Name:
Race: Slith
Medicant\Artificer - scientist
Lvl 2
STR 10
DEX 10
CON 14
INT 20
WIS 15
CHA 10
Wound: 9
Vitality: 14
FORT:2 3 1 = 16
REFL: 2 5 1 = 18
WILL:2 1 2 =15 +2 vs magic
Attacks: + 6
can use firearms and will eventually work towards making steamgear\electrotech
DR: +5
Bullet proof vest, -2 dex
Racial
Racial: Bloodline: Choose the offshoot to which
you belong. The malicious yansi prefer a baroque
style of gear, architecture, and speech. They are
matriarchal and obey an all-powerful queen. They eat only meat
and sweet foods. In contrast, the monastic verrai prefer a minimalist
style. They are patriarchal and swear loyalty to various lords.
They eat only vegetables, minerals, and highly bitter foods. A slith
immediately knows another slith’s lineage. The offshoots tend to be
unfriendly or even hostile to each other. However, they cooperate
against common enemies.
Detect Astral PortalM: You instantly learn whether an
extra-dimensional portal that leads to the Astral Realm is present
within a 30-ft cone. If you scan the area again, you learn the exact
space the portal lies. You cannot detect portals to any other realms.
Strong Mind: Boost Will by +2 when resisting magic abilities
Wall Walking: As part of a single move action, you walk up
or down a vertical incline with ease at your normal speed. You must
begin and end your move on a flat surface or else you fall as normal.
Costs 1 vitality.
Iron Will: You are mentally resilient. Boost your Will by +2.
Core Abilities
Medicants start with the following abilities at 1st level.
Cure WoundsM: One touched ally heals 1d6 wound damage
per 2 levels (max 5d6) as you magically knit its flesh and bones. A creature
can benefit only once daily from this ability. Costs 1 vitality.
Harvest Blood and Organs: You can harvest blood
and organs. You can take a vial of blood from a patient after 1 round of
work that inflicts 1 vitality damage. Removing a limb or organ takes 10
minutes and inflicts 2d4 wound damage. You can harvest until a target
dies. Removing sense organs causes blindness (eyes), deafness (ears) or
such. Also, removing a brain, heart, liver or both lungs kills most creatures.
You cannot harvest from a creature that has been dead more than
2 minutes, or from a live creature that is not helpless or fully restrained.
Blood and organs count as fresh for 1 hour unless you use Preserve.
Core Abilities
Artificers start with the following abilities at 1st level.
Brew PotionC: You place an ability that you or an adjacent
ally knows into a potion, salve, oil, pill or similar mix that delivers a
single-use effect to a creature or object. The cost and time equal 50 gp
and 1 hour for a basic ability or 300 gp and 2 hours for an intermediate
ability. You or an adjacent ally pay any vitality cost when brewing the
potion. See page 196 for details and a list of common potions.
InfuseM: You spend 1 minute and 2 vitality to place any artificer
basic magic ability—even one you haven’t mastered yet—into a manufactured
object of up to 250 pounds such as a sword, belt, hat, vase or
suit of armor. Anyone can wear or hold the item to release the ability
by concentrating as a standard action. Use your attack roll and level to
resolve the effect. The user must expend vitality to power the effect, as
normal. The infusion remains until used or for 1 hour maximum.
Magic WeaponM: As a move action, your
touch grants a weapon a +1 bonus on attack rolls and a
+2 bonus on damage rolls. The bonus damage is an energy
type of your choice such as acid or fire and does not harm the
wielder. For a ranged weapon, you augment its ammunition.
The benefits last 5 minutes and aid anyone who
uses the weapon. Costs 1 vitality.
Theme
Laboratory: By inheritance, gift or whatnot, you gain a scientific
laboratory worth 1,000 gp. The basic lab structure is worth
500 gp. The contents include 500 gp worth of toolkits, alchemical
items, and/or steamgear and electrotech.
Shocking GraspM: One adjacent foe suffers 1d6 electrical
damage per level (max 5d6) and is dazed for 1 round unless Fortitude
resists. Apply a +5 bonus on your attack against metal-clad foes.
Costs 1 vitality.
SKILLS:
Gearhead: Apply a +5 bonus on Mechanics checks, or +10
when using steamgear.
Realms Lore: Boost Arcana checks by +2 regarding various
realms of existence, or by +5 regarding the Astral Realm.
Scavenge: Apply a +5 bonus on Appraise, Craft, and Perception
checks when searching for, evaluating, and repairing used or
broken gear. This ability offers no bonuses for new equipment, nor
for gems, jewels, coins or magic items except if such items are damaged
or nonfunctional.
First Aid: Apply a +5 bonus on Heal checks, or +10 to halt
bleeding. Normally, a DC 15 Heal check stabilizes a bleeding character.
Artificer Training: Apply a +3 bonus on
Arcana, Craft, and Mechanics checks. Also, you can read magic scrolls.
Mechanics +8, +13 for steamgear
Arcana +3, +5 realms, + 8 Astral Realm
Craft +3
Race: Slith
Medicant\Artificer - scientist
Lvl 2
STR 10
DEX 10
CON 14
INT 20
WIS 15
CHA 10
Wound: 9
Vitality: 14
FORT:2 3 1 = 16
REFL: 2 5 1 = 18
WILL:2 1 2 =15 +2 vs magic
Attacks: + 6
can use firearms and will eventually work towards making steamgear\electrotech
DR: +5
Bullet proof vest, -2 dex
Racial
Racial: Bloodline: Choose the offshoot to which
you belong. The malicious yansi prefer a baroque
style of gear, architecture, and speech. They are
matriarchal and obey an all-powerful queen. They eat only meat
and sweet foods. In contrast, the monastic verrai prefer a minimalist
style. They are patriarchal and swear loyalty to various lords.
They eat only vegetables, minerals, and highly bitter foods. A slith
immediately knows another slith’s lineage. The offshoots tend to be
unfriendly or even hostile to each other. However, they cooperate
against common enemies.
Detect Astral PortalM: You instantly learn whether an
extra-dimensional portal that leads to the Astral Realm is present
within a 30-ft cone. If you scan the area again, you learn the exact
space the portal lies. You cannot detect portals to any other realms.
Strong Mind: Boost Will by +2 when resisting magic abilities
Wall Walking: As part of a single move action, you walk up
or down a vertical incline with ease at your normal speed. You must
begin and end your move on a flat surface or else you fall as normal.
Costs 1 vitality.
Iron Will: You are mentally resilient. Boost your Will by +2.
Core Abilities
Medicants start with the following abilities at 1st level.
Cure WoundsM: One touched ally heals 1d6 wound damage
per 2 levels (max 5d6) as you magically knit its flesh and bones. A creature
can benefit only once daily from this ability. Costs 1 vitality.
Harvest Blood and Organs: You can harvest blood
and organs. You can take a vial of blood from a patient after 1 round of
work that inflicts 1 vitality damage. Removing a limb or organ takes 10
minutes and inflicts 2d4 wound damage. You can harvest until a target
dies. Removing sense organs causes blindness (eyes), deafness (ears) or
such. Also, removing a brain, heart, liver or both lungs kills most creatures.
You cannot harvest from a creature that has been dead more than
2 minutes, or from a live creature that is not helpless or fully restrained.
Blood and organs count as fresh for 1 hour unless you use Preserve.
Core Abilities
Artificers start with the following abilities at 1st level.
Brew PotionC: You place an ability that you or an adjacent
ally knows into a potion, salve, oil, pill or similar mix that delivers a
single-use effect to a creature or object. The cost and time equal 50 gp
and 1 hour for a basic ability or 300 gp and 2 hours for an intermediate
ability. You or an adjacent ally pay any vitality cost when brewing the
potion. See page 196 for details and a list of common potions.
InfuseM: You spend 1 minute and 2 vitality to place any artificer
basic magic ability—even one you haven’t mastered yet—into a manufactured
object of up to 250 pounds such as a sword, belt, hat, vase or
suit of armor. Anyone can wear or hold the item to release the ability
by concentrating as a standard action. Use your attack roll and level to
resolve the effect. The user must expend vitality to power the effect, as
normal. The infusion remains until used or for 1 hour maximum.
Magic WeaponM: As a move action, your
touch grants a weapon a +1 bonus on attack rolls and a
+2 bonus on damage rolls. The bonus damage is an energy
type of your choice such as acid or fire and does not harm the
wielder. For a ranged weapon, you augment its ammunition.
The benefits last 5 minutes and aid anyone who
uses the weapon. Costs 1 vitality.
Theme
Laboratory: By inheritance, gift or whatnot, you gain a scientific
laboratory worth 1,000 gp. The basic lab structure is worth
500 gp. The contents include 500 gp worth of toolkits, alchemical
items, and/or steamgear and electrotech.
Shocking GraspM: One adjacent foe suffers 1d6 electrical
damage per level (max 5d6) and is dazed for 1 round unless Fortitude
resists. Apply a +5 bonus on your attack against metal-clad foes.
Costs 1 vitality.
SKILLS:
Gearhead: Apply a +5 bonus on Mechanics checks, or +10
when using steamgear.
Realms Lore: Boost Arcana checks by +2 regarding various
realms of existence, or by +5 regarding the Astral Realm.
Scavenge: Apply a +5 bonus on Appraise, Craft, and Perception
checks when searching for, evaluating, and repairing used or
broken gear. This ability offers no bonuses for new equipment, nor
for gems, jewels, coins or magic items except if such items are damaged
or nonfunctional.
First Aid: Apply a +5 bonus on Heal checks, or +10 to halt
bleeding. Normally, a DC 15 Heal check stabilizes a bleeding character.
Artificer Training: Apply a +3 bonus on
Arcana, Craft, and Mechanics checks. Also, you can read magic scrolls.
Mechanics +8, +13 for steamgear
Arcana +3, +5 realms, + 8 Astral Realm
Craft +3
Last edited by Chris on Mon Oct 22, 2012 9:21 am; edited 2 times in total