CharPrivateKelsey

Harry Bryant

Questionnaire

Would your character (1=Never, 5=Always):

3 Lie to a friend to protect his feelings? 5 Help a frail old woman cross the street? 2 Tell anyone if he saw something widely believed to be impossible? 5 Give money to a beggar on the street? 5 Seek vengeance if wronged? 1 Steal if he thought he could get away with it?

Does your character believe in (1=Not at all, 5=Strongly):

2 Aliens? 5 Karma? 3 Free will (i.e., many possible futures)? 1 Time travel? 3 Equality for all sentient beings? 3 God or other supreme force?

What does your character think about the following statements (1=Strongly disagree, 3=Neutral, 5=Strongly agree):

2 Now that machines are smarter than humans, biological life is obsolete. 1 The Caretaker has no business meddling in our affairs. 5 Those who can wield magic are obligated to use their power for the good of all Terrans. 1 No matter how realistic the programming, machine intelligence is an illusion; thus, machines should not be afforded the same rights as true sentient life. 4 Humanity has been rash in seeding other worlds with mystic energy before fully grasping the ramifications. 1 Technology is more dangerous than mystic energy, and is more likely to destroy us some day.

Build

Merit point Overview

|Starting|25| |Flaws|+9| |Levels|+60| |Bonus|+8| |Total|102| |Spent|102|

Merit point expenditure

Nanocomposite merits: (+30) Soulmech (+3) No need to breathe (+5) Immune to crits (+3) Liquid Form (+6) ‘‘Disguise Self’’ at will (+8) (How much does hat of disguise cost in MP?) Lesser Gooing (as with the OL, but less powerful) (+3) Fast Healing 2 (+4)

Ability Scores: (+18) Str 10 (+0) Dex 10 (+0) Con 12 (+0) Int 20 (+14) Wis 12 (+4) Cha 10 (+0)

Flaws: (-9) Enemy (Anyone involved with Mercury) (-3) No sense of taste (-1) No sense of touch (-5)

Feats: (+18) CharPrivateNate Controlled Immolation (+2) Autonomous Colonies Airborne Colonies Smart Colonies Piercing Colonies Object Saturation Electromagnetic Saturation Organic Saturation Consumptive Memory Efficient Regurgitation Cannibalize Amorphous Grapple Engulf x 2 Quick Shift Technological Adaptation

Deceptive Temporal Extension

Magic: (+34) Nanomagus +6 levels (+24) Mystic half progression +5 levels (+10)

Additional Nanomagus Feats

Amorphous Grapple: When the nanomagus attempts a grapple (or engulf attack), he does not provoke an attack of opportunity. As well, the nanomagus gains a +4 bonus on all opposed grapple checks. Using this ability causes the nanomagus to revert to liquid form, revealing that he is not humanoid.

Engulf: The nanomagus gains an engulf attack. To use the engulf attack, the nanomagus must attempt to grapple an opponent. If successful, the nanomagus reverts to his liquid form and completely surrounds the target. An engulfed target cannot breathe, is considered grappled, and takes 1d6 nanite damage per round. This damage supercedes any unarmed strike damage caused by initiating the grapple. This feat may be taken multiple times, each time increasing the damage dealt by 1d6 per round. Engulfing an opponent requires the nanomagus to remain in the opponent’s square.

Quick Shift: The nanomagus gains the ability to shift into his liquid form as a move-equivalent action. The nanomagus can use this ability to escape a grapple without having to make an opposed check unless the opponent has some way of grappling a liquid. Finally, the nanomagus may use this ability to stand up from a prone position as a free action. Standing in this way makes the nanomagus’s form shift and shimmer.

Technological Adaptation: The nanomagus can incorporate any cybernetic part into its form seamlessly, without surgery. It requires a move-equivalent action to attach or remove a cybernetic part.

Class Levels

Half-Celestial Template: 4 levels

Type changes to Outsider Has feathered wings and a fly speed of twice land speed (good) Natural armor +1 ‘‘Daylight’’ at will Smite Evil 1/day (+8 damage) Darkvision 60’ Immunity to Disease Acid, Cold, and Electricity Resistance 10 DR 5/magic SR 18 +4 Fort Save vs. Poison Str+4, Dex+2, Con+4, Int+2, Wis+4, Cha+4 Spell-like Abilities ‘‘Protection from Evil’’ 3/day ‘‘Bless’’ 1/day ‘‘Aid’’ 1/day ‘‘Detect Evil’’ 1/day ‘‘Cure Serious Wounds’’ 1/day ‘‘Neutralize Poison’’ 1/day ‘‘Holy Smite’’ 1/day ‘‘Remove Disease’’ 1/day At 9th level: ‘‘Dispel Evil’’ 1/day

Nanomagus: 6 levels

The Nanomagus class is based on the Mage prestige class Requirements: Get eaten by grey goo and somehow survive Hit Dice: The Nanomagus uses d6s as hit dice. Class Skills: Bluff (Cha), Computer Use (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Investigate (Int), Knowledge (arcane lore, current events, earth and life sciences, physical sciences, popular culture, technology) (Int), Profession (Wis), Read/Write Language (none), Research (Int), Speak Language (none), Spellcraft (Int) Skill Points at each level: 6 + Int (x4 at 1st level) Weapon and Armor Proficiency: Proficient with simple weapons. Not proficient with armor.

Level BA Bonus Fort Ref Will Class Features Def Bonus Rep Bonus
1 +0 +0 +0 +2 Nanomagic, Familiar Colony +1 +1
2 +1 +0 +0 +3 Nanomagic +1 +1
3 +1 +1 +1 +3 Nanomagic, Bonus Feat +2 +1
4 +2 +1 +1 +4 Nanomagic +2 +2
5 +2 +1 +1 +4 Nanomagic +3 +2
6 +3 +2 +2 +5 Nanomagic, Bonus Feat +3 +2

Nanomagic: The character uses mystic magic, casting as a Nanomagus. This spellcasting is intelligence based. Familiar Colony: A Nanomagus with the ‘‘Autonomous Colonies’’ feat can produce a single longer-lived subcolony at any time to act as a familiar. This subcolony has a movement rate of 10 across ground (and fly 10 (perfect) if the Nanomagus has the ‘‘Airborne Colonies’’ feat, and burrow 10 if the Nanomagus has the ‘‘Piercing Colonies’’ feat). It has the same sensory abilities as the Nanomagus that produced it. It is 1 inch in diameter for each level of the Nanomagus, and amorphous enough to squeeze through the smallest of cracks. It has statistics equal to the Nanomagus, except for strength which is at a -8 penalty (minimum 1) and intelligence which is indicated on the familiar properties table. It is considered tiny size. It uses the Nanomagus’s base attack bonus (attacks use dexterity to hit), base saves, and skill ranks. It gains a bonus to natural armor, also indicated on the familiar properties table. In addition, the Improved Evasion, Share Spells, and Touch properties apply at the appropriate levels. The Nanomagus does not have an empathic link with his familiar colony and cannot speak with it, but the familiar colony can rejoin the Nanomagus at any point. If the familiar reintegrates into the Nanomagus, the Nanomagus absorbs all sensory data experienced by the colony. The Nanomagus may produce only one familiar colony at any given time. The familiar colony has a number of wound points equal to half the Nanomagus’s (rounded down). The familiar colony can have any number of vitality points up to half the Nanomagus’s total (rounded down, number decided upon manifestation); however, while the familiar colony is in existence, the Nanomagus’s current and maximum vitality point totals are reduced by that number. If the colony reintegrates into the Nanomagus, he regains a number of current vitality points equal to the colony’s, and his full maximum. If the familiar colony is destroyed, the Nanomagus remains at reduced vitality and is unable to manifest another familiar colony for one full day. After the day passes, he regains his maximum vitality and can manifest a new familiar colony. If the familiar colony is somehow prevented from returning to the Nanomagus, it dissipates after one full day, with the same effects. Familiar Properties Table (scroll down) Bonus Feats: The character can choose from any of the Nanomagus bonus feats. Feats chosen: Eat and Run, Golden Pocket

Sun Cleric: 2 levels

Hit Dice: The Sun Cleric uses d8s as hit dice. Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (current events, history, popular culture, theology and philosophy) (Int), Mysticraft (Int), Profession (Wis), Senses (Wis), Treat Injury (Wis) Skill Points at each level: 2 + Int

Level BA Bonus Fort Ref Will Class Features Def Bonus Rep Bonus
1 +0 +2 +0 +2 Searing Light +1 +1
2 +1 +3 +0 +3 Sun Resistance +2 +1
3 +2 +3 +1 +3 Sunbeam +2 +1

Searing Light: A Sun Cleric can use the spell ‘‘Searing Light’’ once per day per Sun Cleric level, with a caster level equal to his class level. Sun Resistance: At 2nd level, a Sun Cleric gains immunity to light-based attacks and fire resistance 10. Sunbeam: At 3rd level, a Sun Cleric can cast ‘‘Sunbeam’’ once per day at a caster level equal to his Sun Cleric Level (minimum 4). The save DC is Charisma-based.

Hit Die Rolls

|1|6| |2|1| |3|4| |4|1| |5|2| |6|1| |7|6| |8|7|

Total Vitality: 51

Starting Occupation

Entrepreneur: Reputation +1 Skills chosen: Bluff, Knowledge (technology) Wealth: +4 -> 12

Skill Point Expenditure

1 - Bluff +4, Computer Use +4, Concentration +4, Disguise +4, Knowledge (technology) +4, Knowledge (current events) +4, Knowledge (arcane) +4, Knowledge (theology and philosophy) +4, Knowledge (earth and life sciences) +4, Mysticraft +4, Research +4, Languages (Celestial and Russian) 2 - Bluff +1, Computer Use +1, Concentration +1, Disguise +1, Knowledge (technology) +1, Knowledge (current events) +1, Knowledge (arcane) +1, Knowledge (theology and philosophy) +1, Knowledge (earth and life sciences) +1, Mysticraft +1, Research +1, Languages (speak Dwarf) 3 - Bluff +1, Computer Use +1, Concentration +1, Disguise +1, Knowledge (technology) +1, Knowledge (current events) +1, Knowledge (arcane) +1, Knowledge (theology and philosophy) +1, Knowledge (earth and life sciences) +1, Mysticraft +1, Research +1, Languages (write Dwarf) 4 - Bluff +1, Computer Use +1, Concentration +1, Disguise +1, Knowledge (technology) +1, Knowledge (current events) +1, Knowledge (arcane) +1, Knowledge (theology and philosophy) +1, Knowledge (earth and life sciences) +1, Mysticraft +1, Research +1, Languages (speak Italian) 5 - Bluff +1, Computer Use +1, Concentration +1, Disguise +1, Knowledge (technology) +1, Knowledge (current events) +1, Knowledge (arcane) +1, Knowledge (theology and philosophy) +1, Knowledge (earth and life sciences) +1, Mysticraft +1, Research +1, Languages (speak Japanese) 6 - Bluff +1, Computer Use +1, Concentration +1, Disguise +1, Knowledge (technology) +1, Knowledge (current events) +1, Knowledge (arcane) +1, Knowledge (theology and philosophy) +1, Knowledge (earth and life sciences) +1, Mysticraft +1, Research +1, Languages (speak Sylvan) 7 - Bluff +1, Concentration +1, Knowledge (current events) +1, Knowledge (theology and philosophy) +1, Mysticraft +1, Senses +3 8- Bluff +1, Concentration +1, Knowledge (current events) +1, Knowledge (theology and philosophy) +1, Mysticraft +1, Senses +3

Mystic Spheres

Nanomagus

|Creation|7|28bp| |Destruction|5|15bp| |Enhancement|6|21bp| |Healing|4|10bp| |Illusion|7|28bp| |Mind Control|5|15bp| |Pyrotechnics|7|28bp| |Transmutation|7|28bp| |Reserve|55|55bp| |Pocket|5|n/a| Total bp: 228/228

Mystic

|Creation|0|0bp| |Destruction|0|0bp| |Displacement|2|3bp| |Divination|4|10bp| |Enhancement|2|3bp| |Healing|2|3bp| |Illusion|0|0bp| |Kinetics|2|2bp| |Mind Control|0|0bp| |Pyrotechnics|0|0bp| |Transmutation|0|0bp| |Reserve|8|8bp| Total bp: 30/30

Eddie

Questionnaire

Would your character (1=Never, 5=Always):

5 Lie to a friend to protect his feelings? 1 Help a frail old woman cross the street? ‘‘Eddie prefers to stay hidden, if possible. He does not want his existence publicized, because he does not want the Caretaker to know that he exists.’’ 3 Tell anyone if he saw something widely believed to be impossible? ‘‘Eddie has virtually no friends. But if he did have friends, he’d tell them.’’ 1 Give money to a beggar on the street? 2 Seek vengeance if wronged? ‘‘Eddie is more likely to run away. However, if he can manage to stay hidden, he might retaliate with pranks or sabotage.’’ 4 Steal if he thought he could get away with it? ‘‘"Salvaging" is the preferred term. Given that he can’t carry anything, he only steals what he can use, but has no real understanding of personal property. Well, he’s very smart, so he understands, but chooses to ignore conventional rules of ownership.’’

Does your character believe in (1=Not at all, 5=Strongly):

2 Aliens? ‘‘Eddie has been all over, and not seen any aliens. They might exist, but if they do, they’re far away.’’ 2 Karma? ‘‘The Caretaker takes care of us all to some extent, but Eddie does not believe in an inherent mechanism in the universe to make people get what they deserve.’’ 5 Free will (i.e., many possible futures)? 1 Time travel? ‘‘Eddie has studied normal physics, which prohibits conventional ideas of time travel.’’ 5 Equality for all sentient beings? ‘‘Yes. This is due to him being largely Gaian. He understands that there are many kinds of sentient beings.’’ 5 God or other supreme force? ‘‘The Caretaker is God.’’

What does your character think about the following statements (1=Strongly disagree, 3=Neutral, 5=Strongly agree):

1 Now that machines are smarter than humans, biological life is obsolete. 1 The Caretaker has no business meddling in our affairs. 4 Those who can wield magic are obligated to use their power for the good of all Terrans. 1 No matter how realistic the programming, machine intelligence is an illusion; thus, machines should not be afforded the same rights as true sentient life. 4 Humanity has been rash in seeding other worlds with mystic energy before fully grasping the ramifications. 1 Technology is more dangerous than mystic energy, and is more likely to destroy us some day.