Damiel Morgethai

Zophar Absolom Becker's page

63 posts. Alias of Aipaca.


Full Name

Zophar Absolom Becker

Race

| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |

Alignment

NG

Deity

All/None

Location

Flint

Languages

Common, Elven, Primordial, Dwarven, Aklo, Infernal, Draconic

Occupation

RHC Constable

Strength 8
Dexterity 16
Constitution 12
Intelligence 20
Wisdom 12
Charisma 10

About Zophar Absolom Becker

Zophar Absolom Becker
Humanoid (Elf)
NG Elf Technician 8
Str 8, Dex 19 (16 + 3 enhancement), Con 12, Int 22 (20 + 2 enhancement), Wis 12, Cha 10
Init +4; Perception +18
Languages: Common, Elven, Primordial, Dwarven, Aklo, Infernal, Draconic
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Defense
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AC: 20, Touch: 15, Flat 16 (10 + 5 Armour + 4 Dex + 1 Deflection)
(In Suit) AC: 20, Touch: 10, Flat 18 (10 + 2 armour + 8 natural + -1 size + -1 Dex + 2 dodge); Hardness 10; Vulnerable to Electricity
HP: 57 (45 class + 8 Con + 4 FCB)
Suit HP: 78
Fort +4 (2 class + 1 Con + 1 Resistance), Ref +11 (6 class + 4 Dex + 1 Resistance), Will +8 (6 class + 1 Wis + 1 Resistance)
CMD: 20 (10 + 6 BAB + -1 Str + 4 Dex + 1 deflection)
CMD (In Suit): 23 (10 + 6 BAB + 7 Str + -1 Dex + 1 size)
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Offense
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Base Atk +6
CMB: +4 (6 BAB + -1 Str)
CMB (In Suit): +14 (6 BAB + 7 Str + 1 size)
Speed: 35 ft.
Speed (In Suit): 30 ft.
Melee: Unarmed Strike +5 (1d4-1; 20x2)
Melee (In Suit): Slam +13 (1d8+10; 20x2)
Ranged: Pistol +10 touch (1d8+4; 20x4)
Ranged: Pistol Barrage +9/+9 touch (1d8+4; 20x4)
Ranged: Dragon Pistol (20' scatter) +8 touch (1d6+3; 20x4)
Ranged: Musket +9 touch (1d12x4; 20x4)
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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.
- Improvised Tools: By expending one use of his gadgets, the technician can make any skill check that requires having tools and requires less than 1 hour to make as if he possessed the necessary tools. The technician does not suffer the usual penalties for using improvised tools. If the technician already possesses the necessary tools, the technician can expend a gadget to treat those tools as masterwork for one skill check. The technician can create improvised tools that function as masterwork tools for one skill check, but doing so expends 2 gadgets.
- Constructed Weapons: The technician can expend a gadget to allow an improvised weapon to function as a simple melee weapon of his choice for 1 minute.
- Detonator: The technician may create a gadget that explodes in 1 round, at the end of his turn. As part of the standard action used to create this detonator, he may throw the detonator (with a range increment of 10 ft.), place it, or hide it in a space within his natural reach. After one round (at the end of his turn), the detonator explodes, dealing 1d6 damage per technician level to everything within 5 ft. of the square in which the detonator sits, half fire damage and half bludgeoning/piercing/slashing damage. Targets within this area may make a Reflex save for half damage. A detonator counts as a trap from the Trap sphere for the purpose of determining its hardness, armor class, hit points, Disable Device DC, and its Perception DC if hidden, as well as for things such as the Opportunist or Trapper’s Recovery talents. A detonator cannot be placed in the same space as a trap, or another detonator. If a detonator is destroyed (including by another detonator), it does not explode. If two detonators explode at the exact same time, creatures in the overlapped area suffer diminished results from every detonator but 1, suffering instead 1d6, +1d6 per 5 technician levels for each overlapping detonator after the first.
--- Land Mine: A tripwire trigger causes the detonator to explode when a creature enters its square. This allows the detonator to count as a snare trap for the purpose of Trap sphere talents such as Remote Trigger and Trap Wielder.
--- Remote: A remote trigger allows the gadget to be placed as a standard action, then triggered as a swift action from anywhere within medium range. He may place multiple detonators and detonate them with the same swift action, but as mentioned under detonators, multiple blast radiuses do not stack.
--- Timed: A timed trigger causes the detonator to explode after a set amount of time. A timed trigger has a duration of 1 hour per technician level rather than 10 minutes per technician level.
--- 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.
- Hook and Pulley: The technician may create a gadget that allows him to manipulate objects from a distance. This gadget counts as a thrown weapon with a range increment of 20 ft. Make a ranged touch attack against an unattended object that he could hold in one hand. If successful, he may move that object to his hand as a free action. Targets whose natural reach includes the path that object must take (i.e., are within the line of effect) can make a Reflex save as an immediate action to attempt to grab the object as it flies by. Alternately, the technician may use this gadget to attempt a drag, trip, disarm, or steal combat maneuver at a distance. Performing a maneuver from a distance in this fashion does not provoke an attack of opportunity (except as normal when making a ranged attack), but requires the technician to succeed on a ranged touch attack against the target first before the maneuver may be attempted.
- Launcher: The technician can create a gadget to allow him to throw an object. The object can travel 10 ft. + 5 ft. per technician level before the technician begins adding range penalties or calculating its maximum range. This gadget can be used at the same time as another gadget to hurl that first gadget a greater distance. This expends a gadget for the launcher as well as for the hurled gadget. The technician cannot attach more than one launcher to a device or object.
- Grapple Gun: The technician may create a gadget that uses pressurized steam to fire a rope and grapple. This grapple gun has a range of close (25 ft. + 5 ft. per two levels). If used to attack a creature, make a ranged attack with the gadget. If successful, the grapple gun deals 1d6 piercing damage to the target. If the target is the same size or smaller than the technician, he may make a drag combat maneuver at range against the target as a free action without provoking an attack of opportunity, and gains a bonus on the check equal to his Intelligence modifier. The technician needn’t move with the target. The target cannot move further away than the length of the rope without first breaking it, or making a drag combat maneuver against the technician to pull him along. If the technician uses the grapple gun to successfully attack a target larger than himself, or if he targets a wall, floor, or ceiling, he moves to that spot, provoking attacks of opportunity as normal, except for the space in which he began his movement. If he ends his movement in the air such as dangling from a wall or ceiling, he may end his turn hanging in place, or may grab a ledge or even let go and fall to the ground. The technician cannot remain hanging in the air for more than 1 round, after which the grapple gives way and he falls. Dangling from the grapple gun counts as climbing a rope for all purposes. The technician may expend 2 uses of a gadget to increase the grapple gun’s range to medium (100 ft. + 10 ft. per technician level).
- Steam Release: The technician may create a gadget that releases a jet of steam. This deals 1d6 fire damage per 2 technician levels to all creatures within a 15 ft. cone (Reflex half). He may increase the cone’s size by 5 ft. per 5 technician levels he possesses. The steam obscures all sight, including darkvision, beyond 5 feet within its area of effect for 1 round. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Unlike most sources of fire damage, a steam release can function underwater but cannot ignite flammable substances.
- Shocker: The technician may attach a gadget to a target that fills them with low-grade electric shocks, debilitating them. Make a melee touch attack against a target. The technician may also throw the gadget as a ranged touch attack with a range increment of 10 ft. If successful, the target suffers 1d8 nonlethal damage per round for a number of rounds equal to the technician’s level. Each round the target suffers this damage, their muscles seize up causing them to be sickened and staggered. Either the affected target or another creature may remove this gadget as a standard action. The gadget cannot be used again after being removed.
- Taser: The technician may create a gadget that sends electric shocks through a target to incapacitate them. Make a melee touch attack against a target. That target suffers 1d8 electricity damage for every level the technician possesses, half of which is nonlethal damage. The target must pass a Fortitude save or be sickened and staggered for 1 round. The technician may choose to make the taser weaker than his maximum damage if he so chooses.

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:
- Trap Sphere: If the technician beats the DC by 10 of a trap from the Trap sphere, he may take control of that trap. The trap’s previous owner is no longer able to pass through the trap’s space unharmed, although any creatures who knew where the trap was placed still gain the usual bonuses against activating the trap. Additionally, the technician may upgrade the trap if it is inferior to his own and it is a trap he is able to create, changing its variables such as damage, and saving throws, to become as if he had been the one to place the trap.
- Magical Trap: When disarming a magic trap that allows specific creatures to pass without danger and beating the trap’s DC by 10 or more, the technician can modify which creatures are allowed to pass, such as adding his allies or restricting his enemies if he desires.

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

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Barrage Sphere:
Barrage practitioners specialize in using ranged weapons to make fast shots, often from the middle of the melee itself. Practitioners of the Barrage sphere gain a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 ft. Associated Feat: Point-Blank Shot.

Barrage
As a special attack action, you may make two ranged attacks at your full base attack bonus -2. Beginning at 6 base attack bonus, you may expend your martial focus to make an additional extra attack, increasing the penalty to all your attacks from -2 to -4. For every 5 points of base attack bonus you possess, when expending your martial focus you may increase this penalty by an additional -2 to make an additional extra attack.
Some talents are marked (blitz). You may apply a maximum of one (blitz) per extra attack to a barrage, but only if the barrage meets the prerequisites, including that attack (for example, if a (blitz) requires a target be struck twice, you can only apply that (blitz) to a target that has been struck twice. If he is struck a third time, you could apply a second (blitz) that requires at least two attacks to that target). Associated Feat: Rapid Shot

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.
Arrow Split (blitz): You are accurate enough to follow one shot with another, striking the same spot for greater damage. If you strike a target twice during a barrage, only apply its damage reduction or hardness once, rather than individually to each attack. This stacks with each additional shot given this (blitz). In addition, your attacks deal full damage if the target is an object, rather than half.
Mobile Focus: Whenever you move at least 10 ft. but no more than half your total speed using a move action on your turn, you regain your martial focus.

Brute Sphere:
Brutes like to throw their weight around, jostling and battering foes to move them about the battlefield. Brute practitioners are unarmed fighters who deal additional damage with their unarmed strikes as described in the unarmed strike practitioner table. Associated Feat: Improved Unarmed Strike.

Shove
As a move action, you may move up to half your speed and make a melee touch attack against a creature. If successful, the target takes bludgeoning damage equal to your Strength modifier (or whichever attribute was used to make the check) and gains the battered condition until the end of your next turn.
You may perform a shove in place of the attack granted by a charge, although this does not grant the extra movement. When you successfully perform a bull rush, drag, reposition, or overrun combat maneuver (assuming the target decided to block you and did not simply move out of the way), you may apply the effect of one (manhandle) talent you know to that creature. (Manhandle) talents cannot be applied to maneuvers performed as a free action.

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.
Hammer: As long as you have martial focus, whenever you would bull rush, drag, or reposition a creature into a space occupied by a wall, creature, or object no more than one size smaller than the creature, the target of the maneuver stops its movement in the adjacent space and both the creature and the wall, other creature, or object suffer bludgeoning damage. The amount of damage dealt is determined by the size of the creature being bull rushed, dragged, or repositioned, as indicated on the list below: Fine 1d2, Diminutive 1d3, Tiny 1d4, Small 1d6, Medium 1d8, Large 1d10, Huge 2d6, Gargantuan 2d8, Colossal 3d6. This damage is increased by the listed amount again for every 5-ft. square the creature would have traveled beyond the wall, other creature, or object.
Hostile Movement:When performing a bull rush or drag combat maneuver, you may move the creature one space left or right (relative to the direction of motion) for each square moved by the maneuver. Additionally, when performing a bull rush, drag, or reposition combat maneuver, you may place the creature in an intrinsically dangerous space (including repositioning a creature into the air and dropping it).
Drop (manhandle): You may make a trip combat maneuver against the target as a free action that does not provoke an attack of opportunity. If you possess the Hammer talent, a successful trip allows you to use the ground to deal damage as if it were a wall.

Equipment Sphere:
The Equipment sphere handles what equipment you are trained to use and how you use it. When you first gain the Equipment sphere, choose one Equipment talent of your choice and gain it for free.
Some talents are marked (discipline). These talents grant groups of weapons with shared thematic roots that may be very different mechanically but are generally presented as being complementary in some way. Whenever a talent or ability refers to a weapon discipline, it refers to all weapons included in any single discipline talent.

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.
Mechanical Savant: When you make a successful ranged attack with an attack action, an attack of opportunity, or additional attacks granted by class features or talents while wielding a crossbow or firearm, you deal additional damage equal to 1/2 your base attack bonus (minimum 1).
Firearm Training (discipline): You gain proficiency with all firearms (except siege weapons) and the Gunsmithing feat.

Scout Sphere:
Does not have base sphere, gains Heightened Awareness through Trap Insight Technician class feature.
Heightened Awareness: When actively searching with the Perception skill (a move action), you may detect the presence of ongoing magical auras, such as those left by spells such as alarm or invisibility. If the target does not normally have a Perception DC, the DC is equal to the original spell DC as determined by the spell’s caster (DC 10 + spell level + caster’s casting ability modifier), or DC 25 if the effect does not originate from a source that would make it possible to determine a spell DC. This does not give you any information about the exact nature of magical effects detected in this manner, you are merely aware that a magical effect is active and the general area it is active in. So long as you have martial focus, you may make a Perception check to notice the presence of traps or ongoing magical effects (as described above) whenever you pass within 10 ft. of them, whether or not you are actively looking.

Trap Sphere:
When you gain the Trap sphere, you gain 5 ranks in the Craft (traps) skill, plus 5 ranks per additional talent spent in the Trap sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Craft (traps) skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
Possessing this sphere grants you access to the ability to rapidly deploy temporary traps. You may make a Craft (traps) check with a DC of 5 to place a trap on any solid surface within your reach as a full-round action. This trap persists for 1 round per point that your check exceed the placement DC. The trap is placed in a 5-ft. square of your choice. For every 5 ranks in Craft (traps) you possess, you may increase this area by one 5-ft. square. All squares a trap occupies must be contiguous and you can not place two separate traps in the same squares. Entering a trap's space triggers the trap. The Perception DC to locate a trap is 10 + your Craft (traps) modifier. Trap talents that require a saving throw use your ranks in Craft (trap) instead of your base attack bonus when determining your saving throw DCs.
Traps are cobbled together from scrap, detritus in the environment, and random bits of string, springs, and other miscellany that have been assembled into easily deployed components. Any creature in possession of a trap bag is considered to have the required materials to build these temporary traps, preparing components during downtime and restocking it for negligible cost at regular intervals, though some talents may allow the use of more expensive components that must be tracked. At the GM’s discretion, some traps may be constructed from materials in the environment even without a trap bag.
You never set off your own traps unless you choose to. Creatures who you warn or who see you set a trap are aware of its location and gain a +5 circumstance bonus on Perception checks to notice the trap and Reflex saves and AC to avoid the trap. A trap may be removed as a full-round action with a Disable Device check with a DC equal to your Craft (traps) bonus +10. You always succeed on removing your own traps. You may choose to recover any expensive components or Alchemy sphere formulae used in a successfully removed trap.
If a trap is perceived, it can be targeted and destroyed by attacks without setting it off. A trap has hardness equal to your ranks in Craft (traps), AC equal to 10 + your ranks in Craft (traps), and 5 hit points + 5 hit points per 2 ranks in Craft (traps) you possess.
As long as you have martial focus, reduce the time required to set a trap from a full-round action to a standard action.
There are two basic types of temporary traps, snares and darts. A trap may only be triggered once unless otherwise noted. Trap sphere talents that allow for the use of expensive components allow for the component (alchemist fire, dose of poison, etc.) to be drawn as part of the action required to place the trap unless noted.

Darts
A dart trap is constructed of spring, twine, and usually a needle or other blade. A dart targets a line originating from one corner of one of the squares it occupies determined when it is set. This line extends out to Close range (25 ft. + 5 ft. per 2 ranks of Craft (traps) you possess) and stops after one creature is hit. When triggered, make a ranged attack roll against each creature in the line until one is hit. You may substitute your ranks in Craft (traps) + your Intelligence modifier for your base attack bonus + Dexterity modifier on this roll. The dart deals 1d6 piercing damage, increasing by 1d6 when your Craft (traps) ranks reach 3 and every 2 ranks thereafter, and has a critical threat range of 20 with a x3 multiplier. Some talents allow you to modify your darts. Each trap may only benefit from one (dart) talent. Some trap talents allow you to forgo dealing damage for benefits as defined in that talent.
You may forgo dart damage to expend an alchemical item (such as a tanglefoot bag), a thrown splash weapon (such as alchemist’s fire or acid flasks), or a dust (a potion containing a spell that affects an area) when making a dart trap to add the effects of that splash weapon to the dart. Resolve the attack verses touch AC. Items with an area of effect count their origin from the nearest corner of the struck creature’s space to the line of the dart’s effect.
You may apply injury poison to a dart as if it were a weapon after it has been set. While setting the trap, you may choose to forgo dart damage, instead expending a dose of a contact or inhaled poison as part of setting the trap. The dart then resolves its attack vs. touch AC. An inhaled poison fills its area as normal, centered on the struck creature’s square (or the first square targeted by the line, if the creature occupies more than one space).

Snares
A snare trap is constructed from rope, wire, and similar materials. A snare targets the first creature to enter one of the squares it occupies. A creature may avoid triggering a snare with a successful Reflex save; doing so leaves the trap untriggered and makes the creature aware of the trap and able to pass through that trap’s space(s) without further risk of triggering it. Some talents grant additional types of snares. Each trap may only benefit from one (snare) talent.
An alchemical item may be rigged to a snare trap. If a creature triggers the trap, the alchemical item is activated, targeting a grid intersection adjacent to the trap chosen when it is set. If the alchemical item is a thrown splash weapon, the triggering creature is affected by the item as if it were struck directly by it. Other small items such as dyes, dusts, vials of perfume, and other items with GM permission may also be attached to a snare trap as well.
An inhaled poison may be rigged to a snare trap. If a creature triggers the trap, the first square entered (the creature’s choice if there is more than one entered simultaneously) becomes the centerpoint for the inhaled poison.
When you first gain the Trap sphere, you gain the following snare:
- Tripwire (snare): A creature that fails its save against a tripwire snare falls prone. Once knocked prone, a creature is no longer at risk of triggering the trap in that square. This trap is not destroyed when triggered; instead the duration is reduced by 5 rounds per creature that fails its save. Running and charging creatures take a -2 penalty on their Reflex saves against this trap.

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.