The Coldlands War: Character Thread

GnomeWorks

Adventurer
These are the characters for The Coldlands War PbP.

Recruitment thread and character creation information (as well as general world information) can be found here.
 

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Sevryn Girstilr


Male, Gremlin, Rogue 3

AL: CN
Hair: brown
Eyes: green
Height: 3'7''
Weight: 48 lbs
Age: 19
Deity: Jarashi

STR: 8 (-1)
DEX: 18 (+4)
CON: 14 (+2)
INT: 16 (+3)
WIS: 12 (+1)
CHA: 6 (-2)
PER: 12 (+1)

HP: XX (6 + 2d6 + 6Con)

AC: 19 (10 + 4dex + 4armor + 1 size) / 15 / 15

Saves:
Fortitude: +3 (1base + 2con)
Reflex: +7 (3base + 4dex)
Will: +2 (1base + 1wis)

Init: +4 (4dex)

Base attack bonus: +2

Attacks:
Materwork Rapier: +8 (2base + 4dex + 1size + 1weapon), 1d4-1 damage, 18-20/x2
Dagger: +7 (2base + 4dex + 1size), 1d3-1 damage, Threat 19-20/x2
Hand Crossbow: +7 (2base + 4dex + 1size), 1d3 damage, Threat 19-20/x2
Sap: +7 (2base + 4dex + 1size), 1d4-1 damage, Threat x2

Skills:
Skill points: 66
Max Rank: 6
Disable Device +11, Escape Artist +10, Hide +14, Jump +4, Listen +7, Move Silently +10, Open Lock +14, Search +7, Sleight of Hand +7, Spot +7, Tumble +12, Repair +11

Feats:
Lvl 1 - Combat Reflexes
Lvl 3 - Weapon Finesse

Languages:
Common
Gremlin
Dwarven
Gnome

Equipment:
Mithral Chain shirt [1100gp]
Masterwork Rapier [320gp]
Hand Crossbow [100gp]
2x Silver Daggers [44gp]
3x Cold Iron Daggers [12gp]
Sap [1gp]
20x bolts [1gp]
Hand of the Mage [900gp]
3x Caltrops [3gp]
Masterwork theives' tools [100gp]
Silk Rope [10gp]
Crowbar [2gp]
4x Rations [2gp]
Grappling Hook [1gp]
Backpack [1gp]
Waterflask [1gp]
Tindertwig [1 gp]
101 gp

Race: Gremlin
Racial abilities
Darkvision out to 60 feet.
+2 racial bonus on Disable Device, Open Lock, and Repair checks
Device affinity
Disassemble

Class: Rogue
Class features
Sneak Attack: Sevryn's attacks deal +2d6 extra damage any time his target would be denied a Dexterity bonus to AC , or when Sevryn flanks his target.
Trapfinding: Sevryn can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Evasion (Ex): Sevryn can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
Trap Sense (Ex): Sevryn gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

Proficiencies:
all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword
light armor


Background:

Sevryn grew up in the stereotypical gremlin tribal setting. His clan lived much in the shadow of an Orcish city, raiding junk heaps and such. Sevryn never had much luck with his own inventions, what with those darned explosions, so he began taking it upon himself to do the raiding for his friends. He became well trained in avoiding alarms and eluding guards during his forays to junkyards and scrap heaps.

Upon reaching his fifteenth birthday, Sevryn left his village to try to make it on his own with the Orcs. He tried selling his skills to Orcish inventors, but the ability to easily obtain scrap wasn't highly valued. However, his skill set easily translated into stealing from other inventors, as well as sabotaging rival inventions.

Sevryn eventually picked up some technological prowess, able to fix and work things he encountered on the job. He is still, however, a mch more accomplished thief and sabateur, using his knowledge of technology to aid in his raids. Orcs he encountered valued his services, but now he has been enlisted to help Tristam's war effort.

He doesn't particularly care about the motivations of the war, in fact he doesn't know them. He is, though, interested in experiencing the war and picking up valuable skills and more valuable things to sell.

Personality-wise, Sevryn is twitchy, socially-awkward, and plagued by a short (non-existant?) attention span. His being nimble and uncannily clever offset his flaws to those who take the time to know him and to see his handiwork.
 
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Code:
[B]Name:[/B]  Elkus Steeltoe
[B]Class:[/B] Gunslinger
[B]Race:[/B]  Halfling, Coldland
[B]Size:[/B]  Small
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral Good
[B]Deity:[/B] Windiar

[B]Str:[/B] 12/10 +0 (4)    [B]Level:[/B] 3        [B]XP:[/B] 3,000
[B]Dex:[/B] 14/16 +3 (6)    [B]BAB:[/B] +3         [B]HP:[/B] 22 (8+2d8+3)
[B]Con:[/B] 12 +1    (4)    [B]Grapple:[/B] +0     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 12 +1    (4)    [B]Speed:[/B] 20'      [B]Spell Res:[/B] -
[B]Wis:[/B] 10 +0    (2)    [B]Init:[/B] +3        [B]Spell Save:[/B] - 
[B]Cha:[/B] 10 +0    (2)    [B]ACP:[/B] 0          [B]Spell Fail:[/B] 0%
[b]Per:[/b] 16 +3   (10)

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]         10    +4    +0    +3    +1    +0    +0    18
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 15

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      1    +1   +1     +3
[B]Ref:[/B]                       3    +3   +1     +7
[B]Will:[/B]                      1    +0   +1     +2

[b]Armor                  Bonus   Dex   ACP  Weight  Cost[/b]
Mithral Chain Shirt         +4     6      0    6.25lb   1100gp

[B]Weapon                  Attack   Damage     Critical   Range     Weight  Cost[/B]
MW Pistols (x2)              +7       1d8 P     19-20/x3    50'      6 lb  1000gp
- Bullets (40)                                                       8 lb    12gp
Dagger                       +4       1d3 P     19-20/x2     -       1 lb    2gp

[B]Languages:[/B] Common, Halfling, Dwarven

[B]Abilities:[/B] Gunna (Two pistols), Combat style (Quickdraw), Way of the Gun, Small 

creature, +2 Climb, Jump and Move Silently, +1 saving throws, +2 morale bonus on saving 

throws against fear, +1 racial bonus with thrown weapons and slings, +2 bonus on Listen 

checks

[B]Feats:[/B] Fast Draw(C), Point Blank Shot(C), Precise Shot, Keen Aim

[B]Skill Points:[/B] -  28     [B]Max Ranks:[/B] 6
[B]Skills                  Abil Ranks  Mod  Misc  Total[/B]
Balance                   Dex  2      +3         +5
Concentration             Con  2      +2         +4
Climb                     Str  2      +0    +2   +4
Hide                      Dex  2      +3         +5
Listen                    Per  2      +3    +2   +7
Move Silently             Dex  2      +3    +2   +7
Ride                      Dex  2      +3         +5
Jump                      Str  2      +0    +2   +4
Search                    Per  0      +3         +3
Spot                      Per  4      +3         +7
Swim                      Str  2      +0         +2
Tumble                    Dex  6      +4         +10

[B]Equipment:                Cost  Weight[/B]
Backpack                   2gp     .5lb
Cold Weather Outfit        8gp    2  lb
Rations (4 days)           2gp    2  lb
Waterskin                  1gp    1  lb
Winter Blanket            .5gp    1  lb
Potion of CLW (x4)       200gp    2  lb


[B]Mount:[/b] Brash, Pony (30 lb), Feed (10 days, 100 lb)

[B]Total Weight:[/B] 29.75 lb               [B]Money:[/B] 349 GP 5 SP

                           [B]Lgt   Med   Hvy  Lift[/B]
[B]Max Weight:[/B]           33lb   66lb  100lb 200lb

[B]Age:[/B] 18 years
[B]Height:[/B] 3'4"
[B]Weight:[/B]  lbs
[B]Eyes:[/B] Green
[B]Hair:[/B] Brown
[B]Skin:[/B] Brown

Description: Elkus is a smartly-dressed coldlander halfling. He has the signal of the
cypress on a belt buckle, and smells of lavender. He has a bright smile on his face, and his face is still cheery.

Traits: Believes in being chivalrous, that by doing so one can turn back the darkness and cruelty of the realm. Believes in performing good deeds and helping the halfling cause. He kisses his guns after a good battle. He believes in the use of technology for the new age, and that the time of magic is past.

He has named his guns Ash and Dust, and spends much of time cleaning them.
 

Tyliss the Outcast

Male Tiefling {Medium Outsider (Native)}
Tiefling 1/Wizard 2
Chaotic Neutral


Size: M (5', 9"; 150 lbs.)
HD: 1d8+2D4+3
HP: 17
Initiative: +4 (+4 Dex)
Speed: 30 ft.
AC: 15 (+4 Dex, +1 Bracers)
BAB: +2
XP: 3000/5000 for level


Attributes:

Str: 10 (+0) [2 pts]
Dex: 18 (+4) [10 pts]
Con: 12 (+1) [4 pts]
Int: 19 (+4) [13 pts]
Wis: 8 (-1) [0 pts]
Cha: 8 (-1) [2 pts]
Per: 9 (-1) [1 pts]


Attacks:
Rapier +6 (1d6, 18-20/x2)


Saves:

Fort: +4 (3 base, +1 Con)
Ref: +4 (0 base, +4 Dex)
Will: + 2 (3 base, -1 Wis)
PR: 7 (5 base +2 Wiz)
TR: 7 (5 base +2 Wiz)



Skills:

Knowledge Arcana: +6 (2 ranks C, +4 Int)
Spellcraft: +6 (2 ranks C, +4 Int)
Decipher Script: +6 (2 ranks C, +4 Int)
Survival: +0 (1cc, -1 Wis)
Bluff: +6 (4 ranks C +1 rank cc, -1Wis, +2 racial mod)
Hide: +10 (4 ranks C, +4 Dex, +2 racial mod)
Disguise: +1 (2cc, -1 Cha)
Move Silently: +8 (4 ranks C, +4 Dex)
Slight of hand: +8 (4 ranks C, +4 Dex)
Escape artist: +6 (2 ranks cc, +4 Dex)


Feats:

Weapon Finesse (lvl1)
Scribe Scrolls (Wizard 1st)
Spell focus Evocation (lvl3)


Class Abilities:

Summon Familiar
Spell Casting


Racial Abilities:

Darkness (Sp): A tiefling can use darkness once per day (caster level equal to class levels).
Tieflings as Characters
— +2 Dexterity, +2 Intelligence, –2 Charisma.
—Darkvision out to 60 feet.
—Racial Skills: Tieflings have a +2 racial bonus on Bluff and Hide checks.
—Racial Feats: A tiefling gains feats according to its class levels.
—Special Qualities (see above): Resistance to cold 5, electricity 5, and fire 5


Languages:

Common
Infernal
Draconic
Elf
Dwarf
Goblin

Spellbook
All Cantrips
1st lvl
Expeditious Retreat
Tenser’s Floating Disk
Magic Missile
Identify
Sleep
Mage Armor
Scrolls added to the spell book
Charm person
Endure Elements
Resist Energy
Shocking Grasp
Color Spray
Monster Summoning 1

Equipment:

Weapon #1 (# gp) [# lbs.]
Weapon #2 (# gp) [# lb.]

Bracers of Armor +1 (1000gp)

Scrolls:
Charm person [4] (100gp)
1st level Magic Missile [4] (100gp)
Cure Light Wounds [4] (200gp)
Mage Armor [4] (100gp)
Endure Elements [4] (100gp)
Resist Energy [4] (100gp)
Shocking Grasp [4] (100gp)
Color Spray [4] (100gp)
Summon Monster 1[4] (100gp)

Backpack (center back, 2wt, 2gp)
Bedroll (below backpack, 5wt, 1sp)
Waterskin- water (backpack, 4wt, 1gp)
Hooded Lantern (backpack, 2wt, 7gp)
Flask of Oil, 4 (backpack, 4wt, 4sp)
Flint & Steel (backpack, -wt, 1gp)
Trail Rations- 1 day (backpack, 1wt, 5sp)
Sacks, 4 (backpack, 2wt, 4sp)
Soap (backpack, 1wt, 5sp)
Whetstone (backpack, 1wt, 2cp)
Winter Blanket (pack saddle, 3wt, 5sp)

[money remaining]

Carrying # lbs.

Load: light #, medium #, heavy #, lift #, drag #

Special Item Description:



Description:
Tyliss looks for the most part human except for his eyes. His eyes are bright blue with a slit pupil very like a cat.


Background:
I am Tyliss. Some call me ‘the outcast’ and I cannot blame them. I am after all a Tiefling; the spawn of the unholy union of a human and hell spawn.

My mother Magda was a young girl of 15 when she was captured and raped. The beast left her for dead in the forest but a traveling merchant found her. He took her to the closest village and left her with the clerics.
Mother was so traumatized that she could not remember what had happened until the day of my birth. I came out of her womb in a display of pain that Father Pietor says he had never seen before. Mother almost died that day and I almost with for her sake that she had.

It was not easy for Magda to find work of housing with me at her breast and even after I was grown enough to lend a hand in our shelter I was still more a liability than an aid. Father Pietor has shown me as a small boy how to meditate and call the calming powers of my mind to keep me from loosing control and tapping into my infernal side. Unfortunately this is a struggle that I still suffer from. I would at one moment be helping mother with her work and the next minute I would be beating a peer for calling me a name.

The tide turned for us on my 15th birthday. I was able to steal enough money from that horrid slumlord that mother worked for to allow mother and I to part company. I don’t know if she knew where I got the money and I don’t think she cared. She headed away south from the city of Dravonshire and I headed north towards the cold that I hoped would either kill me of calm me.

Trust fate to lend an unwanted hand to me. I had been traveling for months and finally was in the frozen wastes feeling the life slip from my weary body when a hunting party found me. They nursed me back to health despite my request that they do otherwise.

Rothschild Harriman was the head of the hunting party and he took under his wing. A mage of some power he raised me as his apprentice explaining that my heritage would lend itself strongly to magic and that he could help me to understand myself.

It has been 5 years since I met Harriman and now I stand strong and proud of whom I have become. Fate is no longer my guide. I am.



Personality:
Tyliss dances a fine edge between meek and aggressive. To his companions (notice the lack of the term friend) He is temperamental and prone to being a bit pushy, To everyone else Tyliss comes off as a wandering lunatic who hasn’t the sense to come in out of the snows.
 
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Arkamarr
3rd-level Coldlands Orc Cleric
XP:3000/6000
Diety:Lisylla (Elendist)
Alignment:Chaotic Neutral

Strength 14
Dexterity 10
Constitution 13
Intelligence 12
Wisdom 14
Charisma 12
Perception 9

Modified Stats:
Base Attack Bonus:+2
Armour Class:17, touch 10, flat-footed 17
Fortitude Save:+4 (+3 base, +1 Con)
Reflex Save:+1 (+1 base)
Will Save:+5 (+3 base, +2 Wis)
Hit Points:23
Initiative:+0
Spell Save DC: 12 + spell level

Skills:
Knowledge (religion) +7 (6 ranks, +1 Int)
Knowledge (regional) +4 (3 cross-class ranks, +1 Int)
Survival +5 (3 cross-class ranks, +2 Wis)

Feats & Special Abilities:
Track
Brew Potion
Rebuke Undead 4/day
Turn Water Elementals 4/day
Rebuke Fire Elementals 4/day
Cast Inflict spells spontaneously

Spells per Day:5/3+1(domain)/2+1(domain)
Typical Spell Preparation:
0:cure minor wounds, detect magic, create water, light, detect poison
1rst:cure light wounds, endure elements, command, burning hands
2nd:cure moderate wounds, bull's strength, shatter*
*+1 caster level

Weapons:
Medium Battleaxe +4 (+2 BAB, +2 Str) 1d8+2 Crit x3
Medium Longbow +2 (BAB) 1d8 Crit x3 Ammo:40 arrows

Armour:
+1 Splint Mail

Other Posessions:
Backpack with 10 days iron rations, flint & steel, tent, soap, 50 ft. length of hempen rope, and bedroll
Everburning Torch
Potion of bear's endurance
Wand of cure light wounds (34 charges)

Money:
244pp, 6gp, and 6sp in Coldlands notes

Appearance:Akamarr looks like your regular Coldlands orc, if a bit rougher around the edges. His pale grey skin is of a darker than usual hue, and his braided black hair is usually dirty. On the right side of his stomache he carries a scar from a previous battle.

Personality:Akamarr is a complete pragmatist. He sees things--even people--as only objects, to be discarded if they cease being useful. He is not cold-hearted: he understands that others have their own needs, but simply does not see why he should hurt himself to help others. Akamarr loves the convinience of the Coldlands machines, but is wary of the area's beliefs around law and order. His distrust of magic and psionics is growing, due to his environment. Overall, Akamarr is a rough soul and a fierce arguer.

Background:Akamarr grew up with a tribe of Coldlands orc, who managed to make do in the harsh lands. When he was an adolescent, he was seperated from his tribe and forced to survive in the depths of winter alone. He made it through a few days, but game was scarce and the cold biting. He fell asleep, hungry, and had a vision of the fire goddess Lisylla. From this, he woke up from what may have otherwise been his final sleep, and strode on with new resolve. He survived through the winter, and became a savage, roaming the land, searching for salvation. Along the way, he learned the worship of Lisylla through visions and one cleric he met on the road. After a year and a half of living this way, he stumbled upon the city of Cwolyn and joined civilization. Though he found their order stifling, he was amazed at the power of technology. He tried to find employment, but was laughably inexperienced and ended up as poor as he came in. He left, but a week later the government caught up with him and, evaluating him as an "adventurer", drafted them for Coldlands defense.
 

Code:
[B]Name:[/B]  Combat04, Designation "Ursus"
[B]Class:[/B]  Fighter
[B]Race:[/B]  Artilect
[B]Size:[/B]  Medium
[B]Gender:[/B] NA, but designed and programmed as a male
[B]Alignment:[/B] Neutral
[B]Deity:[/B] None
[B]Age:[/B] 23 years
[B]Height:[/B] 6'4"
[B]Weight:[/B] ? lbs
[B]Eyes:[/B] Green, but red while in combat.
[B]Hair:[/B] None
[B]Skin:[/B] Steel Gray

[B]Str:[/B] 14/16 +3 (6)    [B]Level:[/B] 3        [B]XP:[/B] 3,000
[B]Dex:[/B] 15    +2 (8)    [B]BAB:[/B] +3         [B]HP:[/B] 28 (3d10+6)
[B]Con:[/B] 14    +1 (6)    [B]Grapple:[/B] +6     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 10/12 +1 (2)    [B]Speed:[/B] 30'      [B]Spell Fail:[/B] 0%   
[B]Wis:[/B] 12/10 +0 (4)    [B]Init:[/B] +2        [B]SR:[/b] 8 
[B]Cha:[/B] 10/6  -2 (2)    [B]ACP:[/B] 0          [B]PR:[/b]  8
[b]Per:[/b] 12    +1 (4)

               [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]         10    +4    +0    +2    +0    +0    +0    16
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 15

           [B]Total = Base   Mod  Misc[/B]
[B]Fort:[/B]      +5 = +3   +2   +0 
[B]Ref:[/B]       +4 = +1   +2   +0
[B]Will:[/B]      +1 = +1   +0   +0

[b]Armor                  Bonus   Dex   ACP  Weight  Cost[/b]
+1 Composite Plating     +3     -      0    -   1000gp

[B]Weapon                         Attack     Damage   Critical   Range     Weight    Cost[/B]
MW Orc Double Axe (large) x2    +8     2d6+4/2d6+4     x3    -         32 lb    720gp

[B]Languages:[/B] Assembly, Common, Orcish

[B]Abilities:[/B] Immune to poison, sleep effects, paralysis, disease, nausea,
fatigue, exhaustion, effects that cause the sickened condition, and energy
drain; cannot heal normally; construct (mechanical); can't heal; doesn't
require food, drink, air, or sleep; Enhanced Servos; Composite Plating;
Inherent Resistance

[B]Feats:[/B] EWP (Orc Double Axe), Weapon Focus (Orc Double Axe),
Two-Weapon Fighting, Two-Weapon Defense

[B]Skills:[/B]    [B]Max Ranks:[/B] 6
[B]Skills        Abil Ranks  Mod  Misc  Total[/B]
Climb         Str    6      +3    +0   +9
Jump          Str    6      +3    +0   +9
Swim          Str    6      +3    +0   +9

[B]Equipment:                Cost  Weight[/B]
Backpack                   2gp     .5lb
Bracers of Armor (+1)      1000gp    -

[B]Total Weight:[/B] 39 lb               [B]Money:[/B] 0 gp (22 gp in the hole,
                                               but I'm really hoping the army 
                                               will take this one)

Description: Not much care was put into making Combat04 look good. "His" thick, blocky body is coated in unpainted metal, and gears, tubes, and wiring are clearly visible in many places. He is covered in dents and scratches from previous encounters. The only touch of decoration on him are thick gold rings around his joints, and a bear's claw painted in blue on the upper right corner of his torso, under which the number 04 is printed in white. His head is built in the shape of a knight's helmet, his eyes a wide patch of sensory equipment behind the visor.

Background: Designed and built for use in the Coldland's army, Ursus was among the first Artilects used for war. Since his creation, he has known nothing but combat, and, according to official records, is the only surviving unit of his line. During a recent excursion into the mountains with his squad, contact with the group was lost. Several months later, Ursus finally returned alone, stronger and more experienced than before, and just in time for a new assignment.
 
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Eikasia Artilect Akashic 3

Eikasia
Artilect Akashic 3
Chaotic Good

Str 10 -- (2 pts)
Dex 12 +1 (4 pts)
Con 14 +2 (6 pts)
Int 18 +4 (6 pts, +4 racial)
Wis 10 -- (4 pts, -2 racial)
Cha 8 -1 (4 pts, -4 racial)
Per 14 +2 (6 pts)

Hit Points 21 (3d6+6)
AC 15 [10, +2 armor, +2 shield, +1 dex], Touch 11, Flat 14
Init +5
BAB +2, Grap +2
Speed 30 (base 30, load 23.5/33, light)
Fort +4 [+1 base, +2 Con, +1 res]
Refl +3 [+1 base, +1 Dex, +1 res]
Will +4 [+3 base, +0 Wis, +1 res]

Slam +2 melee (1d4, 20/x2, bludgeoning)
MW Morningstar +3 melee (1d8, 20/x2, bludgeoning and piercing)
MW Longarm +5 ranged (1d10, 19-20/x2, 80 ft., piercing)

Medium construct [mechanical], 5'0" tall, wt, ?? yrs old

Speaks common, assembly, gnome, halfling, draconic, dwarven

Skills (72 skill points)
+10 Knowledge (arcana) [2 ranks, +4 Int x2]
+10 Knowledge (arch & eng) [2 ranks, +4 Int x2]
+10 Knowledge (dungeoneering) [2 ranks, +4 Int x2]
+10 Knowledge (geography) [2 ranks, +4 Int x2]
+10 Knowledge (history) [2 ranks, +4 Int x2]
+10 Knowledge (local) [2 ranks, +4 Int x2]
+10 Knowledge (nature) [2 ranks, +4 Int x2]
+10 Knowledge (nobility & royalty) [2 ranks, +4 Int x2]
+10 Knowledge (religion) [2 ranks, +4 Int x2]
+10 Knowledge (technology) [2 ranks, +4 Int x2]
+10 Knowledge (the planes) [2 ranks, +4 Int x2]
+10 Knowledge (psionics) [2 ranks, +4 Int x2]
+10 Forgery [6 ranks, +4 Int]
+10 Appraise [6 ranks, +4 Int]
+10 Decipher Script [6 ranks, +4 Int]
+10 Disable Device [6 ranks, +4 Int]
+8 Spot [6 ranks, +2 Per]
+8 Listen [6 ranks, +2 Per]
+8 Search [6 ranks, +2 Per]
+5 Perform (humor) [6 ranks, -1 Cha]

Feats
-Improved Initiative (level 1)
-Basic Firearms Proficiency (level 3)

Artilect Traits
- Medium Construct (Mechanical)
-Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
-An artilect cannot heal damage normally
-Does not need to eat, sleep, or breathe
-+2 Intelligence, -2 Wisdom, -4 Charisma
-Expansive Neural Network: +2 racial bonus to Intelligence, +1 Favored Class
-Composite Plating +2 armor bonus to AC
-Inherent Resistance: SR & PR = 5 + level
-Slam 1d4
-Favored Class: Technologist & Akashic

Akashic Abilities
-Simple Weapon Proficiency
-Armor Proficiency (light, medium and heavy)
-Shield Proficiency
-Skill Memory (+2)
-Perfect recall
-Delve into collective memory

+1 Cloak of Resistance (worn, -wt, 1000gp)
-A technological item. Actually a technological augmentation layer that is added to Artilects to grant greater protection on many levels. Takes up the cloak slot.
Darkwood Heavy Shield (carried, 5wt, 257gp)
MW Longarm (belt left, 8wt, 550gp)
MW Morningstar (belt right, 6wt, 308gp)
Belt Pouch (waist, 1wt, 2gp)
Backpack (center back, 2wt, 2gp)
Concoction of Perceptiveness (Belt pouch, -wt, 300gp)
Concoction of Repair Light Damage (4) (belt pouch, -wt, 200gp)

Coins- 85gp, ??sp, ??cp (pouch, 1.5wt)

Personality: Eikasia is a well of information, drawing upon an expansive internal neural network which has developed a way to tap into the Blue. The world network as Eikasia refers to it. This tapping into the Blue rewrote many circuits within its network, completely reconfiguring the personality structure. Eikasia knows no gender of its own. It has a surprisingly warm intelligence, witty with a clash of humor that some might call gnomish.

Appearance: A sleek model of fine high grade products, Eikasia possesses a more humanoid appearance than many artilects. Standing only five feet in height, with a bipedal appearance, it moves with a seamless swish of air. Its cranial dome is entirely smooth with no features, the material a dark opaque crystal of some sort behind which lies the impressive sensory suite and neural network. When accessing the Blue, something beneath the crystal glows a bright blue which is mottled by the opaqueness.

Background: Eikasia was an original model some years back
 
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