You were once the Dwarf King's most trusted confidante. You helped craft the Obsidian Gates of Underhome, the last line of defense between the known world and the creatures outside reality. Your inventions made the lives of every dwarf beneath the mountain better and safer.
Too bad your penchant for getting blind stinking drunk (or, as you insist, "imbibing holy water such that your every waking moment would be a sacrament to the Forger") cost you your job, your home, and your beard. The Dwarf King himself cut your beard from your face and cast you out of Underhome "Until such a time as you could redeem yourself and prove your worth once more to the Dwarven people".
What did you do to get thrown out? What will you do to get back home?
The Engineer
Level 1 (reskinned sorcerer)
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 12 (+1)
Wisdom: 9 (-1)
Charisma: 18 (+4)
Armor Class: 15
Physical Defense: 14
Mental Defense: 12
Initiative: +3
HP: 27
Recoveries: 8 (roll 1d6+3 per recovery spent)
Feats: Improved Thamcraft (Arcane Heritage)
One Unique Thing:
Backgrounds:
Steamcrafter in Extraordinary to the Dwarf King, Disgraced: 5 (roll MOD+6)
Deadeye: 3 (roll MOD +4)
People love me when I'm drunk: 3 (roll MOD+4)
Icon relationships:
2 Conflicted, The Dwarf King
1 Negative, Player's Choice (this Icon can be anything)
Racial Bonus:
Elyctrical Adrenal Booster. Once per battle as a free action after you have been hit by an enemy attack, you can heal using a recovery. If the escalation die isn’t 2+, you only get half the usual healing from the recovery.
Class Features:
1. Thaumcraft (Archmage Bloodline): +2 to Magic Background, Gets 1 Wizard Spell
2. Catalytic Converter (Chromatic Destroyer): Can have multiple ammos (Breath) active at once.
3. Don’t Worry, I Brought Enough Gun (Spellfist): No opportunity attack for ranged casting, +2 to AC
4. Overload the Circuits: Spend 1 round gathering power, next round ammo effect doubled.
Basic Attacks:
Rifle Butt
Roll: +1 vs. AC
Damage: 1d6+0
Miss: 1 damage
Gear: Signet ring, Steamcraft Hand Cannon, Clockwork Armor, Thaumic Accoutrements
Spells:
Engage: Frost Elemental Spread Shot
Daily
Close-quarters cannon blast
Targets: a
group of 1d2 nearby enemies
Attack: +5 vs. PD
Hit: 2d6
+ 3 cold damage
Miss: Half
damage.
Catalytic Converter: For
the rest of the battle, roll d20 at the start of each of your turns; 14+ means
you can use Engage: Frost Elemental
Spread Shot this turn if you wish.
Insert Ammo Clip: Hydra Concentrate
Daily
Ranged
Cannon Shot
Targets: 1 creature
Attack: +5
vs. PD
Hit: 4d8
acid damage, and 5 ongoing acid damage
Miss: 5
ongoing acid damage, and you regain the spell
with a short rest after the battle.
Flamethrower Mode
At-Will
Close-quarters cannon blast
Targets: 2
nearby enemies in a group OR all enemies engaged with you.
Attack: +5 vs. PD
Hit: 1d8 +
3 fire damage
Miss:
Damage equal to your level
At-will
Ranged cannon shot
Targets: one
nearby or distant enemy
Attack: +5 vs. PD
Hit: 1d6 +
3 fire damage, and if natural attack
roll is
even, 1d8 ongoing fire damage
Miss: Fire
damage equal to your level
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