Highwind Adventures on the-Cloudsea:Fecir

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Character Information Name: Fecir Durim Gender: Male Level: 1 XP: 0 Race: Al Bhed Class: Engineer (Crystal Weapons Specialist Archetype)

Ability Scores: Strength - 10 +0 Dexterity - 16 +3 Constitution - 12 +1 Intelligence - 17 +3 Wisdom - 14 +2 Charisma - 9 -1

Hit Points: 9

Saves: Fortitude - +3 Reflex - +4 Willpower - +2

Combat Stats: BAB: +0 Melee: +0 Ranged: +3 AC: 10 + 3 + 3 = 16 Initiative: +3 Proficiencies: Simple Firearms, Simple Weapons, non-exotic crossbows, Light Armor, but not shields.

Skills: Skill Points per level - 7 plus bonus rank for Use Magic Device. Class Skills - Appraise, Craft, Disable Device, Drive, Fly, Knowledge (Dungeonering, Engineering, Technology), Linguistics, Perception, Pilot, Profession, Repair, Spellcraft, and Use Magic Device, and any skill that can be used on Technology.

Appraise (Int) - 1/+6 Craft (Int) - 1/+6 Disable Device (Dex) - 1/+6 Knowledge: Engineering (Int) - 1/+6 Perception (Wis) - 1/+4 Profession: Engineer (Wis) - 1/+4 Repair (Int) - 1/+9 Use Magic Device (Cha) - 1/+2 +1 racial bonus to Sense Motive and Bluff checks.

Feats: Free from Class - Technologist You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.

Normal: You treat all skill checks made against technology as if they were untrained skill checks. This may mean that you cannot attempt certain skill checks, even if you possess ranks in the skill in question.

1st level - Boon Companion Your bond with your companion or familiar is unusually close.

Prerequisite(s): Companion (Animal, Mount, Automaton, Bone Commander, etc.) class feature or familiar class feature (or feat).

BENEFIT The abilities of your companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective class level from where you get your companion or familiar from equal to your character level. If you have more than one companion or familiar, choose one to receive this benefit. If you dismiss or lose a companion or familiar that has received this benefit, you can apply this feat to the replacement creature.

Gear: Gil 2 light crossbow (35 gil) - Attack +2, damage 1d8, crit 19-20/x2 quarterstaff - Attack +1, damage 1d6/1d6, crit 20/x2 studded leather armor (25 gil) - AC +3

backpack - rations bedroll belt pouch waterskin

mechanical tool kit (5 gil) - +2 to Craft (Structure) rolls. Masterwork Artisan Tools (Crystal Energy Tech) (55 gil) - +2 on Craft checks related to Crystan Energy Tech.

Engineering Mutli-Tool (free)

Languages: Common, Albhedian, 3 others.

Race: Al Bhed Racial Traits: - Size: Medium - Type: Humanoid (Al Bhed) - Base Speed: 30ft - Languages: Common, Albhedian, plus 3 more - Wary: Many Al Bheds have spent their long lives moving from place to place, often driven out by the hostility of others. Gain a +1 racial bonus on Sense Motive and Bluff checks. Replaced Desert Nomad. - Trap Knowledge: +2 racial bonus on saving throws vs. mechanical traps. - Fixer-Upper: Gain Repair skill as a class skill. Never take penalties for not having a toolkit while using the Repair skill. Only takes 30 minutes to use Repair skill to repair damage done to a construct. - Mechanical Genius: At 1st level, Gain an additional skill rank and a +2 racial bonus to skill rolls whch they must apply to one of the following: Knowledge (Engineering), Profession (Engineering), Craft (any), Disable Device, or Use Magical Device. Always considered class skills. Chose Use Magical Device. - Skill Training: Al Bheds treat Drive and Pilot as class skills. - Weapon Familiarity: Al Bheds are proficient with Simple Firearms.

Class: Engineer Class Traits: - Hit Die: d8 - Level 1: Automaton, Crafter, Rapair 1d6, Technologist, Limit Breaks.

Crafter: At 1st level, an engineer gains a bonus equal to half his engineer level (minimum 1) to all Craft skill checks.

Rapair: 1d6 An engineer can fix broken items with a mere touch. Starting at 1st level, as a standard action that provokes attacks of opportunity, the engineer repairs 1d6 points of damage plus 1d6 points of damage for every other engineer level beyond first (2d6 at 3rd, 3d6 at 5th, and so on). The engineer can repair a number of times per day equal to 3 + his Intelligence modifier.

Technologist: Gets the Technologist Feat for free.

Limit Breaks: At level 1, gets Auto-Repair and Overdrive. Auto-Repair (Su): This Limit Break grants the engineer an aura that extends out to 30 feet around him. Any damaged items or machinery chosen by the engineer within the area of effect start repairing themselves at 4 hit points + an additional 4 hit points per four engineer levels after 1st for a duration of 1 round + 1 round per four engineer levels after 1st. This limit break requires only a swift action.

Overdrive (Su): This Limit Break increases the overall combat effectiveness of the engineer’s automaton. For the duration of 1 round + 1 round per four engineer levels after 1st, the automaton gains a 2/- DR, +1 competence bonus to Attack rolls, +2 enhancement bonus to Strength and Dexterity, and a +1 deflection bonus to AC. These bonuses increase by said amount per four engineer levels after 1st. This limit break requires only a swift action.

Automaton: from Feat, built as level 5 Companion.

Type: Wheeled Abiltiies: Str 15, Dex 16, Con -, Int -, Wis 10, Cha 10. Size: Medium; Speed: 50 ft.; AC: (see armor plating); Attack: +5, slam (1d8 +2) Special Qualities: Construct traits, Lightning Vulnerability, Critical Hit Vulnerability. HD: 5 HIt Points: 45 Armor Class: 19 BaB: +5 Save: +1 Armor Bonus: +2 Save Bonus: +2 equipment bonus to all saves.

Medium Armor Plating: +4 AC bonus Ability Score bonus: Dexterity

1st Upgrade: Adding the first upgrade to an Automaton creates a telepathic link between the engineer and his creation. They can mentally communicate across any distance as long as they remain on the same plane. Communicating in this way is a free action. The engineer may choose to increase his Automaton by one size category, granting it a size bonus to Strength and additional hit points based on its size. In addition, it gains DR 5/- and the engineer may add a +2 equipment bonus to Strength or Dexterity to his automaton.

Vulnerable to Critical Hits: Whenever an automaton 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 a successful saving throw, it is staggered for 1 round. The automaton remains immune to other sources of the stunned condition.

Vulnerable to Lightning: Automatons take 150% as much damage as normal from lightning attacks, unless they are immune to lightning via other special defenses.