Blue Dragon

mythos2000's page

Organized Play Member. 5 posts. No reviews. No lists. No wishlists. 16 Organized Play characters. 3 aliases.


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Hi all, Sorry to announce, but I've joined another adventure so am withdrawing my character application. Have fun with the Eberron adventure, it sounds pretty neat!


It just occurred to me I hadn't selected Rugmar's Free Archtype. As he is a crafty inventor and has fixed many hydro-electric machines, he will have the "alchemist" dedication, giving him access to helpful elixirs.

Also, as a member of the engineering staff, Rugmar is proud to be assigned a "red shirt" uniform that includes a nifty crystalmark logo on the left chest area. He has signed up for a five-year mission to explore strange new worlds and hope to boldly go where no shoony has gone before. He also hopes to avoid the fate of most red-shirt characters and survive the mission :-)


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Hi all, I've pulled together a special rare character, Rugmar for your consideration for the game. Rugmar is a Shoony Inventor with the beastkin versitle trait. In short, he is a friendly neighborhood humanoid dog that loves to tinker with equipment (and in a pinch, is willing to work for snacks and belly-rubs), but dont get him mad or he transforms into an agressive wolf.

Here is his backstory and character stats.

Appearance
Rugmar is a small pug-dog-like humanoid. He has black fur with a patch of white fur on his left eye. He wears studded leather armor and is carrying an usual looking gadget with him that zaps and sparks with electricity occassionally.

Origin
Rugmar was born and grew up in the city of Sharn, amongst a pack of shoony that lived deep in the city. He always knew he was different from the other Shoony, but tried to fit in the best he could.

Youth / Background
In the massive city with so many towers, viewing the sky is a luxury few can experience. Rugmar and some friends once ventured far from the downtown into a city park. It was night and at first sight of the full moon, he felt transformed and free! In fact, his friends later explained that he literally transformed from a friendly pug into a viscous wolf. After this first transformation, Rugmar returned to the city park repeatedly and learned to better control these transformations.

When not changing into a wolf, Rugmar was a smart shoony and tinkered with all sorts of gadgets. Many of the local shops needed help repairing equipment, he would tenaciously dive into fixing broken equipment and occassiionally augmenting them for the better.

Now
Rugmar has gained a reputation as a keen crafter. The neighborhood council arranged for him to apprentice as a junior engineer on the Crystalmark, ensuring the equipment is in top shape and ready for any mission.

Rugmar
Inventor 3
LN Small Shoony Beastkin Humanoid
Perception +5; Low-Light Vision Darkvision
Languages Common, Halfling, Shoony, Ysoki
Skills Acrobatics +9, Athletics +6, Crafting +10, Lore: Engineering +8, Medicine +5, Performance +6, Society +8, Stealth +9, Thievery +9
Str +1, Dex +4, Con +0, Int +3, Wis +0, Cha +1
Items Unarmored
AC 19; Fort +7, Ref +9, Will +7
HP 33
Shield Block Trigger While you have your shield raised, you would take damage from a physical 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.
Speed 25 feet
Searing Restoration (Fire, Healing, Inventor, Manipulate, Unstable) They told you there was no way that explosions could heal people, but they were fools… Fools who didn't understand your brilliance! You create a minor explosion from your innovation, altering the combustion to cauterize wounds using vaporized medicinal herbs. You or a living creature adjacent to you regains 1d10 Hit Points. In addition, the creature you heal can attempt an immediate flat check to recover from a single source of persistent bleed damage, with the DC reduction from appropriate assistance. At 3rd level, and every 2 levels thereafter, increase the healing by 1d10. Special If your innovation is a minion, it can take this action rather than you, though because it's not a living creature, it can't use the ability on itself.
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.
Change Shape (Beastkin) (Concentrate, Polymorph, Primal, Transmutation) You change into your humanoid or hybrid shape. Each shape has a specific, persistent appearance, and most beastkin remain in their hybrid shapes by default. In hybrid shape, you appear as a mix between your ancestry and your inherent animal. While in hybrid shape, you gain a jaws unarmed Strike resembling the features of your inherent animal (fangs for bats, beaks for eagles, mandibles for wasps, and so on). Your jaws deal 1d4 piercing damage, have the agile, finesse, and unarmed traits, and are in the brawling weapon group. In your humanoid shape, you retain the appearance of your original ancestry.
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 You make a miscalculation and nothing happens. Critical Failure Whoops! Something explodes. You take fire damage equal to your level, and you can't use Overdrive again for 1 minute as your gizmos cool down and 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.
Additional Feats Alchemical Crafting, Animal Senses, Beastkin, Inventor, Specialty Crafting, Toughness, Variable Core
Additional Specials Animal Senses (Darkvision), Expert Overdrive, Innovation (Weapon Innovation), Peerless Inventor, Reconfigure, Variable Core Damage Type (electricity)


question on rule #4: "I'd like players to be familiar with the basics of Eberron's setting, or to read up on it before making a character."

Any advice on where/how to read up on Eberron, just found some pages on wikipedia, glad to read up on it elsewhere as needed.

p.s. Currently thinking about a beastkin inventor character, maybe an enginer on the Crystalmark...


Hey, Dorian Grey let me know about the game signup... I'm interested to join also. I'm a relatively experienced player, been having fun with PF2E since it was released. Just need a day or two to research background on Eberron and come up with an interesting character proposal...