Post by mobus on Jul 1, 2014 16:46:17 GMT -5
Name:
Captain Wolfgang Blitzkrieg
Screen Name:
Howling Ember
Alignment:
Chaotic Neutral
Race:
Mechanatrix
Size:
Medium
Racial Weakness:
Water
Languages:
Common, Planar Common (free), Celestial, Thieves' Cant, Ancient, Aquan, Old Stone, Dwarven
Country of Origin:
Seas of Arith
Chosen Deity:
Dannui, Maiden of the Seas, Astra Windsong, Goddess of Navigation, Stars, Ships, and Wind Currents, and Besmara is the Goddess of piracy, strife, and sea monsters. (And sometimes he praises Gond for the black powder)
Common, Planar Common (free), Celestial, Thieves' Cant, Ancient, Aquan, Old Stone, Dwarven
Country of Origin:
Seas of Arith
Chosen Deity:
Dannui, Maiden of the Seas, Astra Windsong, Goddess of Navigation, Stars, Ships, and Wind Currents, and Besmara is the Goddess of piracy, strife, and sea monsters. (And sometimes he praises Gond for the black powder)
History:
Where did he come from? He has no clue how he ended up in that lab, torn up, pieced out like he was a machine and they were evaluating the parts. The eery glow of the lights, cold voices talking about how compatible he was and how good of a unit he would make. In the end he was considered a failed attempt, pieced together but not functioning properly and he was tossed out like trash. The sudden jolt of hitting the heaps of scrap is what finally stirred him from his rest. Confused and half crippled, unable to truly understand what was going on or how to power his mechanical limbs, he simply had to drag his body from the scrap heap and try to find answers or some form of help. Fortunately for him, the mechanatrix employed some flesh slaves to do menial labor for them and he was found by the son of one who worked the junkyards scrapping parts. It took some time but the boy proved to be a bit of a savant with technology, having little time to do much else besides playing with broken parts, and he was able to finish what the mechanatrix started with Wolfgang and get him ..mostly.. functional. Unfortunately for the boy, his sudden show of skill got him taken from his home and "promoted" to working in their labs. Things seemed grim for Wolfgang if he hung around so he managed to sneak his way from their lands through various acts of shady business and smuggling. It took a good bit of time but he was able to learn the skills he needed to tend for his new body and even make improvements, enough so that he rejoined those shady business practices that saved his life, embracing them and using his more monstrous mechanical presence to intimidate what his silver tongue could not persuade. As an act of payment for the boys kindness, he attempted to use his new control over the shady ruffians to get back to those lands to save the boy, but he was far too late to find anything but a practical warforged in the boys likeness working the labs. From there he was lost to the seas, not looking back for fear of feeling guilt, always looking forward as he gathered various crews and various ships, taking what he wished, enjoying the life he was given back. Things slowed over the years, he got a bit complacent and rusty.. his long time crew leaving him stranded and stealing his treasures. Now he seeks a new crew, and revenge.
Description:
--Age: 239 (39 at time of "death" and rebirth as Mechanatrix)
--Height: 6'3"
--Weight: (optional) 365 lbs (Metal is heavy!)
--Body Type: (optional) Athletic and toned with sprinklings of sick robotics
--Eyes: Golden / Robotic!
--Hair: Dirty Blonde
--Gender: 65% Male 35% Automaton
Personality: Old but happy.
Current Rank: Ruby Shield
Current Dice: 3d80
Current Hit Points: 54
Defense DC: 22
Defense: 20
Healing: 52
Self Healing: 26
Traits
Strength [0]
Quickness [12]
Endurance [7]
Willpower [7]
Intelligence [0]
Charisma [0]
Perception [5]
Primary Class: Combat
Class Bonus: Extra 1d 1/combat.
Primary Profession: Swashbuckler
Profession Bonus: Not Left Handed: Dual Wield | +3 Strike with 2 Weapons
Secondary Class: Support
Class Bonus: 2 Free support skills
Secondary Profession: Healer
Profession Bonus: "Healer's Touch" A healer has double the amount of healing points at any given rank they may use.
Skills
(racial) Shocking Grasp
(racial) Electrical Affinity
(racial) Acrobatics
(combat) Combat Affinity
(flaw) Engineering Knack
(flavor crystal) Alluring Tongue
(flavor crystal) Bargainer
(flavor crystal) Thrice Keelhauled
(flavor topaz) Entrepreneur
(flavor amber) Old Salt
(flavor sapphire) Polygot
(flavor emerald) Delay Pain
(flavor ruby)Breadth of Experience
(crystal) Dexterous Fighter
(crystal) Combat Marksman
(crystal) Magical Affinity
(crystal) Alchemy
(crystal) Artisan Crafting (C: Armorsmithing, T: Gunsmithing, A: Weaponsmithing, S: Leatherworking, E: Blacksmithing, R:)
(swashbuckler) Close Quarters Fighting
(topaz) Modified Engineering
(topaz) Point Blank Shot
(topaz)Your Opponent is me
(amber) Heavy Engineering
(amber) The Perfect Cut
(amber) Self Healing
(support)
(support) Levitation
(sapphire) Artisan Flourish
(sapphire) Weapon Alteration
(sapphire) Point Blank Master
(emerald) Acrobatic Backstab
(emerald) Swordman's Folly
(emerald) Sword and Pistol
(healer) Healing Affinity
(healer) Healing Run
(ruby) Can't touch this
(ruby) Aura of Strength
(ruby) Greater Dual Wield
Flaws
1. Distinctive
2. Flirt
3. Technophilia
Checks
Acrobatics: +22
Use Object (Engineering): +20
Athletics: +5
Intimidate: +18
Jump: +5
Climb: +14
Use Rope: +2
Diplomacy: +5 [+10 involving money]
Spot: +5
Listen: +5
Search: +5
Weapons with dice effects / enchantments:
Primary Weapon: Fizzwinken's Penetrating Utilitarian Weapon Module (Old Reliable)
Secondary Weapon: Blood Crystal Falchion [1d10] Phantom, Blurstrike, Dueling
Ranged Weapon: Plasma Beam [1d8]
Secondary Ranged Weapon: Freeze Ray [1d8]
Hidden Weapon: Flintlock Pistol [1d8] / Bayonet [1d6] x2
Extra Attack Item:
Extra Defense Item:
Head:
Hat of Anonymity
Face:
Eyes:
Eyes of the Dragon (Darkvision 120 ft, blindsense 60ft, 4x Lowlight, 2x normal light)
Neck:
Amulet of Health and Defense: This Amulet grants the wearer 10 extra hit points and +5 to both Mundane and Magical Defense.
Torso:
Body (Armor):
Kyton Armor (+18 Def)
Cloak:
Fizzwinken's Tyrannical Warding Trenchcoat (+10 DEF + 13 Intimidate)
Waist:
Arms/Wrist:
Bargainer's Band
Hands:
Feet:
Boots of Eril: These white scaled boots of dragonhide grant their wearer a +5 bonus to Climb and Jump checks.
Shield:
Crawling Shield (+3 Def)
Body Modification:
Combat Finger Sleeve I,II
Total Defense: 30 Mundane / 5 Magic
Hat of Anonymity
Face:
Eyes:
Eyes of the Dragon (Darkvision 120 ft, blindsense 60ft, 4x Lowlight, 2x normal light)
Neck:
Amulet of Health and Defense: This Amulet grants the wearer 10 extra hit points and +5 to both Mundane and Magical Defense.
Torso:
Body (Armor):
Kyton Armor (+18 Def)
Cloak:
Fizzwinken's Tyrannical Warding Trenchcoat (+10 DEF + 13 Intimidate)
Waist:
Arms/Wrist:
Bargainer's Band
Hands:
Feet:
Boots of Eril: These white scaled boots of dragonhide grant their wearer a +5 bonus to Climb and Jump checks.
Shield:
Crawling Shield (+3 Def)
Body Modification:
Combat Finger Sleeve I,II
Total Defense: 30 Mundane / 5 Magic
Rings: (Up to two active)
1. Kulpapec's Ring: This is a gold ring set with a ruby. It can be used to give an electric shock to the wearer, which does damage unless they are immune to electricity. If one is healed by electricity, then it can be used to do a full heal 1/day . [Worth: 5,000gp]
2.
Consumables: (Up to five types, no limit on how much of each type.)
1. Healing Infusion (Bomb that heals all damage) [1 Use]
2. Tiny Bot: Heavy: 3 rounds, 2d68, 34hp, DEF DC12 [1 Use]
3. Rezz Coin
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. Ioun Stone (clear sphere) [Magic Item]
This ioun stone gives you the ability to see through it. The stone still maintains an orbit around your head. If you are affected by blindness, you can still move normally. You can have this stone implanted into your forehead as your head slot, or implant it in the palm of their hand, using it to see around corners while staying in full cover. It is possible to target the Clear Sphere Ioun Stone separately with a blindness effect.
2.
3.
4.
5.
Mundane (non-magical pack Items)
-Muscular Retrofitting (arm) [+4 Strength checks]
-Muscular Retrofitting (leg) [+4 Quickness checks]
-Explorer's Watch
-Electromagnetic Relivener Mark2
Equipped Item Info
-Fizzwinken's Penetrating Utilitarian Weapon Module
What an incredible mechanical arm this has become! Fitted at the end of the arm is a gauntlet that appears to be leather, but is plated with metal. The hand is hinged and can be opened, where a built-in 2d10 crossbow is fitted.(Can be adjusted to 1d10 crossbow) Bolts shot with this crossbow have the Exit Wound, Impact and Spiderkissed enchants. It can also be twisted, which causes a grappling hook with three sharp claws that can be launched outward all at once, or one at a time to latch onto something. The chains are each 20 feet long and the claws are enhanced with a magnetic force to increase grappling strength and ability to latch onto things. If used in combat, they are a ranged attack of 1d8 damage. It also adds +5 to Climb Checks when used for grappling.
-Blood Crystal Falchion [1d10]
Paragon +2
---Blood Crystal
Solar radiation beat down upon the Scarred Lands, warping once-ordinary quartz into a bloodcraving stone. If an attack with a piercing or slashing blood crystal weapon hits a target, the blood crystal drains blood from the wound. For every attack that feeds the weapon, you gain a +1 to damage, up to +5 damage during one combat. Unfed blood crystal has a pale pink hue, darkening toward deep crimson as it becomes saturated with blood. Piercing or slashing weapons normally composed entirely or partially of metal can be made from blood crystal.
---Blurstrike
When activated, a blurstrike weapon partially fades from view for 1 round, appearing only as a faint outline (though you, as the wielder, can see it normally). When you attack, an activated blurstrike weapon (along with your hand and arm) appears to others as an amorphous blur, preventing a foe from knowing exactly where the blow is aimed. Once per combat, your attack cannot be reflected or counterattacked, though it can be evaded.
---Dueling
This can only be placed on melee weapons. It gives a +5 to initiative rolls, as well as a +2 against any Disarm attempts
---Phantom
This enchantment is placed on weapons to allow it to hit incorporeal creatures, or for ranged weapons, enabling it to shoot phantom arrows and bolts, or bullets instead of mundane arrows and bolts and bullets. These deal the same damage as normal ammunition, but they allow you to hit incorporeal creatures.
-Kyton Armor [Armor] ¤ ¤ ¤ ¤ This is +18 DEF mithral chainmail, that looks like an unraveling sweater because of the strips of chain hanging from the hem. There is no penalty for initiative due to it being made of mithral, but your Def Cap=30. Besides being a very good piece of armor, it has the ability of Dancing Chains. The armor has four animated strips of chain attached that are under the command of the wearer of the armor. You may have each strip attack an enemy (or friend if you so choose) of your choice in melee range once per combat - which gives you 4 extra attacks per combat. Each strip is 1d4 DMG. You cannot use more than one strip per round. (Medium Armor) [Worth: 11,000gp]
-Fizzwinken's Tyrannical Warding Trenchcoat +10 DEF: This imposing full length men's coat with a high face-covering collar and hood is made of thick fiendweave, providing not only defense, but a +13 to Intimidation Checks. Once per day, this sinister trenchcoat provides you with an auto-pass on any one Intimidation Check.
-Hat of Anonymity [Head] This broad-brimmed black hat obscures the wearer from being detected, allowing him to blend into a crowd with ease. The wearer is under a continuous nondetection effect and has a +5 bonus on Hide checks while the hat is worn. [Worth: 2000gp]
-Amulet of Health and Defense: This Amulet grants the wearer 10 extra hit points and +5 to both Mundane and Magical Defense.
-Bargainer's Band [Arms/Wrist]
This heavy gold band can be worn openly as a display of wealth or concealed beneath a sleeve. It grants its wearer a +5 bonus on Bluff, Diplomacy, or Insight checks per day (choose which one it will boost each day. Once chosen, you cannot change). Whenever the wearer shakes hands with another creature in order to seal a deal or a promise, she can immediately sense whether deceit or cheating is involved (Willpower save DC16 negates), though the wearer cannot determine the exact nature of the deception.
-Boots of Eril: [Feet] These white scaled boots of dragonhide grant their wearer a +5 bonus to Climb and Jump checks.
-Kulpapec's Ring: This is a gold ring set with a ruby. It can be used to give an electric shock to the wearer, which does damage unless they are immune to electricity. If one is healed by electricity, then it can be used to do a full heal 1/day . [Worth: 5,000gp]
-Combat Finger Sleeve I,II
---Finger Sleeve I: This allows a combatant to write an extra combat maneuver per gemstone rank.
---Finger Sleeve II: This gives a combatant +5 DMG to physical damage in combat.
Stored Items:
-Kinsight Goggles [Eyes]
Kinsight goggles are in fact two separate crystal monocles, linked together with a simple silver clasp that allows them to both be worn at once like pince-nez spectacles. The left and right halves may be separated and worn individually, allowing two people to see through one another’s eyes. When separated, the wearer of either half of the goggles may speak a command word to see through the lens of the other half, so long as the halves of the goggles remain within 500 feet of one another. When the two lenses are attached and worn as one item, they offer no magical benefit—just some minor magnification.
-Dirty Coat (+7 Def)
-Studded Leather Armor (+9 Defense)
-Cloak (+3 Def)
-Amulet of defense (+2 defense)
Duelist's Vambraces [Arms]
(Dexterous Fighter)
Made from a mix of sturdy steel and boiled leather, these vambraces grant a +1 bonus to Quickness while the wearer is wielding two weapons (not including natural weapons or unarmed attacks). This cannot be used if any other boost to traits is being used including skills, spells and loot.
Helm of Glorious Recovery [Head]
(Paladin, Vindicator (Good), Priest (Good) only)
This magnificent helmet is chased with gold and silver, and set with three yellow topazes. Developed by a militant, lawful good sect for its paladins, these helmets are potent healing devices. Once per day, this helmet can heal you completely of all damage and negative effects (such as disease, poison, trait point loss).
Bells of Rebuking [Magic Item]
A beautifully crafted set of seven bells in a leather bandolier, the smallest the size of a pillbox and the largest the size of a clenched fist. The bells are enchanted to effect mindless undead. Undead at least one gemstone rank lower than the bard that hears the bells gain a willpower save of DC15, if they fail, they are stopped in their place and cannot take any action until the bells stop being played.
Rod of Hidden Light [Magic Item]
This rod crafted of rough-cut glass can, on command, shed light as a sunrod. Unlike a normal light source, only the holder of the rod can see the light produced.
Boots of the Winterfell [Feet]
These white furred boots allow you to move through snow at normal speed, without leaving any tracks. It also allows you to travel across ice without needing to take any checks for movement, and it has the spell 'endure elements' cast upon it allowing you to always be comfortable in the environment.
Rock Boots [Feet]
These heavy boots are made from pieces of stone, bound by thick leather. While worn, the wearer gains a +3 bonus to the opposed Strength roll against a bull rush so long as he is standing on the ground, it increases to +5 if it is a surface made of stone. He can also cross difficult terrain caused by natural earth-based conditions (gravel, mountain slope, sand but not plants) without penalty. The boots do have one side effect. The stone soles of the boots inflict a -2 penalty to Stealth checks.
-Fizzwinken's Tempestuous Multi-Function Mobilizing Warstaff [2d6/2d8]
This incredible oaken weapon crackles with electricity when it is wielded. It's top half acts as a club [2d6], and bottom acts as a spear [2d8]. Once per combat, it can produce a thunderclap that does an extra 1d8 damage. When wielded in the hand, the bearer is immune to electricity. The bearer is able to fly up to five feet above the ground, regardless of how strong the wind is around him. This functions as a summoning staff, mobilizing a creature from the void to do your bidding. To use the summoning function once per combat, roll a 1d6.
1) Brain-slug. Toss this slug at an enemy as a ranged attack. If the attack hits, the slug dominates the target, obeying your command for one round, if they cannot pass save of DC15.
2) Two-headed Scorpion Cat. Minion attacks one round for you. Roll your combat dice, then add it's attack: Poison stinger 1d6 poison damage.
3) Air Elemental Twister. Roll a d20. If you roll 11 or higher, the air elemental appears on top of an enemy. It tosses said enemy 1d6x10 feet in the air. They take falling damage, 1d2 per 10 feet tossed. If you roll 10 or lower, the air elemental appears in your square, tossing you 1d4x10 feet in the air. You take the appropriate damage.
4) Lesser Tentacled Abomination. Select one enemy. The slimy tentacle monster appears adjacent to the enemy. It makes a single attack with all of its tentacles at once. If it hits, the enemy is inflicted with 2d5 tentacle damage
5) Key-shaped Mouse. This tiny mouse can magically take the shape of any lock, opening almost any locked door, magical or otherwise. Before taking the shape of a key, this magical mouse must be fed some type of cheese, otherwise no transformation will take place. If the party has no cheese available, it will vanish until re-summoned.
6) Mischievous Imp. The Imp appears and instantly turns against you, doing 1d5 dmg before disappearing.
-Full Heal Potions [x3]
-Animal Senses Potion
-Albedo Potion
-Potion of Fungicide: This potion cures all fungi spore infestation and protects against such infestations for 1d4 rounds after ingesting. If splashed onto a monstrous fungus, it must make a successful Endurance Check DC15 or take 2d6 undefendable damage.
-Remove Curse Potion [x2]
-Remove Paralysis Potion [x2]
-Darksight Potion [x3]
-Barkskin Potion +3 DEF [x2]
-Potion of Cure Disease [x4]
-Laughing Potion
-Quarterstaff 2d4 or 1d4/1d4
Other Information: