Melanoce
Female Borogashi
Smart Hero 3, Technomage 10, Arcane Arranger 8.
[sblock=DM]
HD:21
HP: (6+20d6), average HPs 6+3,5x20 = 76
Initiative: 3 (-1+4)
Action Points: 217
(5+6+6+8+8+9+9+10+10+11+11+12+12+13+13+14+14+15+15+16)
AC: 9 (10-1)
t: 9
ff: 9
Bab: 9 (1+5+3)/grapple 8
Attack: N/A
Damage: N/A
Saves: (classx3+ability+enhancement)
fort: +11 (1+3+2 +0 +5)
dex:. +12 (1+5+2 -1 +5)
will: +16 (2+3+4 +2 +5)
40 pt buy:
Str: 8 (0pt)
Dex: 8 (0pt)
Con: 10 (2pt)
Int: 18 (16pt)
Wis: 14 (6pt)
Cha: 18 (16pt)
Adjusted stats:
Str: 8/-1 (8)
Dex: 8/-1 (8)
Con: 10/0 (10)
Int: 29/+9 (18+6+5)
Wis: 14/+2 (14)
Cha: 24/+7 (18+6)
Skillpoints: 264 (9x4+9x2 + 7x10 + 7x8 + 4x21)
Skills:...Ranks+Ability+Synergy+Feats+Enhancement+Class abilities))
Bluff (Cha):.........................51 (24+7+0+0+20+0)
Computer Use (Int):..............56 (24+9+0+2+20+0+3savant)
Craft (electronic) (Int)..........15 (6+9+0+0+0+0)
Diplomacy (Cha):..................80 (24+7+2+2+2+2+3+30+8reputation bonus)
Gather Information (Cha):......17 (0+7+0+2+0+8reputation bonus)
Knowledge (Int):
Kn: (arcane lore):.................17 (6+9+0+2+0+0)
Kn: (civics):........................35 (24+9+0+2+0+0)
Kn: (current events):............21 (10+9+0+2+0+0)
Kn: (streetwise):.................35 (24+9+0+2+0+0)
Kn: (technology):.................31 (20+9+0+2+0+0)
Kn: (business):....................35 (24+9+0+2+0+0)
Profession (Tradecraft) (wis):.72 (24+2+0+3+10+30+0+3savant)
Research (Int):....................33 (24+9+0+0+0+0)
Repair (Int):........................17 (6+9+0+2+0+0)
Sense Motive (Wis):.............48 (24+2+0+2+20+0)
Languages: 1+9
Feats:
1,3,6,9,12,15,18
Mercantile Background
Negotiator (+2Diplomacy and Sense Motive)
Business savy
Eschew Materials
Improved Initiative
Skill Focus (Diplomacy+3)
Skill Focus (Tradecraft+3)
Epic feats:
21
Epic Skill Focus (Profession Tradecraft +10)
Bonus Feats:
2,6,9,12,16,19
Trustworthy (+2 Diplomacy, +2 Gather Information)
Educated (+2 Arcane Lore, +2 Civics)
Educated (+2 Current Events, +2 Streetwise)
Educated (+2 Technology, +2 Business)
Greater Spell Focus (Divination)
Gearhead (+2 Computer Use, +2 Repair)
Spells:
0: 4+0
1: 4+3
2: 4+2
3: 3+2
4: 3+2
5: 2+2
(+2 to DC for Divination)
Known spells:
0-level Arcane Spells
*Arcane Graffiti. Inscribes personal rune or short message on object or surface.
*Daze. Subject takes no actions for 1 round.
*Detect Magical Aura. Detects spells and magic items within 60 feet.
*Haywire. Causes a single device to behave randomly and erratically.
*Light. Object shines like a torch.
*Mage Hand. 5-pound telekinesis.
*Magic ID. Creates a false but visually accurate identification card.
*Mending. Repairs small breaks or tears in objects.
*Message. Whispered conversation at distance.
*Prestidigitation. Perform minor tricks.
*Read Magic. Read scrolls, spellbooks, and magical writing.
*Resistance. Subject gains +1 on saving throws.
1st-level Arcane Spells: 50x14= 700gp
*Change Self. Changes your appearance.
*Clean. Eliminates grime, dirt, and bacterial contaminants from the target, and renders target scentless.
*Comprehend Languages. Understands all spoken and written languages.
*Dancing Lights. Creates up to four lights or a glowing, vaguely humanoid shape.
*Degauss. Erase a single device that contains electronic data.
*Feather Fall. Objects or creatures fall slowly.
*Hold Portal. Holds door shut.
*Instant Identify. Determines all magic properties of a single magic item.
*Mage Armor. Gives subject +4 Defense bonus.
*Magic Missile. 1d4+1 damage; +1 missile/two levels above 1st (max 5).
*Mask Metal. Renders a metal object undetectable to metal detectors.
*Obscuring Mist. Creates cloud of vapor that obscures all sight, including darkvision, beyond 5 feet.
*Power Device. Powers one inoperative electrical or mechanical device.
*Shield. Invisible disc gives cover, blocks magic missiles.
*Sleep. Put 2d4 HD of creatures into comatose slumber.
*Trace Purge. Removes physical traces of the subject’s presence or passage.
*True Strike. Adds +20 bonus to your next attack roll.
*Undetectable Magical Aura. Masks a magic item’s aura from detection.
2nd-level Arcane Spells 100x15= 1500gp
*Arcane Lock. Magically locks a portal or chest.
*Blur. Attacks miss subject 20% of the time.
*Burglar’s Buddy. Suppresses mechanic or electronic intrusion alarms and alarm sensors within a 15-foot radius.
*Darkvision. See 60 feet in total darkness.
*Dataread. You can access and read data stored in any machine-readable data source.
*Enhance Ability. Subject gains +5 bonus to one ability score for 1 min./level.
*Glitterdust. Blinds creatures, outlines invisible creatures.
*Invisibility. Subject is invisible for 10 min./level or until it attacks.
*Knock. Opens locked or magically sealed door.
*Locate Object. Senses direction toward object (specific or type).
*Machine Invisibility. One creature or object cannot be detected by machines.
*Magic Message. Device delivers a message of 25 words or less when specific conditions are met.
*Magic Mouth. Speaks once when triggered.
*Protection from Arrows/Bullets. Subject immune to most ranged attacks.
*Relay Text. You can transmit a message of up to 25 words via electronic device to someone you know.
*Resist Energy. Ignores 10 points of damage/round from one energy type.
*See Invisibility. Reveals invisible creatures or objects.
*Spider Climb. Grants ability to travel on walls and ceilings.
*Web. Fills 20-foot-radius spread with sticky spider webs.
3rd-level Arcane Spells. 150x16=2400gp
*Dispel Magic. Cancels magical spells and effects.
*Displacement. Attacks miss subject 50% of the time.
*Electromagnetic Pulse. Ruins or scrambles electronic circuitry in a 20-foot-radius burst.
*Fireball. 1d6 damage per level, 20-foot radius.
*Flaming Projectiles. Projectiles deal +1d6 fire damage.
*Gaseous Form. Turns subject into translucent mist or wispy smoke and grants damage reduction 10/+1.
*Greater Magic Weapon. +1/three levels (max +5).
*Halt Undead. Immobilizes undead for 1 round/level.
*Haste. Extra attack action, additional move, and +2 Defense.
*Hold Person. Holds one person helpless; 1 round/level.
*Improved Arcane Lock. Closes and locks all specifically targeted doors within range.
*Invisibility Sphere. Makes everyone within 10 feet invisible.
*Lightning Bolt. Electricity deals 1d6 damage/level.
*Nondetection. Creature or object becomes difficult to detect by divination and detection spells.
*Secret Pocket. Creates extradimensional space within a pocket on a garment.
*Shutdown. Electric devices in area cease to function for the duration of the spell.
*Slow. One subject/level may only move or attack; –2 to Defense, –2 on melee attack and damage rolls, –2 on Reflex saves.
*Tongues. Speak any language.
*Vampiric Touch. Touch deals 1d6 points of damage per two caster levels; caster gains damage as temporary hit points.
*Wall Walk. Subject can move on ceilings and walls at normal speed as well as hold and wield weapons.
4th-level Arcane Spells, 200x17= 3400gp
*Animate Dead. Creates undead skeletons and zombies.
*Arcane Eye. Invisible floating eye moves 30 feet/round.
*Bestow Curse. –6 to an ability; –4 on attacks, saves, and checks; or 50% chance of taking no action.
*Clown Car. Creates extradimensional space within enclosed vehicle that holds one passenger per caster level.
*Confusion. Makes subject behave oddly for 1 round/level.
*Detect Scrying. You are aware of any attempt to scry on you and can sense the presence of scrying devices.
*Dimension Door. Teleports you and up to 50 lb./level.
*Energy Trap. Opened object deals 1d4 +1/level damage of given energy type.
*Fear. Subjects within cone flee for 1 round/level.
*Ice Storm. Hail deals 5d6 damage in cylinder 40 feet across.
*Magic Bullets. Enchants bullets with the power to knock out or panic targets.
*Minor Globe of Invulnerability. Stops 1st- through 3rdlevel spell effects.
*Phantasmal Killer. Fearsome illusion kills subject or deals 3d6 points of damage.
*Remove Curse. Frees object or person from curse.
*Scrying. Spies on subject from a distance.
*Shout. Deafens all within cone and deals 2d6 damage.
*Stoneskin. Stops blows, cuts, stabs, and slashes.
*Via Negativa. Crackling energy deals 4d6 points of damage per round to grappled foe; +5 bonus to grapple checks.
*Wall of Fire. Deals 2d4 fire damage out to 10 feet and 1d4 out to 20 feet. Passing through wall deals 2d6 +1/level.
*Wall of Ice. Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
*Wire Walk. Subjects teleport instantly to the location of a telephone you call.
5th-level Arcane Spells 250x13=3250gp
*Cloudkill. Kills 3 HD or less; 4–6 HD save or die.
*Cone of Cold. 1d6 cold damage/level.
*Hold Monster. As hold person, but any creature.
*Instant Connectivity. Instantly transport one or more creatures through the Internet using instant-message software.
*Passwall. Breaches walls 1 foot thick/level.
*Phantom Projectiles. Projectiles pass through obstacles and armor and ignore most damage reduction.
*Phantom Watchdog. Spectral dog can guard or attack.
*Secret Vault. Creates extradimensional space in which to hide a container, which you can retrieve at will.
*Seeming. Changes the appearance of one creature per two levels.
*Synchronicity. Subject isn’t delayed by the inconveniences of modern life.
*Telekinesis. Lifts or moves 25 lb./level at long range.
*Teleport.
*Wall of Force. Wall is immune to damage.
*Wall of Iron. 30 hp/four levels; can topple onto foes.
*Wall of Stone. Creates a stone wall that can be shaped.
Cost for spells: 11250gp
Class Abilities:
Smart Hero:
*Defense Bonus: +1
*Reputation Bonus: +1
2 Talents:
Savant:
*Computer Use,
*Profession (Tradecraft)
The Smart hero gets to add a bonus equal to his or her Smart level when making checks with that skill.
Technomage:
Arcane Spellcasting, lvl 10
*Defense Bonus +5
*Reputation Bonus +3
*Arcane skills
*Machine empathy
*Program spell
*Create homunculus
*Arcane spontaneous casting (9 spells of levels 0-3)
*Spell focus (divination)
*Online casting
*Bonus feat
*Quicken spells
Arcane Arranger:
*Defense Bonus +3
*Reputation Bonus +4
*Word on the street
*False allegiance
*Shadow resources
*Pack rat
*Expert in your field (Rep bonus to G Information and Dip)
*Up my sleeve
Equipment effects:
*Mindblank
Equipment:
Gate Key
When properly operated, the gate key can be used to attune any bounded space, such as a doorway or a cave opening, to another bounded space on another plane of existence previously visited by the wielder. When two bounded spaces are attuned, an interdimensional portal springs up at each location, and the two portals are connected. When the wielder creates a pair of portals, he or she also establishes the necessary key that travelers must have to access the portal. Possible keys include nothing, a pearl, a particular hair color, or even the gate key itself. Up to sixty different pairs of portals can be attuned in this manner. Once all sixty pairs of portals are created, the key cannot create additional gates, though it may still be the necessary key to access some or all of the portals. To any creature without the proper key, the interdimensional portals are not visible (through true seeing or similar magic reveals their presence).
Caster Level: 21st; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, gate; Market Price: 378,000 gp, x 0,75 (Merchant Background Discount) = 283'500 gp
(Head) Item of Continuous Mindblank:
8x15x2000/2= 120000gp
(Arms) Item of Diplomacy +30:
30x30x100= 90000gp
(Hands) Item of Tradecraft +30:
30x30x100= 90000gp
(Eyes) Item of Bluff +20:
20x20x1000= 40000gp
(Ring) Item of Computer Use +20:
20x20x1000= 40000gp
(Ring) Item of Sense Motive +20:
20x20x100= 40000gp
(Neck) Item of Intelligence +6: 36000gp
(Cloak) Item of Charisma +6: 36000gp
(Belt) Item of Resistance +5:25000gp
Normal (Limited) Rod of Metamagic (Quicken Spell): Quicken Spell 1/day : 75500/3= 25167gp
Base defenses: 49500gp
Weapons:
Sapient cloaked Minefields, Disintegration Cannons (internal and external) and Anti-Humaniod Nanoviri connected to an advanced sensory network.)
Armour:
Multiple Force-Shields and armour plating. A Teleportic Lockdown Field and Anti-Scrying-measures.
Spells: 11250gp
191583 gp remaining (including 98000gp loan)
Background:
Spawned in the breeding pools of a high-ranking mother and her selected males Melanoce followed her matrons example like a fish in water. Adept at making friends and ever better at making money she rose quickly trough the ranks of the Guild as a financial manager before striking out on her own private ventures. While maintaining a strong connection with the Borogashi Meta-Guild she also cultivated political connections both within the core of Eschaton and the outside worlds.
When the opportunity of aquiring a personal world manifested itself she was not long to take it. Maintaining a monopoly on the Gshaa homeworld was a simple matter, for she was the only one of those few who even knew it existed who were interested in exploiting its trade. The extinction of that world proved both an expensive setback and an excellent opportunity, and she did as any merchant would. Buy cheap, sell as overpriced as possible.
Personality:
She's all smiles...
Domain:
Otajan 5
A stormy gas-giant planet turning its langurous revolutions in a lazy orbit around a huge red sun in a system of itself and the cold long-dead rocks of its surounding planets and moons, Otajan 5 is one of the oldest inhabitated worlds in its part of the galaxy. In a system that is slowly but surely losing its struggle against time Otajan 5 is the last defiant beacon of life and though the world is dying its constantly recreating itself.
Countless, ever shifting and swirling layers of clouds surround a core of liquid fire where elemental spirits come to die and be reborn, and upon those clouds cities dance, borne upon gossamer wings. From the air and the fire, the vast reserves of gaseous and mineral wealth, the cities draw their sustenance. And in and around the cities nineteen races, most of them too alien to be comprehended by human minds, share the world in harmonious competition.
Among those species, the amorphous Gshaa and Niambr, the spungoid Kabrknash and Zingrokrel, the vaguely reptilo-avian Avaa and the aboriginal electroid Tchchzam are, except for the dominant ichtytosian Borogashi, the most numerous and significant. Even though their position today is unquestioned the Borogashi are in fact the last of the species to colonise the planet and bring it into the greater community of Eschaton. The Gshaa were the first alien arrival and their war against the Tchchzam lasted for decades.
The Gshaa are a very unusual variation of the gaseous amorphous category of species. Able to inhabit only a narrow (and in the known galaxy extremely uncommon) range of gravity, radiation, temperature and atmosphere they found themselves forced to emigrate when they learned of the occurrence of a supernova only thirty lightyears away from their home planet. Knowing that the resulting radiation would destroy their habitat they desperately started searching for a way to escape their doom. By today's standards their technology was archaic and their magic rudimentary and they lost much precious time in their search, but finally they knew the name of their salvation.
Building their fleet was no simple matter, arming it against the xenophobic defenders of their intended home stretched their credit far beyond its limit (But the Borogashi guild was surprisingly obliging) and winning the war before the death of their home-world proved impossible. While the positronic beams of the Heroic Fleet incinerated the radiant citadels of Nhizz in the second battle of the Fourteenth Tier the radiation of the supernova extinguished ten billion lives and doomed them to the torment of infinate deaths as they reincarnated again and again in environments unable to support them. The lucky ones died without pain, too fast for consciousness to be born before life ended, but others reincarnated on more compatible (yet flawed) worlds were their agony might last for years before weakness and lingering disease claimed them. Billions of souls were permanently destroyed by such torment, billions more doomed themselves to Hell in an evil born of agony. In vengeance the few survivors launched a campaign of genocide against the Tchchzam.
The Tchchzam were never a populous species, and though they were brilliant in their own way their mindset was too individualistic to offer any serious concerted resistance for any extent of time and too alien to comprehend the strategies of the cosmopolitic Gshaa. Though their planetary range of habitation was far wider than their enemies and they were therefore inhabiting several gaseous worlds there was little communication and less loyalty between their settlements. Knowing that their deaths would merely inconvenience them they didn't resist as fiercely as they might have and, having been on the winning side of several such wars in the past (and lacking the hypocritical tendencies of humanity), they weren't in the least angered or appalled by the murderous tactics of the Gshaa. The Ajivar Theocracy of the Avaa, on the other hand, were outraged.
With strong Celestial ties and one of the most potent traditions of magic outside of Eschaton The Ajivar Theocracy also posessed an agressive and judgemental spirit. Seeing holy warfare as a method of increasing their spiritual purity and karmic credit they were eagerly scanning the galaxy for injustice and persecution. Noticing the impending doom of the Gshaa homeworld they followed the situation with eager concern. Having dismissed the Gshaa as morally corrupt but not impure enough for extinction they refused to lend them any further aid at their own expense, though they were the first to warn them of their predicament. When their warning led to the war they were not surprised. Their fleets stood ready and their rituals were ready to be cast. They awaited only the optimal moment when their intervention would avenge the greatest wrong and create the greatest spiritual merit. When, after the destruction of the Gshaa home-world, they saw the greater part of that race pass eventually to Hell they knew that their choice had been the right one and the genocide of the Tchchzam at the figurative hands of the Gshaa gave them the justification they needed. Seven galactic-standard days, seven hours and seven seconds later the Children of Heaven unleashed Hell.
Like holy warriors often do they underestimated their enemies, and instead of wiping the Gshaa off the planet they merely caused an expensive and demoralising stale-mate until their lack of success forced them to reevaluate the morality of their actions. The Gshaa had, however, learned their lesson and their covert allies had revealed the imminent arrival of an even greater threat. Cleansing the planet was no longer an option with the shadow of Eschaton looming over the planet. Warfare was no longer an option when the fleets of Eschaton arrived and soon it turned out that neither was independence.
The conference that followed lasted for years, and events in the real world soon outpaced the negotiations. When faced with the overwhelming cultural might of Eschaton the civilisations of the Gshaa and Avaa simply dissolved and their populations were easily assimilated into the greater universe. Though the Gshaa, thanks to outside mediation, were finally awarded titular ownership of the planet within the greater context of Eschaton, what remained of their leadership were subsequently forced to hand it over to the Borogashi in payment of their overdue loans.
And that is the story of how Melanoce came to own a world in exchange for some out-of-date surplus positronic cannons.
Organisation:
Vermilion Capital Ventures, The Free Trade Combine, Zoiokrazcl Vamblubr, Unlimited Connections, Mad Vulpur's Luxury Imports, Melanoce operates a vast number of real and ficticious businesses, but holds her main official assets under her own name. In her floating citadel deep within the stormy mists of Otajan 5 she works tirelessly to build her peaceful empire.
Followers:
Worker Bots: x626
Pilot Bots: x6 =4374
Worker Bot (Biodroid)
Purchase DC:
Restriction:
CR 1; small construct; HD 1/2d10+5; hp 10; Mas —; Init +1; Spd 30 ft.; Defense 12 (+1 size, +1 dex), touch 12, flatfooted 11; BAB +0; Grp -1; Atk N/A, FS 5 ft. by 5 ft.; Reach 5 ft.; SQ construct traits, critical systems; SV Fort +0, Ref +1, Will +0; AP 0; Rep +0; Str 8, Dex 13, Con —, Int 14, Wis 10, Cha 5.
Skills: Computer Use 14 (12+2), Craft (Electronic) 14 (12+2), Craft (Mechanical) 14 (12+2), Repair 15 (12+1+2),
Feats:
Equipment:
Frame: Biodroid.
Locomotion: Legs (4).
Manipulators: Task Hands (2).
Armor:
Sensors: Class III sensor system.
Skill Software: Skill Net; (4x12)
Feat Software:
Ability Upgrades: Intelligence upgrade ( +4 ).
Accessories: AV transmitter, Fire Extinguisher, Internal Storage Unit (10 lb), Language Chip (x1), Magnetic Feet, Vocalizer.
Warrior/Pilot Robot: (Biodroid)
CR 9; Medium construct; HD 9d10+10; hp 64; Mas —; Init +9(+6+3*); Spd 35 ft.;
Defense 27 (+1 size, +6 dex +10 armor), touch 17, flatfooted 21; BAB +6; Grp +4; DR 5/energy, Energy resistance 10 (acid, cold, electr, fire)
Atk by weapon or mecha. Ranged +13+13+8, +14+14+9 within 30ft. Damage (Corona Microwave beam) 5d6 fire
FS 5 ft. by 5 ft.; Reach 5 ft.; SQ construct traits, critical systems;
SV Fort +4, Ref +10(4+6), Will +4; AP 0; Rep +0;
Str 10, Dex 24, Con —, Int 14, Wis 10, Cha 5.
Skills: Computer Use 14 (12+2), Spot 16 (12+4*), Drive 20(12+7+1^), Pilot 20(12+7+1^), +10 to navigate checks.
Feats: Mecha Operation, Mecha Weapon Proficiency, Point Blank Shot, Rapid Shot.
Frame: Biodroid.
Locomotion: Legs (4).
Manipulators: Task Hands^ (2).
Armor: Integrated Megatanium Armor (+10)
Sensors: Nerve Web* (darkvision (out to 180+60 feet), a full-frequency ear, a sophisticated olfactory sensor, tactile and gustatory sensors, and multiband radar.
Skill Software: Skill Net; (4x12).
Feat Software: Feat Net (4F) Mecha Operation, Mecha Weapon Proficiency, Point Blank Shot, Rapid Shot.
Ability Upgrades: Intelligence upgrade ( +4 ), Dexterity Upgrade (+14).
Accessories: AV transmitter, Fire Extinguisher, Language Chip (x1), Vocalizer, Survivor Array, Inertial Inhibitor (DR 5/energy), Integrated Cell Phone.
Equipment:
(Mecha Weapon Proficiency) Progress Level 6: Fusion Age, Res (+2)
Corona microwave beam (5d6 Fire 15 ft. Large 15 lb. Purchase DC 19)
Agenda:
Profit. By any means that will not harm her long-term chances of making greater profits. Melanoce believes that honesty is often more effective than any lie, and likes to maintain a reputation for honest and fair dealings, but when a profitable opportunity arrives she will do what she can to turn it to her advantage. Politics is just another side of trade and war is just an extension of politics by other means.
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[/sblock]
Notes Melanoce:
[sblock=DM]
Arcane Arranger:
Word on the Street
The Arcane Arranger filters information constantly and remembers everything. Through regular contacts, gossip, internet chats, and other situations, he has a deep knowledge of everyday things. The Arcane Arranger can make a Gather Information check on general or specific information instantaneously, and spends only an hour making a Gather Information check for restricted information. Retries may be made under normal rules.
Protected information still requires 1d4+1 hours for a check.
The purchase DC for using Gather Information is reduced by 10.
False Allegiance
The Arcane Arranger fits in with whatever group he chooses to be with. At 2nd level, the Arcane Arranger can successfully emulate an allegiance he knows about. He gains the +2 circumstance bonus on Charisma-based skills when dealing with an individual of the same allegiance. The allegiance and its bonus is considered in effect until a check is failed, at which point the false allegiance is revealed. Supernatural and spell-like abilities that determine allegiance are not affected by the Arcane Arranger’s false allegiance ability.
Bonus Feats
At 3rd, 6th, and 9th level, the Arcane Arranger gets a bonus feat. The bonus feat must be selected from the following list, and the Arcane Arranger must meet all of the prerequisites for the feat to select it.
Arcane Skills, Armor Proficiency (light), Attentive, Builder, Combat Expertise, Educated, Gearhead, Improved Disarm, Jack of All Trades, Renown, Studious, Trustworthy, Windfall.
Shadow Resources
At 4th level, the Arcane Arranger is well-enough wired into the social system to be able to get the names and numbers of individuals with particular abilities and talents. Even if away from his home stomping ground a phone call can produce a contact with the needed resource. Make a level check, adding all Arcane Arranger levels and any levels of Charismatic Hero. The difficulty of this task is based on how common the required abilities are:
Common Skill (Ride, Pilot, Treat Injury) DC 10
Uncommon Skill (subgroups of other skills such as Knowledge (arcane lore) or Craft (structural)) DC 15
Rare Skill (skills available for a particular class—Spellcraft, Psicraft, Use Magic Device) DC 20
Specific Feat DC 20
Class Feature (spellcasting, turn undead, psionics) DC 20
Specific Combination of Skills, Feats, and Abilities (someone with Knowledge (business) and the ability to cast the auguryspell) DC 25
Finding someone willing to perform activities secretly or illegally DC +5
Finding someone with a specific level of ability Add desired ranks to DC
A successful check indicates that the individual is available, and the Arcane Arranger knows about him. It does not guarantee the character contacted will be willing to perform the requested service—the party requesting the service must still negotiate for that person’s services. An unsuccessful check means that no such individual is immediately known or available to the Arcane Arranger. This does not negate trying again for a different skill, nor from trying to locate a skill resource through more traditional methods. The resource the Arcane Arranger knows about will have total ranks in the needed skill of at least the Arcane Arranger’s total character level +3.
Pack Rat
At 5th level, the Arcane Arranger is considered to have considerable material resources either at hand or easily and cheaply acquired. When making a Wealth check to determine if a particular item is “at hand,” add the Arcane Arranger class levels as a circumstance bonus.
Expert in Your Field
At 7th level, the Arcane Arranger is considered a master of connections, such that his reputation precedes him in his dealings with others. The Arcane Arranger gains a circumstance bonus equal to his Reputation bonus when making skill checks that are directly involved with Gather Information and Diplomacy skills. In addition, the Arcane Arranger may add his Reputation bonus on Wealth checks for new purchases.
Up My Sleeve
At 8th level, the Arcane Arranger gains the supernatural ability to pull a specific item out of thin air. As a move action, the Arcane Arranger may cause any item currently in his possession (with a size no greater than Small) to disappear into an extra-dimensional space. The item becomes impossible to detect by any means, however detect magical aura spells will reveal a moderate magical aura around the hand that last held the item. As a move action, the Arcane Arranger can cause the item to reappear in his hand. The Arcane Arranger may only hide one item at a time in this fashion.
xxxxxxxxxxxx
Techno Mage
Class Features
The following features pertain to the Techno Mage advanced class.
Arcane Spells and Armor
The Techno Mage can become proficient in the use of armor, and while his limitations are not as great as the traditional Mage, he still has a difficult time casting most arcane spells while wearing it. Armor restricts movement, making the complicated gestures needed to cast spells with somatic components harder to perform. When casting an arcane spell with a somatic component, the chance of arcane spell failure depends on the type of armor being worn, as shown below.
Armor Type Arcane Spell Failure, Proficient Arcane Spell Failure, Nonproficient
Light 0% 10%
Medium 10% 20%
Heavy 20% 30%
Spellfiles
The Techno Mage must study her spellfiles each day to prepare her spells. The Techno Mage can’t prepare any spell not recorded in her spellfiles (except for read magic, which the Techno Mage can prepare from memory). The Techno Mage begins play with spellfiles containing all 0-level arcane spells and three 1st-level arcane spells of the player’s choice. For each point of Intelligence bonus the Techno Mage has, her spellfiles hold one additional 1st-level arcane spell. Each time the character attains a new level of Techno Mage, she gains two new spells of any level or levels that she can cast, according to her new level. The Techno Mage can also add spells found in other Techno Mages’ spellfiles or Mage’s spellbooks. (Mages may use spells found in the files of Techno Mages.)
A set of spellfiles is usually put into a notebook or desktop computer, or a PDA. Occasionally they are put on a secure website to allow access by cell phone or satellite phone. Backup files are a must, and are usually kept in another location (such as a safety deposit box). Hard copy is also used for storage of spellfiles, sometimes bound in spellbooks.
Arcane Skills
At 1st level, the Techno Mage gains access to the arcane skill Spellcraft and the expansion of the Concentration skill, as described under the Mage entry.
Arcane Spells
The Techno Mage’s key talent is the ability to cast arcane spells.
The Techno Mage is limited to a certain number of spells of each spell level per day, according to his Techno Mage class level. The Techno Mage must prepare spells ahead of time by resting for eight hours and spending one hour studying his spellfiles. While studying, the Techno Mage decides which spells to prepare. To learn, prepare, or cast a spell, the Techno Mage must have an Intelligence score of at least 10 + the spell’s level. The Difficulty Class for saving throws against the Techno Mage’s spells is 10 + the spell’s level + the Techno Mage’s Intelligence modifier.
Machine Empathy
At 2nd Level, the Techno Mage is so comfortable with technology that she gains a +2 competence bonus with any electronic or mechanical device, and in addition may use any skill that involves technology untrained.
Program Spell
At 3rd level, the Techno Mage may spend an action point to insert a spell within a particular analog or digital device, such that by touching a key (or flicking a switch), the spell activates. All variables of the spell are set at the time of casting.
Casting a spell takes the normal amount of time; discharging a programmed spell is an attack action.
Bonus Feats
At 3rd, 6th, and 9th level, the Techno Mage gets a bonus feat. The bonus feat must be selected from the following list, and the Techno Mage must meet all of the prerequisites for the feat to select it.
Armor Proficiency (light), Builder, Educated, Gearhead, Greater Spell Focus, Greater Spell Penetration, Personal Firearms Proficiency, Spell Focus, Spell Penetration, Studious, Windfall.
The Techno Mage may also take any metamagic feats as bonus feats.
Create Homunculus
At 4th level, the Techno Mage can create a homunculus. The homunculus may be flesh, digital, chemical, or biochemical in nature.
Creating a homunculus requires a DC 25 Wealth check to acquire the appropriate equipment. The materials used are consumed in the creation of the homunculus. In addition, the creation of a homunculus requires a pint of the Techno Mage’s blood.
It takes a week to create a homunculus. During this time the Techno Mage must labor for 8 hours a day. A character not actively working on the ritual must perform no other activities except eating, sleeping, or talking. If she misses a day, the process fails, and the ritual must begin anew. At the end of the period, the Techno Mage makes an appropriate skill check for the Craft skill connected with the particular subtype of homunculus (DC 20). A failure indicates loss of the subject (requiring the Techno Mage to begin again) but no other penalty.
The Techno Mage may create any number of homunculi. However, when a homunculi perishes, its death deals 2d10 points of damage to the Techno Mage, so caution is usually the by-word in homunculus creation.
Arcane Spontaneous Casting
At 5th, the Techno Mage chooses a number of spells she already knows equal to her Intelligence modifier. From that point on, the Techno Mage can cast those spells in place of already-chosen spells of the same level. The Techno Mage “loses” a prepared spell to cast another spell of the same level or lower.
Spell Focus
At 7th level, the Techno Mage gains Spell Focus as a bonus feat.
Online Casting
At 8th level, the Techno Mage can cast spells through electronic devices, including cameras, cell phones, and modems.
If the spell requires the caster to be seen, then the target must see the caster, if it requires the caster to be heard, then
the target must be able to hear the caster. Range is determined from the caster to the pick-up device (camera, keyboard, etc.) and then from the device to its target. The space between keyboard and monitor, or camera and screen, is not considered. The Techno Mage must be able to see or otherwise be able to determine the location of her target (“person at the keyboard” is a suitable target). Spells cast online are less effective, such that the target gets a +4 circumstance bonus on saving throws.
Quicken Spell
At 10th level, the Techno Mage learns to cast some spells as free actions. With but a moment’s thought (and the proper verbal, somatic, and material components). She can perform another action, even casting another spell, in the same round as she casts a quickened spell. She may only cast one quickened spell per round. A spell whose casting time is more than 1 full round cannot be quickened.
A quickened spell does not provoke an attack of opportunity. Quicken spell is considered a metamagic ability for purposes of interacting with metamagic feats.
When a quickened spell is prepared, it is treated as a spell of four levels higher than the spell’s actual level, such that only 0- and 1st level spells may be quickened by a Techno Mage.
xxxxxxxxxxxxx
Mercantile Background (FR)
Type: Regional
Sources: Forgotten Realms Campaign Setting
Player's Guide to Faerûn
You come from a wealthy family with numerous contacts in the trading costers and craft guilds of Faerûn's bustling cities. You can get a good deal on almost anything you buy or sell.
Prerequisite: Dwarf (the Sword Coast or Underdark [Darklands]), gnome (Lantan or Underdark [Northdark]), halfling (Amn or Calimshan), or human (Amn, Lantan, Sembia, Shou Expatriate, Tashalar, Tharsult, Thesk, Turmish, the Vast, or Waterdeep).
Benefit: When you sell weapons, magic items, or other adventuring goods, you get 75% of the list price instead of 50%. Once per month, you can buy any single item at 75% of the offered price. You also receive an extra 300 gp to spend as you see fit during character creation.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.
[/sblock]
Notes followers:
[sblock=DM]
SURVIVOR ARRAY (PL 6)
Robots are often used to explore environments inhospitable to organic creatures. The survivor array enables the robot to better traverse harsh terrain and withstand hostile conditions. A survivor array includes the following units:
• Topographical and astronomical guidance systems that grant a +10 equipment bonus on Navigate checks.
• A gyroscopic unit that improves the robot’s base speed by +10 feet.
• A pressure-sealed, energy-resistant frame that allows the robot to function normally in low-gravity, high-gravity, and zero-gravity conditions, prevents oxidation and corrosion, and provides resistance to acid 10, cold 10, electricity 10, and fire 10.
• A nightvision amplifier that grants the robot darkvision out to a range of 60 feet or extends its normal darkvision range by +60 feet.
Purchase DC: 15 + one-half the base purchase DC of the robot’s frame.
Restriction: Licensed (+1).
INERTIAL INHIBITOR (PL 7)
The inertial inhibitor generates a thin magnetic field that radiates out from the robot, slowing the velocity of potentially damaging weapons and projectiles. The robot gains damage reduction 5/energy (the inertial inhibitor does not protect against attacks that deal acid, cold, electricity, fire, or sonic/concussion damage). The inertial inhibitor feeds on of the robot’s internal power source.
Purchase DC: 29.
Restriction: Military (+3).
NERVE WEB (PL 8)
The nerve web is an advanced sensor array that simulates the function of an organic nervous system. This sensor system includes a full-spectrum eye with darkvision (out to 180 feet), a full-frequency ear, a sophisticated olfactory sensor, tactile and gustatory sensors, and multiband radar.
A robot with a Class IX sensor system gains the scent ability. It also gains a +4 equipment bonus on Demolitions, Disable Device, Forgery, Listen, Repair, Search, and Spot checks. All other skill checks are made without penalty. The robot also gains a +3 equipment bonus on initiative checks.
Type: Audio, Gustatory, Olfactory, Tactile, Visual.
Purchase DC: 28.
TASK HAND (PL 7)
Task hands function just like advanced hands, except that they are equipped with additional joints and often with additional or telescoping digits, enabling them to multitask, as well as to spread the robot’s grip strength over a slightly wider area.
A robot with a task hand gains a +1 equipment bonus on Climb, Craft, Demolitions, Disable Device, Drive, Escape Artist, Forgery, Pilot, Repair, Search, Sleight of Hand, and Treat Injury checks. This bonus improves to +2 if the robot has two or more task hands. At the GM’s discretion, the robot can gain this bonus when attempting certain Perform checks as well.
Damage: Nonlethal bludgeoning only.
Purchase DC: 10 + one-quarter the base purchase DC of the robot’s frame.
MEGATANIUM ARMOR (PL 8)
Sandwiched layers of crystal carbon and neovulcanium held in a magnetic matrix, megatanium represents the apex of robot armor. It is exceedingly hard and durable. Bioreplica robots and liquid-state robots cannot have integrated megatanium armor.
Equipment Bonus: +10.
Weight: One-quarter the weight of the robot’s frame (rounded down).
Speed Penalty: –5 feet.
Purchase DC: 10 + one-half the base purchase DC of the robot’s frame.
Restriction: Licensed (+1).
LANGUAGE CHIP (PL 6)
This chip allows the robot the read, write, and speak one language as though it has the appropriate Read/Write Language and Speak Language skills.
Purchase DC: 12.
SKILL NET (PL 7)
A skill net consists of a series of interlocking programs that allow the robot to acquire ranks in multiple skills. The number of ranks in any given skill cannot exceed the programmer’s ranks in the skill being emulated. A factory-built skill net typically holds 4, 8, or 12 ranks in as many as four different skills. A robot can have multiple skill nets. Skill nets allow a robot to benefit from skill synergy.
A skill net can be reprogrammed one skill at a time. Replacing one skill with another or increasing the number of ranks of an already existing skill requires 1 hour of work and a successful Computer Use check (DC 20 + number of skill ranks emulated by the software).
Purchase DC: 18 (four skills at 4 ranks each), 21 (four skills at 8 ranks each), or 23 (four skills at 12 ranks each).
FEAT NET (PL 7)
A feat net consists of a series of interlocking programs that allow the robot to emulate multiple feats. A feat net holds as many as four feats.
A robot can have multiple feat nets, but the total number of feats a robot can have installed cannot exceed 1 + one-third the robot’s Hit Dice (rounded down).
The biggest advantage of the feat net over the feat progit is that you only make one Wealth check to purchase a feat net, whereas buying individual feat progits requires separate Wealth checks. A feat net can be reprogrammed one feat at a time. Replacing one feat with another requires 12 hours of work and a successful Computer Use check (DC 30).
Purchase DC: 15 (one feat), 17 (two feats), 19 (three feats), 20 (four feats).
STRENGTH UPGRADE (PL 5)
Parts of the robot’s frame, including its joints and hydraulic components, are reinforced or replaced with similar components made of stronger materials. The upgrade provides a +2 bonus to Strength.
Purchase DC: 5 + one-half the base purchase DC of the robot’s frame + robot’s Strength modifier before the upgrade.
DEXTERITY UPGRADE (PL 6)
The robot receives replacement joints or ligaments that are more flexible, and the robot’s tactile sensors are modified to improve manual dexterity. The upgrade provides a +2 bonus to Dexterity.
Purchase DC: 5 + one-half the base purchase DC of the robot’s frame + robot’s Dexterity modifier before the upgrade.
INTELLIGENCE UPGRADE (PL 6)
Modifications to the robot’s artificial intelligence allow it to think more creatively. The upgrade provides a +2 bonus to Intelligence.
Purchase DC: 10 + one-half the base purchase DC of the robot’s frame + robot’s Intelligence modifier before the upgrade.
AV TRANSMITTER (PL 5)
A remote audio-visual unit consists of a video camera and microphone connected to the robot’s visual and audio sensors, with a transmitter to send the information to a computer or a remote control unit (see Remote Control Unit, below). The AV transmitter includes a transmitter with an effective range of 1,000 feet. This unit does not allow a remote operator to control the robot (but see Robolink, below). It merely allows the operator to see and hear what the robot sees and hears.
Purchase DC: 16.
Restriction: None.
FIRE EXTINGUISHER (PL 5)
This unit, available only to Small or larger robots, ejects enough extinguishing chemicals during a move action to put out a fire in a 10- foot-by-10-foot square. A robot’s extinguisher tank holds a number of shots of chemical spray based on the robot’s frame size: Small 2, Medium-size 4, Large 8, Huge 16, Gargantuan 32, Colossal 64.
Purchase DC: 5 + one-quarter the base purchase DC of the robot’s frame.
Restriction: None.
INTEGRATED CELL PHONE (PL 5)
An integrated cell phone enables the robot to make and receive telephone calls without resorting to the use of its manipulators (which may not be delicate enough to operate a standard cell phone, in any case).
Purchase DC: 11.
Restriction: None.
VOCALIZER (PL 5)
This unit enables a robot to speak any language it knows. It must have the appropriate Speak Language skill, either acquired through class levels (for heroic robots) or skill software (for nonheroic robots).
Purchase DC: 10.
Restriction: None.
MAGNETIC FEET (PL 6)
The robot comes with electromagnetic grippers that allow it to cling to ferrous surfaces, including iron and steel. The robot using its magnetic feet gains a climb speed of 20 feet and need not make Climb checks to scale ferrous surfaces.
Purchase DC: 12.
Restriction: None.[/sblock]