fly: +4 (4 Dex); Suit: -1 (-1 Dex) Heal: +1 (1 Wis) Intimidate: +0 (0 Cha) *Knowledge (Arcana): +12 (1 rank + 6 Int + 3 class + 2 trait) *Knowledge (Dungeoneering): +17 (8 ranks + 6 Int + 3 class) *Knowledge (Engineering): +15 (1 rank + 6 Int + 3 class + 4 Technician + 1 trait) *Knowledge (Geography): +10 (1 rank + 6 Int + 3 class) Knowledge (History): +7 (1 rank + 6 Int) *Knowledge (Local): +17 (8 rank + 6 Int + 3 class) Knowledge (Nobility): +7 (1 rank + 6 Int) Knowledge (Planes): +7 (1 rank + 6 Int) Knowledge (Religion): +7 (1 rank + 6 Int) *Linguistics: +10 (1 rank + 6 Int + 3 class) *Perception: +19 (8 ranks + 1 Wis + 3 class + 2 race + 5 enhancement) (+3 Trapfinding) Ride: +4 (4 Dex); Suit: -1 (-1 Dex) *Sense Motive: +12 (8 rank + 1 Wis + 3 class) *Slight of Hand: +15 (8 rank + 4 Dex + 3 class); Suit: +10 (8 rank + -1 Dex + 3 class) *Stealth: +15 (8 ranks + 4 Dex + 3 class); Suit: +6 (8 ranks + -1 Dex + 3 class - 4 size) Survival: +1 (1 Wis) *Swim: +3 (1 rank + -1 Str + 3 class); Suit: +11 (1 rank + 7 Str + 3 class) *Use Magic Device: +11 (8 [Headband of Vast Int] ranks + 0 Cha + 3 class) Equipment:
Weapons: - +1 Pistol (Improved) [2550gp] - Mwk Dragon Pistol [550gp] - Musket [375gp] - Dagger [2gp] Ammunition: - Bullets (360) [90gp] - Pellets (40) [10gp] - Firedust, Cask (4) [80gp] Armour: - +1 Mithral Chain Shirt (Improved) [2100gp] Gear: - Gunsmith's Kit [15gp] - Thieves' Ring [300gp] - Bedroll [1sp] - Blanket [5sp] - Canteen [2gp] - Chain (10') [30gp] - Compass [10gp] - Crowbar [10gp] - Manacles, Masterwork (3) [150gp] - Lock, Average (2) [80gp] - Lock, Good [80gp] - Rope, Silk (50') [10gp] Independent Invention: - Mechanised Suit [300gp] Magical Items: - Cloak of Resistance (+1) [1000gp] - Ring of Protection (+1) [2000gp] - Headband of Vast Intelligence (+2; UMD) [4000gp] - Endless Bandolier [1500gp] - Apprentice's Cheating Gloves [2200gp] - Handy Haversack [2000gp] - Traveller's Any-Tool [250gp] - Eyes of the Eagle [2500gp] Money: 313gp, 4sp Biography/Background:
Zophar is one of the few High Elves born after the catastrophe. As a male child, his birth was not of great import. His mother knew that the life he would lead in the savage struggle of Elfaivar would be a terrible one. So she organised with one of her few allies for the child to be sent far away, to Risur. Therefore, Zophar has no memory of his homeland, and in fact considers Risur to be his home. Raised in Risur by Braek, his mother's friend and ally, Zophar quickly took to the new mechanical arts that were rising in Risur. He has spent his life studying these arts, crafting his mechanical marvels. Recently however, he has felt something lacking. In looking for a greater meaning to his life, he looked to his adopted home, Risur. The nation could use his help, and he had a unique set of skills. He joined the RHC in hope of helping his nation to remain free of outside influence, and to avoid it from suffereing a fate at all like that of Elfaivar. While he will always try diplomacy first, Zophar is ready and willing to fight for his nation, donning his Mechanical Suit to better serve the needs of his nation. Appearance:
Zophar is a blond elf who dresses well and is quite well presented when in civilian clothes. However, he is most often clad in his Mechanical Suit. Increasing his height and width, the suit covers his legs, chest and left arm in impervious metal, protecting him and providing him with a strength and power he himself lacks. Holding his trusty pistol in his right hand, Zophar is a force to be reckoned with when riled. |