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Tetrika Assulia von Krevikas - Arcane Inventor


AvalonR

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[CENTER][hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][SIZE=+3][B]Tetrika Assullia von Krevikas[/B][/SIZE] [hr][/hr][hr][/hr][hr][/hr][table=3,1][r=1,1][CENTER][img2=300]https://i.pinimg.com/736x/c4/be/b9/c4beb9eb38994fd82a5d2fa3260f046c.jpg[/img2] [B][FONT="Times New Roman"][COLOR="Indigo"]"Knowledge is power. The statement is wrong, but it manages to capture an essence of truth. Like many things, that will suffice."[/COLOR][/FONT][/B][/CENTER][r=2,1] [B]Level:[/B] 1 [B]Class:[/B] Inventor [b]Archetype:[/b] Eldritch Researcher [B]Background:[/B] Teacher's Pet [B]Deity:[/B] Lorrimer? Maybe [B]Alignment:[/B] Neutral [B]Height:[/B] 5'4" [B]Weight:[/B] 108 lbs [B]Eyes:[/B] Brown [B]Skin:[/B] Pale [B]Ancestry:[/B] Human (Ifrit) [B]Age:[/B] 24 [r=3,1][U][B]Abilities[/B][/U] [SIZE=-2]Ability | Modifier [/SIZE] [B]STR:[/B] 16 | +3 [B]DEX:[/B] 12 | +1 [B]CON:[/B] 14 | +2 [B]INT:[/B] 16 | +3 [B]WIS:[/B] 10 | +0 [B]CHA:[/B] 10 | +0 [B]Hit Points:[/B] 18 [B]Armor Class:[/B] 18 [B]Size:[/B] Medium [B]Perception:[/B] +3 • Trained [B]Fortitude:[/B] +7 • Expert [B]Reflex:[/B] +4 • Trained [B]Will:[/B] +5 • Expert [B]Speed:[/B] 25 ft[/table] [SPOILER=Personality][LEFT][B][FONT="Times New Roman"][COLOR="Indigo"]"I am a bearer of my family's name, and I shall bear it proudly. Even if you hate a task put in front of you, you must persist."[/COLOR][/FONT][/B] Most would expect an intelligent representative of a noble family to be uptight. One would find themselves quite incorrect with Tetrika. She has been noble bred and there is a little subconscious snobby attitude that comes with that, but beyond that hereditary superiority, there is a genuine person. Someone fascinated with magic, whose very life revolves around her obsession to understand the arcane. Whose obsessions centred less around the use of magic in the open, but how to apply it to physical objects. Whose addiction to progress left all other concerns in the back of her mind. She also cares about the people around her, although it sometimes is distracted by her intellectual curiosity, don't let her detached attitude fool you. She cares too much, too quickly. A soft spot for anyone with shared interest or experience and a lack of general knowledge leaves her vulnerable if anyone were to pierce the crafted social shell. Though perhaps to her luck, no one has that hasn't also found her obsessions off-putting. Above all that is a stubborn streak that stretches a mile wide, and an inability to see "no" as a correct answer to a question. [/LEFT][/SPOILER] | [SPOILER=Appearance][LEFT][B][FONT="Times New Roman"][COLOR="Indigo"]"I believe appearances can be deceiving. Understanding something requires more than a look."[/COLOR][/FONT][/B] Graceful, if a little unwieldy, Tetrika is a deceptive first glance. What appears to be a somewhat slender figure hides muscles and strength behind armour and form-fitting noble clothes. She is very easy to misjudge for this reason, although her actual strength is hard to deny once seen in action. Tetrika moves with the careful grace of a person born to nobility, another mark of deception as it makes people underestimate her. She doesn't fend in social circles as well as one would imagine, but instead prefers to utilise her deceptive apparition to dissuade any attacks of that vector. It is when she discards the trappings of nobility that her normal motion comes out, a juttering of sharp movements that rarely cohesively put together, a motion that changes its mind mid-swing. It is not that she is unco-ordinated in movement, no, she instead finds herself changing her mind constantly and that war of thoughts is visible in the way she moves when unrestrained.[/LEFT][/SPOILER] | [SPOILER=Background][LEFT][B][FONT="Times New Roman"][COLOR="Indigo"]"Boredom is death, fascination is life. I will choose life every time. Even knowing where it leads me."[/COLOR][/FONT][/B] People are often born to the wrong destiny. Tetrika would certainly say such. She was born bearing the gilded spoon of a noble. Bred to perfection and raised in grace, the von Krevikas noble line would back her every moment. She was to be their flower, their intelligent, adept, skillful, dangerous flower. Tetrika did that. But she did not find joy in such a youth. She did not find joy in her trainings. In fact, it was possible she would have never known joy if not for the fateful night. She went to an academy, of course as is due to her station, and she learnt voractiously. It was not joy to her, but it was a distraction. She turned down suitors as needed, it was another distraction. She had turned down one too many and the man caused a scene. Tetrika didn't care for it and left the social gathering. IT was a ... student meet and greet, she thinks. If you asked her now she couldn't remember the event, nor even which other noble hosted it. Normally important information, but it was all meaningless to her. Next to what happened after. Having left early, she stumbled on a man, not a student but a professor of sorts. He wasn't even there for more than a day, but she ran into him anyway. She wasn't even, originally, to take his lecture. It wasn't strictly in her fields of 'interest'. But Lorrimor was no normal man. Within hours they found themselves discussing, and the old adventurer found an eager student to his teachings. It wasn't that day she found her true love, but that was the first day she felt true joy. It was much later that theoretical Arcane happened to come up in conversation. It was like stumbling across a jewel, a gemstone. Uncut, raw, but beautiful. Tetrika had never felt so alive. And Lorrimor certainly found himself enamoured with this new student, her capacity for learning constantly impressing him. He couldn't stay around always, of course, as she was not the [I]only[/I] student of his. But he returned. Again and again. Discussing her progress, even as she grew beyond his knowledge in some areas. Improving, even as she started to build her own way. She would have been stopped usually. But Lorrimor wasn't the average man to have lured Tetrika from her path. Even her family couldn't find true justification to dissuade her. So instead they supported her, hoping that this would be a new path and they could reap the rewards, or she would realise her folly and return to her way. Instead she made arcane armour, gold plated, linked to her own abilities in ways others had never expected. It was, theoretically, a breakthrough. At the same time it functioned no better than traditional enchantments. But the possibility was curious. It would have continued but for one tragic piece of news. Her teacher. Her mentor. The one who had inspired this path... Gone. In memory of what he had done for her, Tetrika took her golden armour off its shelf. Intent on finding out how she could truly honour the man that had given her hope for her life.[/LEFT][/SPOILER] | [SPOILER=Notes][LEFT][B][FONT="Times New Roman"][COLOR="Indigo"]"Tell my story, if you would. It is not so happy as one might believe."[/COLOR][/FONT][/B] Ancestry: +2 STR +2 CON Background: +2 INT +2 STR Class: +2 INT Free: +2 INT, +2 STR, +2 CON, +2 DEX [/LEFT][/SPOILER] | [SPOILER=Relationships][LEFT][B][FONT="Times New Roman"][COLOR="Indigo"]"The knowing of people to some is more important than who you are as a person."[/COLOR][/FONT][/B] Unknown[/LEFT][/SPOILER] [hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][table=3,1][r=1,1][B]Ancestry[/B] [B]Human (Ifrit)[/B]: +2 STR +2 CON [B]Heritage:[/B] [ooc=Ifrit Blood]You descend from fire elementals or bear the mark of the Inner Spheres, and your features illustrate the influence that elemental fire has over you. You gain the ifrit trait, in addition to the traits from your ancestry. You gain resistance to fire equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less severe (incredible heat becomes extreme, extreme heat becomes severe, and so on). You can choose from ifrit feats and feats from your ancestry whenever you gain an ancestry feat.[/ooc] [U][B]Background[/B][/U] [B]Teacher's Pet:[/B] +2 INT +2 STR Skills: Society, Academia Lore Feat: Additional Lore - Library Lore [r=2,1][B]Class and Racial Features[/B] [ooc="[b]Armor Innovation[/b]"] Your innovation is a cutting-edge suit of medium armor with a variety of attached gizmos and devices. Choose one of the sets of statistics on Table 2–2: Innovation Armor Statistics for your innovation armor (or choose another set of innovation armor statistics to which you have access). Table 2-2: Innovation Armor Statistics Medium Armor AC Bonus Dex Cap Check Penalty Speed Penalty Strength Bulk Group Armor Traits Power suit +4 +1 -2 -5 feet 16 2 composite — Your innovation armor can have fundamental and property runes added to it in the same way as ordinary armor. Because of the unique features of your innovation, everyone except you is untrained in it, even if they would normally be trained (or better) in medium armor.[/ooc] | [ooc="[b]Metallic Reactance[/b]"]The metals in your armor are carefully alloyed to ground electricity and protect from acidic chemical reactions. You gain resistance equal to 3 + half your level to acid and electricity damage. When under the effects of Overdrive, the resistance increases by 2.[/ooc] | [ooc="[b]Overdrive[/b]"]You have a bevy of smaller devices of your own invention, from muscle stimulants to concussive pistons. When it's necessary, you can throw them into overdrive to assist you in combat. Overdrive Inventor Manipulate Source Guns & Gears pg. 16 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.[/ooc] | [ooc="[B]Explode![/B]"]Your innovation is a creation barely held together by your own engineering, always on the edge of completely falling apart. Though this adds risk, it also means you can coax it to perform far beyond its design specifications using special unstable actions. While inventors can learn various unstable actions over their career, all at least know how to make their innovation Explode. Explode Fire Inventor Manipulate Unstable Source Guns & Gears pg. 19 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.[/ooc] | [ooc="[B]Peerless Inventor[/B]"]You are constantly inventing, and your skill at crafting is unimpeachable. You gain the Inventor skill feat, even if you don't meet its prerequisites.[/ooc] | [ooc="[B]Shield Block[/B]"]You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.[/ooc] [r=3,1][B]Proficiencies[/B] [B]Armor:[/B] Unarmoured, Light, Medium - Trained [B]Weapons:[/B] Simple, Unarmed, Martial - Trained [B]Languages:[/B] Common, +4 [b]Class:[/B] Trained in Inventor Class DCs [/table][hr][/hr][hr][/hr][hr][/hr] [SIZE=+1][U][B]Skills[/B][/U][/SIZE] [table=3,1][r=1,1][B]Acrobatics[/B] +4 • Trained [B]Arcana[/B] +6 • Trained [B]Athletics[/B] +3 • Untrained [B]Crafting[/B] +6 • Trained [B]Deception[/B] +3 • Trained [B]Diplomacy[/B] +3 • Trained [r=2,1][B]Intimidation[/B] +0 • Untrained [B]Occultism[/B] +6 • Trained [B]Performance[/B] +0 • Untrained [B]Religion[/B] +0 • Untrained [B]Medicine[/B] +0 • Untrained [B]Nature[/B] +3 • Untrained [r=3,1][B]Society[/B] +6 • Trained [B]Stealth[/B] +1 • Untrained [B]Survival[/B] +0 • Untrained [B]Thievery[/B] +1 • Untrained [B]Lore: Academia[/B] +6 • Trained [B]Lore: Libraries[/B] +6 • Trained [B]Lore: Outer Planes[/B] +6 • Trained[/table][hr][/hr][hr][/hr][hr][/hr] [SIZE=+1][U][B]Feats[/B][/U][/SIZE] [table=3,1][r=1,1][B]Skill Feats:[/B] Background: [ooc=Additional Lore]You gain Trained in one additional Lore Skill[/ooc] Class Basic: [ooc=Inventor]You are a genius at Crafting, easily able to determine how things are made and create new inventions. You can spend downtime to invent a common formula that you don’t know. This works just like the Craft activity: you spend half the Price of the formula up front, attempt a Crafting check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price. The difference is that you spend the additional time in research, design, and development, rather than in creating an item. Once it’s complete, you add the new formula you invented to your formula book.[/ooc] [r=2,1][B]Class Feats:[/B] Inventor 1: [ooc=Tamper]You tamper with a foe's weapon or armor, using a free hand. Choose either a weapon held by an enemy in your reach or a suit of armor worn by an enemy in your reach. Attempt a Crafting check against the enemy's Reflex DC. Critical Success Your tampering is incredibly effective. If you tampered with a weapon, the enemy takes a –2 circumstance penalty to attack rolls and damage rolls with that weapon. If you tampered with armor, the armor hampers the enemy's movement, making the enemy flat-footed and inflicting a –10-foot penalty to its Speeds. The effect lasts until the enemy Interacts to remove it, regardless of which one you used. Success Your tampering is temporarily effective. As critical success, but the effect ends at the start of your next turn, even if the enemy doesn't Interact to end it. Critical Failure Your tampering backfires dramatically, creating a small explosion from your own tools or gear. You take fire damage equal to your level.[/ooc] [r=3,1][B]Ancestry & General Feats:[/B] Ancestry 1: [ooc=Inner Fire]You can call the fire inside you into the palm of your hand. You can cast the produce flame cantrip as an innate primal or arcane spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.[/ooc] Ancestry 1:[ooc=Ember's Eyes]Your eyes blaze with inner flame. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. Special If your ancestry has neither low-light vision nor darkvision, you can take this ancestry feat a second time to gain darkvision. You can't retrain out of this feat.[/ooc][/table][hr][/hr][hr][/hr][hr][/hr] [SIZE=+1][U][B]Attacks[/B][/U][/SIZE][INDENT][LEFT] [B]?[/B] +? • Trained 2 • ? • [B]Damage[/B] ?d? [/LEFT][/INDENT][hr][/hr][hr][/hr][hr][/hr] [SIZE="4"][B][U]Inventory[/U][/B][/SIZE] [B]Money:[/B] 15gp [b]Bulk:[/b] 0 [B][U]Gear[/U][/B] [SIZE="1"]TBD[/SIZE] [B][U]Arms and Armor[/U][/B] [SIZE="1"]TBD[/SIZE][/center]






Tetrika Assullia von Krevikas


c4beb9eb38994fd82a5d2fa3260f046c.jpg
"Knowledge is power. The statement is wrong, but it manages to capture an essence of truth. Like many things, that will suffice."

Level: 1
Class: Inventor
Archetype: Eldritch Researcher
Background: Teacher's Pet
Deity: Lorrimer? Maybe
Alignment: Neutral

Height: 5'4"
Weight: 108 lbs
Eyes: Brown
Skin: Pale

Ancestry: Human (Ifrit)
Age: 24
 
Abilities
Ability | Modifier
STR: 16 | +3
DEX: 12 | +1
CON: 14 | +2
INT: 16 | +3
WIS: 10 | +0
CHA: 10 | +0

Hit Points: 18
Armor Class: 18
Size: Medium

Perception: +3 • Trained
Fortitude: +7 • Expert
Reflex: +4 • Trained
Will: +5 • Expert

Speed: 25 ft
 

Personality

 

"I am a bearer of my family's name, and I shall bear it proudly. Even if you hate a task put in front of you, you must persist."

Most would expect an intelligent representative of a noble family to be uptight. One would find themselves quite incorrect with Tetrika. She has been noble bred and there is a little subconscious snobby attitude that comes with that, but beyond that hereditary superiority, there is a genuine person.

Someone fascinated with magic, whose very life revolves around her obsession to understand the arcane. Whose obsessions centred less around the use of magic in the open, but how to apply it to physical objects. Whose addiction to progress left all other concerns in the back of her mind.

She also cares about the people around her, although it sometimes is distracted by her intellectual curiosity, don't let her detached attitude fool you. She cares too much, too quickly. A soft spot for anyone with shared interest or experience and a lack of general knowledge leaves her vulnerable if anyone were to pierce the crafted social shell.

Though perhaps to her luck, no one has that hasn't also found her obsessions off-putting.

Above all that is a stubborn streak that stretches a mile wide, and an inability to see "no" as a correct answer to a question.

 

|

Appearance

 

"I believe appearances can be deceiving. Understanding something requires more than a look."

Graceful, if a little unwieldy, Tetrika is a deceptive first glance. What appears to be a somewhat slender figure hides muscles and strength behind armour and form-fitting noble clothes. She is very easy to misjudge for this reason, although her actual strength is hard to deny once seen in action.

Tetrika moves with the careful grace of a person born to nobility, another mark of deception as it makes people underestimate her. She doesn't fend in social circles as well as one would imagine, but instead prefers to utilise her deceptive apparition to dissuade any attacks of that vector.

It is when she discards the trappings of nobility that her normal motion comes out, a juttering of sharp movements that rarely cohesively put together, a motion that changes its mind mid-swing. It is not that she is unco-ordinated in movement, no, she instead finds herself changing her mind constantly and that war of thoughts is visible in the way she moves when unrestrained.

 

|

Background

 

"Boredom is death, fascination is life. I will choose life every time. Even knowing where it leads me."

People are often born to the wrong destiny.

Tetrika would certainly say such. She was born bearing the gilded spoon of a noble. Bred to perfection and raised in grace, the von Krevikas noble line would back her every moment. She was to be their flower, their intelligent, adept, skillful, dangerous flower.

Tetrika did that. But she did not find joy in such a youth. She did not find joy in her trainings. In fact, it was possible she would have never known joy if not for the fateful night. She went to an academy, of course as is due to her station, and she learnt voractiously. It was not joy to her, but it was a distraction.

She turned down suitors as needed, it was another distraction.

She had turned down one too many and the man caused a scene. Tetrika didn't care for it and left the social gathering. IT was a ... student meet and greet, she thinks. If you asked her now she couldn't remember the event, nor even which other noble hosted it. Normally important information, but it was all meaningless to her.

Next to what happened after.

Having left early, she stumbled on a man, not a student but a professor of sorts. He wasn't even there for more than a day, but she ran into him anyway. She wasn't even, originally, to take his lecture. It wasn't strictly in her fields of 'interest'. But Lorrimor was no normal man.

Within hours they found themselves discussing, and the old adventurer found an eager student to his teachings. It wasn't that day she found her true love, but that was the first day she felt true joy.

It was much later that theoretical Arcane happened to come up in conversation. It was like stumbling across a jewel, a gemstone. Uncut, raw, but beautiful.

Tetrika had never felt so alive. And Lorrimor certainly found himself enamoured with this new student, her capacity for learning constantly impressing him. He couldn't stay around always, of course, as she was not the only student of his. But he returned.

Again and again. Discussing her progress, even as she grew beyond his knowledge in some areas. Improving, even as she started to build her own way. She would have been stopped usually.

But Lorrimor wasn't the average man to have lured Tetrika from her path. Even her family couldn't find true justification to dissuade her. So instead they supported her, hoping that this would be a new path and they could reap the rewards, or she would realise her folly and return to her way.

Instead she made arcane armour, gold plated, linked to her own abilities in ways others had never expected. It was, theoretically, a breakthrough. At the same time it functioned no better than traditional enchantments. But the possibility was curious.

It would have continued but for one tragic piece of news.

Her teacher.

Her mentor.

The one who had inspired this path... Gone.

In memory of what he had done for her, Tetrika took her golden armour off its shelf. Intent on finding out how she could truly honour the man that had given her hope for her life.

 

|

Notes

 

"Tell my story, if you would. It is not so happy as one might believe."

Ancestry: +2 STR +2 CON
Background: +2 INT +2 STR
Class: +2 INT
Free: +2 INT, +2 STR, +2 CON, +2 DEX
 

 

|

Relationships

 

"The knowing of people to some is more important than who you are as a person."

Unknown

 

 





Ancestry
Human (Ifrit) : +2 STR +2 CON
Heritage: Ifrit BloodYou descend from fire elementals or bear the mark of the Inner Spheres, and your features illustrate the influence that elemental fire has over you. You gain the ifrit trait, in addition to the traits from your ancestry. You gain resistance to fire equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less severe (incredible heat becomes extreme, extreme heat becomes severe, and so on). You can choose from ifrit feats and feats from your ancestry whenever you gain an ancestry feat.

Background
Teacher's Pet: +2 INT +2 STR
Skills: Society, Academia Lore
Feat: Additional Lore - Library Lore
 
Class and Racial Features
Armor Innovation
Your innovation is a cutting-edge suit of medium armor with a variety of attached gizmos and devices. Choose one of the sets of statistics on Table 2–2: Innovation Armor Statistics for your innovation armor (or choose another set of innovation armor statistics to which you have access).
Table 2-2: Innovation Armor Statistics
Medium Armor AC Bonus Dex Cap Check Penalty Speed Penalty Strength Bulk Group Armor Traits
Power suit +4 +1 -2 -5 feet 16 2 composite —

Your innovation armor can have fundamental and property runes added to it in the same way as ordinary armor. Because of the unique features of your innovation, everyone except you is untrained in it, even if they would normally be trained (or better) in medium armor.
| Metallic Reactance The metals in your armor are carefully alloyed to ground electricity and protect from acidic chemical reactions. You gain resistance equal to 3 + half your level to acid and electricity damage. When under the effects of Overdrive, the resistance increases by 2. | Overdrive You have a bevy of smaller devices of your own invention, from muscle stimulants to concussive pistons. When it's necessary, you can throw them into overdrive to assist you in combat.
Overdrive
Inventor Manipulate
Source Guns & Gears pg. 16
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.
| Explode! Your innovation is a creation barely held together by your own engineering, always on the edge of completely falling apart. Though this adds risk, it also means you can coax it to perform far beyond its design specifications using special unstable actions.

While inventors can learn various unstable actions over their career, all at least know how to make their innovation Explode.
Explode
Fire Inventor Manipulate Unstable
Source Guns & Gears pg. 19
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.
| Peerless Inventor You are constantly inventing, and your skill at crafting is unimpeachable. You gain the Inventor skill feat, even if you don't meet its prerequisites. | Shield Block You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.
 
Proficiencies
Armor: Unarmoured, Light, Medium - Trained
Weapons: Simple, Unarmed, Martial - Trained
Languages: Common, +4
Class: Trained in Inventor Class DCs
 




Skills
Acrobatics +4 • Trained
Arcana +6 • Trained
Athletics +3 • Untrained
Crafting +6 • Trained
Deception +3 • Trained
Diplomacy +3 • Trained
Intimidation +0 • Untrained
Occultism +6 • Trained
Performance +0 • Untrained
Religion +0 • Untrained
Medicine +0 • Untrained
Nature +3 • Untrained
Society +6 • Trained
Stealth +1 • Untrained
Survival +0 • Untrained
Thievery +1 • Untrained
Lore: Academia +6 • Trained
Lore: Libraries +6 • Trained
Lore: Outer Planes +6 • Trained




Feats
Skill Feats:
Background: Additional LoreYou gain Trained in one additional Lore Skill

Class Basic: InventorYou are a genius at Crafting, easily able to determine how things are made and create new inventions. You can spend downtime to invent a common formula that you don’t know. This works just like the Craft activity: you spend half the Price of the formula up front, attempt a Crafting check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price. The difference is that you spend the additional time in research, design, and development, rather than in creating an item. Once it’s complete, you add the new formula you invented to your formula book.
 
Class Feats:
Inventor 1: TamperYou tamper with a foe's weapon or armor, using a free hand. Choose either a weapon held by an enemy in your reach or a suit of armor worn by an enemy in your reach. Attempt a Crafting check against the enemy's Reflex DC.

Critical Success Your tampering is incredibly effective. If you tampered with a weapon, the enemy takes a –2 circumstance penalty to attack rolls and damage rolls with that weapon. If you tampered with armor, the armor hampers the enemy's movement, making the enemy flat-footed and inflicting a –10-foot penalty to its Speeds. The effect lasts until the enemy Interacts to remove it, regardless of which one you used.
Success Your tampering is temporarily effective. As critical success, but the effect ends at the start of your next turn, even if the enemy doesn't Interact to end it.
Critical Failure Your tampering backfires dramatically, creating a small explosion from your own tools or gear. You take fire damage equal to your level.

 
Ancestry & General Feats:
Ancestry 1: Inner FireYou can call the fire inside you into the palm of your hand. You can cast the produce flame cantrip as an innate primal or arcane spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.

Ancestry 1:Ember's EyesYour eyes blaze with inner flame. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision.

Special If your ancestry has neither low-light vision nor darkvision, you can take this ancestry feat a second time to gain darkvision. You can't retrain out of this feat.




Attacks

? +? • Trained 2 • ? • Damage ?d?




Inventory
Money: 15gp
Bulk: 0

Gear
TBD

Arms and Armor
TBD

 

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