irongod:ramh
Ramh
Ramh's family left Numeria centuries ago to escape the oddities that befell the family in Torch. Far away, they hoped to find peace. Ramh grew up well protected, but he too seemed to be afflicted by the family curse. After he came of age, he was drawn back to the land of his ancestors in the hope of finding the explanation for his abilities.
N Halfling (Humanoid) Nanite Bloodline Sorcerer level 3, Fighter level 1
- age 27, height 3ft (small), weight 31 lbs, male, adult
- God Nethys
- 68gp
Traits
- Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. Benefit: You gain a +2 trait bonus on initiative checks.
- Stargazer: They say the strange technological ruins scattered throughout Numeria came from the skies several thousand years ago. The concept of life on other planets far beyond Golarion has always fascinated you, and you’ve long hoped to learn more about what life on those other planets may have been like. You’ve heard stories about the strange alien creatures found in Numerian dungeons and hope to learn all you can about them—perhaps some of these aliens can be found in the caverns below Torch! You gain a +2 trait bonus on Knowledge checks to identify alien monsters’ abilities and weaknesses. In addition, you gain a +1 trait bonus on Knowledge (geography) checks, and this skill is a class skill for you. You are treated as if you possessed the Technologist feat for the purposes of resolving checks to identify an alien creature using a Knowledge skill and for all Knowledge (geography) checks. If you already possess the Technologist feat, then your trait bonus on Knowledge (geography) checks increases to +3.
Feats
- Level 1: Dodge
- Level 2: Cautious Fighter (Fighter Bonus)
- Level 3: Power Attack
Weapons
- Dagger (small)
- Earth Breaker (small, master worked)
- Halfling Sling Staff (20 sling bullets, 10 softstone sling bullets, 10 sharpstone sling bullets)
Bloodline: Nanite
- Bloodline Arcana: Whenever you cast a spell from the transmutation school and target only yourself, increase the spell’s duration by 50%. This does not stack with metamagic feats or abilities such as Extend Spell.
- Bloodline Powers: The microscopic nanites in your blood grant you incredible powers and alien magic.
- Nanite Strike (Ex, 7/day, DC: 12): At 1st level as a free action, you can cause nanites to flow from your body and coat the striking end of any manufactured melee weapon you wield. When you hit with a melee attack using this weapon, some of the nanites infect the blood of the victim (Poison—injury; save Fort DC 10 + 1/2 your sorcerer level + your Con modifier; frequency 1/round for 6 rounds; effect 1 Str damage; cure 1 save).
At 5th level, weapons you use with this ability are treated as magical for the purposes of overcoming DR, and the poison also deals 1 point of Constitution damage. At 7th level, the damage increases to 1d2 points of Constitution damage and 1d2 points of Strength damage. At 11th level, the cure becomes two successful saves.
You can use this ability for a number of rounds per day equal to 3 + your Charisma modifier; these rounds need not be consecutive. - Nanite Surge (Ex, 1/day): At 3rd level, once per day as an immediate action, you can cause your nanites to surge, granting you a bonus equal to 3 + your sorcerer level on any one d20 roll; this ability must be activated before the roll is made. If you already possess the nanite surge ability from another source (such as from being an android), you can use your nanite surge an additional time per day.
irongod/ramh.txt · Zuletzt geändert: 2025/04/01 22:22 von karaan