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Sesla Vik, Kellid Savage Technologist


allefgib

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WIP

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Character Generation

Ability Scores: 20 point buy

Strength: 14

Dexterity: 14 (+2 Racial) = 16

Constitution: 14

Intelligence: 12

Wisdom: 14

Charisma: 8


Race: Human

Gender: Female

Age: 21

Height: 5' 11"

Weight: 150 lbs.

Class: Barbarian [Savage Technologist]

Favored Class: Barbarian

Favored Class Bonus: TBC

Traits: Divine the Mystery; Reactionary (Drawback: Impatient)

Campaign Trait: Against the Technic League

Skill Ranks: 4 + Int mod (1) + Skilled (1) = 6

Skills Trained: Acrobatics [1 Rank], Climb [1 Rank], Knowledge (Nature) [1 Rank], Perception [1 Rank], Survival [1 Rank], Swim [1 Rank]

Background Skill Ranks: 2

Skills Trained: Linguistics (Androffan) [1 Rank], Knowledge (Engineeering) [1 Rank]

Feats: Power Attack, Point-Blank Shot

Bonus Languages: Orc


Hit Points: Max (d12) + CON (2) = 14

Starting Wealth: 120gp

Role

Lots of skill types and casters have applied.

 

Sesla is here to jump into the fray, draw the attention of their enemy and lay down some hurt.

 

Her impatience should prove a good vehicle for keeping the story moving too 🙂

Backstory

Sesla grew up with her parents in and around the Silver Mount.  Her father, Dvroth Vik, was a proud and strong warrior, her mother, Aanah Vik, a gifted woman who had a great interest in the technology of the Silver Mount.  Sesla took after both her parents sharing her father's passionate approach to combat and protecting those he care for but also her mother's love of the strange techology scattered through Numeria, and particularly Silver Mount.

 

On a exploration trip into Silver Mount with her Mother, servants of the Technic League found them and captured her mother.  Sesla escaped.  Her father went to confront the league to rescue his wife.  He told Sesla that should he not return, she should make her way to Torch and seek out the wizard Khonnir Baine.  Baine, her father believed, could be trusted if the League were after them.  Sesla's father did not return.  After many weeks Sesla set out on her own for Torch to seek out Khonnir Baine.

 

Khonnir has employed Selsa as a labourer and cultivated her deeper interest in technology.  Sesla is impatient and frustrated with lack of knowledge of what has happened to her parents.  Her hatred of the Technic League grows daily.

Personality

Sesla is fiercly independent.  She hate's being told what to do.  She talks only when strictly necessary and prefers to let her physical prowess speak for itself.  She has an obsession with better understanding, and using, the technology that is scattered across Numeria.  She wants to collect technological items and be able to review them, just like her mother did.  With her missing parents to guide her she is a little at a loss of what to do with herself if she isn't helping someone.  She is impatient and will sometimes get herself in trouble by acting before thinking.

 

 

Edited by allefgib (see edit history)
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Posting Format coming soon.

 

Stat Block that needs formatting

[URL=http://www.myth-weavers.com/sheet.html#id=2742398][B][SIZE=+1]Sesla Vik[/SIZE][/B][/URL] (generated by [url=https://github.com/baerrach/myth-weaver-utils-google-sheets]Dossier Dominator Statblock Generator[/url] v17-ALPHA on 2023-01-13)
[I]Human (Kellid) Barbarian (Savage Technologist) 1 CG[/I]
[B]HP[/B] 14/14 [B]Speed[/B] 40ft [B]Init[/B] [OOC=+3]+3 Dex Mod[/OOC] [[B][COLOR='RED']!WARNING![/COLOR][/B] Sheet value 5 does not match calculated value 3=+3 Dex Mod]
[B]AC[/B] [OOC=16]10 AC, +3 Studded Leather, +3 Dex, +0 Size (M)[/OOC] [B]Touch[/B] [OOC=13]10 Touch, +3 Dex, +0 Size (M)[/OOC] [B]Flat-footed[/B] [OOC=13]10 Flat-footed, +3 Studded Leather, +0 Size (M)[/OOC]
[B]Fort[/B] [OOC=+4]2 Fort, +2 Con Mod[/OOC] [B]Ref[/B] [OOC=+3]0 Ref, +3 Dex Mod[/OOC] [B]Will[/B] [OOC=+2]0 Will, +2 Wis Mod[/OOC]
[B]BAB[/B] +1 [B]CMB[/B] [OOC=+3]+1 BAB, +2 Str Mod, +0 Size (M)[/OOC] [B]CMD[/B] [OOC=+16]10 CMD, +1 BAB, +2 Str Mod, +3 Dex Mod, +0 Size (M)[/OOC]
[B]Str[/B] 14 (+2) [B]Dex[/B] 16 (+3) [B]Con[/B] 14 (+2) [B]Int[/B] 12 (+1) [B]Wis[/B] 14 (+2) [B]Cha[/B] 8 (-1)
[B]Longsword[/B] +3 (1d8+2,19-20/x2)
[B]Morningstar[/B] +3 (1d8+2,x2)
[B]Dagger[/B] +3 (1d4+2,19-20/x2)
[B]Shortbow[/B] +4 (1d6,x3)

[B][U]Racial Traits[/U][/B]: [OOC=Racial:Human:Skilled]Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.[/OOC], [OOC=Racial:Human:Bonus Feat: Power Attack]Humans select one extra feat at 1st level.

[B]Selected[/B]: Power Attack[/OOC]

[B][U]Traits[/U][/B]: [OOC=Campaign:Iron Gods:Against the Technic League: Weapons]Although the Black Sovereign rules Numeria in name, it’s the spellcasters of the Technic League who hold the real power. While their inf luence is certainly strongest in the capital of Starfall, their touch can be felt even here in Torch—the League takes a significant cut of the town’s income as tithes every month. For some reason, you have a grudge against the Technic League. Perhaps your parents lost their jobs as the result of an act they took that displeased the League—you might even suspect the League was responsible for their deaths. Alternatively, you could just rankle at the League’s open acceptance of slavery, their reputation for sadism and cruelty, or their penchant for hoarding and controlling technological wonders. Talk to your GM to refine the reasons why you hate the Technic League, but you’re convinced that they are somehow responsible for putting out the town’s torch and that evidence of their tampering can be found in the caverns below—if you can find evidence of the Technic League working against Torch’s better interests, that could well be a step toward the town’s independence from the League. Choose either weapons or spells. If you choose weapons, you gain a +2 trait bonus on all damage rolls made against targets you know are associated with the Technic League. If you choose spells, increase the save DC of your spells by 1 when you target such a foe.

[B]Selected[/B]: Weapons[/OOC], [OOC=Basic:Combat:Reactionary]You gain a +2 trait bonus to Initiative checks.[/OOC], [OOC=Race:Kellid:Divine the Mystery]Your time spent exploring the ruins of Silver Mount has taught you much about the strange ways of the metal creatures from the stars. You gain a +2 trait bonus on Knowledge (engineering) checks to identify creatures with the robot subtype and relics of Numerian technology. When using Bluff to feint against an intelligent construct, you do not take a penalty for feinting against a non-humanoid.[/OOC]

[B][U]Drawbacks[/U][/B]: [OOC=Drawback:Drawback:Impatient]You love leaping into battle at the earliest opportunity, and it frustrates you to wait for others to act. You can’t delay or ready actions, and if you are the last of your allies to act in a round of combat, you take a –1 penalty on ability checks, attack rolls, saving throws, and skill checks.[/OOC]

[B][U]Barbarian Features[/U][/B]: [OOC=Barbarian: Weapon and Armor Proficiency]A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).[/OOC], [OOC=Barbarian: Fast Movement (Ex)]A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed.[/OOC], [OOC=Barbarian: Rage (Ex)]A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.[/OOC]

[B][U]Barbarian (Savage Technologist) Features[/U][/B]: [OOC=Barbarian (Savage Technologist): Weapon and Armor Proficiency]A savage technologist is proficient with all simple and martial weapons, all firearms, light armor, and shields (except tower shields).[/OOC], [OOC=Barbarian (Savage Technologist): Rage (Ex)]A savage technologist can enter rage as a barbarian, except she gains a morale bonus to Strength and Dexterity instead of Strength and Constitution, and she does not take a penalty to Armor Class. She retains the bonus on Will saving throws. When a barbarian ability would increase the savage technologist’s Strength while raging, it increases her Dexterity instead.

This ability alters rage.[/OOC]

[B][U]Languages[/U][/B]: Common, Hallit, Androffan

[B][U]Feats[/U][/B]: [OOC=Combat: Point-Blank Shot]You are especially accurate when making ranged attacks against close targets.

[B]Benefit[/B]: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.[/OOC], [OOC=Combat: Power Attack]You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

[B]Benefit[/B]: You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modif ier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by -1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.[/OOC]

[B][U]Trained Skills:[/U][/B]
Acrobatics [OOC=+6]+1 Rank, +3 Class Skill, +3 Dex Mod, -1 ACP[/OOC], Climb [OOC=+5]+1 Rank, +3 Class Skill, +2 Str Mod, -1 ACP[/OOC], Knowledge (Engineering) [OOC=+2 (+2 Divine the Mystery)]+1 Rank, +1 Int Mod (+2 Divine the Mystery)[/OOC], Knowledge (Nature) [OOC=+5]+1 Rank, +3 Class Skill, +1 Int Mod[/OOC], Linguistics [OOC=+2]+1 Rank, +1 Int Mod[/OOC], Perception [OOC=+6]+1 Rank, +3 Class Skill, +2 Wis Mod[/OOC], Survival [OOC=+6]+1 Rank, +3 Class Skill, +2 Wis Mod[/OOC], Swim [OOC=+5]+1 Rank, +3 Class Skill, +2 Str Mod, -1 ACP[/OOC]

[B][U]Untrained Skills:[/U][/B]
Appraise [OOC=+1]+1 Int Mod[/OOC], Bluff [OOC=-1]-1 Cha Mod[/OOC], Craft [OOC=+1]+1 Int Mod[/OOC], Diplomacy [OOC=-1]-1 Cha Mod[/OOC], Disguise [OOC=-1]-1 Cha Mod[/OOC], Escape Artist [OOC=+2]+3 Dex Mod, -1 ACP[/OOC], Fly [OOC=+2]+3 Dex Mod, -1 ACP, +0 Size (M)[/OOC], Heal [OOC=+2]+2 Wis Mod[/OOC], Intimidate [OOC=-1]-1 Cha Mod[/OOC], Perform [OOC=-1]-1 Cha Mod[/OOC], Ride [OOC=+2]+3 Dex Mod, -1 ACP[/OOC], Sense motive [OOC=+2]+2 Wis Mod[/OOC], Sleight of hand [OOC=+2]+3 Dex Mod, -1 ACP[/OOC], Stealth [OOC=+2]+3 Dex Mod, -1 ACP, +0 Size (M)[/OOC], Use magic device [OOC=-1]-1 Cha Mod[/OOC]

[B][U]Unusable:[/U][/B]
Disable Device [OOC=+2]+3 Dex Mod, -1 ACP[/OOC], Handle Animal [OOC=-1]-1 Cha Mod[/OOC], Knowledge (Arcana) [OOC=+1]+1 Int Mod[/OOC], Knowledge (Dungeoneering) [OOC=+1]+1 Int Mod[/OOC], Knowledge (Geography) [OOC=+1]+1 Int Mod[/OOC], Knowledge (History) [OOC=+1]+1 Int Mod[/OOC], Knowledge (Local) [OOC=+1]+1 Int Mod[/OOC], Knowledge (Nobility) [OOC=+1]+1 Int Mod[/OOC], Knowledge (Planes) [OOC=+1]+1 Int Mod[/OOC], Knowledge (Religion) [OOC=+1]+1 Int Mod[/OOC], Profession [OOC=+2]+2 Wis Mod[/OOC], Spellcraft [OOC=+1]+1 Int Mod[/OOC]

 

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Story-wise:

Backstory is interesting.  How did Sesla's family gain access under Silver Mount?  I suppose it doesn't actually matter, as they did get captured.  Also, what knowledge does her father have of Khonnir, and how did he obtain such knowledge?

 

Mechanics-wise:

  • Please check your class skills, there's some modifications there as a result of the archetype
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Thanks @iantruesilver.

Fixed the class skills, good catch. Will probably adjust know. Nature to know. Local to suit.

Backstory: keen to weave that in more with your input. Or have you use it drive story elements.

Exploring silver mount was done sneakily... but ultimately unsuccessfully. Sella of course sees the control of access as a bad thing. Especially now. That's not a huge thing though. Sella would only have been exposed enough to have the desire to see more, and it really ties in with her trait.

On her father knowing the wizard... need your support. I thought it would be a nice and simple tie in for why she has sought him out. Whether her parents are alive or dead is... up you. Whether he actually can be trusted and you expose why overtime, or actually can't and her duper her father... is up to you but works either way 🙂

 

 

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