Lenoria Tsukino
Human Artificer (Mechanologist) 4/Brawler 1
Neutral Good Medium Humanoid (human)
Initiative +3; Senses; Perception +17
DEFENSE
AC 19, touch 13, flat-footed 15 (+3 Dex, +1 dodge, +5 armor)
HP 32 (4d8/1d10+5)
Fort +5 Ref +7 Will +7
OFFENSE
Speed 30 ft.
Melee Unarmed strike +7 (1d6-1)
Ranged Masterwork pistol +8 (1d8)
Special Attacks arcane derring-do (4/4), deeds, martial flexibility (4/day)
Artificer Extracts Known (CL 4th; concentration +8)
1st (1/day) - body capacitance, enlarge person, light repair, magic vestment, magic weapon
STATISTICS
Str 9 (-1), Dex 16 (+3), Con 12 (+1), Int 18 (+4), Wis 14 (+2), Cha 12 (+1)
Base Atk +4 CMB +3 CMD 16
Feats Dirty Fighting, Dodge*, Gunsmithing*, Improved Unarmed Strike*, Point-Blank Shot, Weapon Finesse
Skills 36 (artificer) + 9 (brawler) = 45 ranks (-1 armor penalty to relevant checks whenever wearing armor)
* Acrobatics +6 (2 rank, 3 ability, 3 class skill, -1 penalty)
* Appraise +8 (1 rank, 4 ability, 3 class skill)
* Bluff +1
* Climb +2 (1 rank, -1 ability, 3 class skill, -1 penalty)
* Craft (armor) +8, (bows) +8, (clocks) +8, (sculptures) +8
* Diplomacy +1 (+4 when gathering information)
* Disable Device +11 (4 rank, 4 ability, 3 class skill)
* Disguise +1
* Escape Artist +9 (4 rank, 3 ability, 3 class skill, -1 penalty)
* Fly +2
* Handle Animal +1
* Heal +2
* Intimidate +1
* Knowledge (arcana) +8 (1 rank, 4 ability, 3 class skill)
* Knowledge (dungeoneering) +4
* Knowledge (engineering) +10 (3 rank, 4 ability, 3 class skill)
* Knowledge (geography) +4
* Knowledge (history) +4
* Knowledge (local) +8 (1 rank, 4 ability, 3 class skill)
* Knowledge (martial) +4
* Knowledge (nature) +4
* Knowledge (nobility) +4
* Knowledge (planes) +4
* Knowledge (psionics) +4
* Knowledge (religion) +4
* Linguistics +4
* Perception +17 (5 rank, 4 ability, 3 class skill, 5 item)
* Perform +1
* Profession (Merchant) +9 (4 rank, 2 ability, 3 class skill)
* Ride +10 (5 rank, 3 ability, 3 class skill, -1 armor penalty)
* Sense Motive +4
* Sleight of Hand +2
* Spellcraft +12 (5 rank, 4 ability, 3 class skill)
* Stealth +2
* Survival +2
* Swim -2
* Use Magic Device +12 (5 rank, 4 ability, 3 class skill)
Languages Common, Aquan, Celestial, Draconic, Elven
Special Qualities blind you with science, brawler’s cunning, gunsmith, jack of all trades, martial training, skilled, trapfinding +2
Combat Gear cloak of resistance +1, glamered chain shirt +1, goggles of the pathfinder, masterwork nunchaku, masterwork flintlock pistol plus ammo
Other bag of holding (type I), brawler’s kit, gear servant orb, gunsmith’s kit
TACTICS
Lenoria’s role in a party is to adapt to any situation. She can search and deactivate traps, fight in melee, fight from afar, and activate magic items that are otherwise inaccessible with regular means. The downside is that she is not as efficient in these roles as other classes and is outshined by them all.
This text was taken from Royal Road. Help the author by reading the original version there.
When in melee, Lenoria activates her martial flexibility to obtain any feat she might need for the encounter, such as Deadly Agility.
OTHER INFO
Race Human
Size Medium
Deity None (Agnostic)
Gender F
Birthday 15th of Weiss, 1638 (11/15/1638; 20 years old)
Homeland The Great Plateau (The Far West)
Sign Scorpio
Height 5’2”
Weight 120 lbs
Hair Blonde
Eyes Green
XP 10,090/15,000
Human Traits
Ability Score Bonus: Lenoria gains a +2 bonus to an ability score of her choice. (Ability chosen: Intelligence)
Skilled: Lenoria gains an additional skill point at each level.
Bonus Feat: Lenoria gains a bonus feat at 1st level.
Artificer Class Features
Weapon and Armor Proficiency (All): Brawlers are proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter group, and are proficient with light armor and shields (except tower shields).
Mechanologist artificers are proficient with all simple weapons and firearms, the hand crossbow, and light armor.
Brawler’s Cunning (Ex): Brawlers treat their Intelligence score as 13 for the purposes of qualifying for combat feats with an Intelligence prerequisite.
Martial Flexibility (Ex): Brawlers can obtain a combat feat they haven’t obtained yet for a minute, up to a number of times equal to 3 + ½ her brawler level (minimum 1).
Martial Training (Ex): Brawlers count their total class levels as both monk and fighter levels for the purposes of qualifying for feats, as well as feats that have their power determined by monk or fighter level.
Unarmed Strike: The brawler gains Improved Unarmed Strike as a bonus feat, and can attack with her hands, knees, elbows, and feet. Her unarmed strikes are treated as both manufactured and natural weapons for the purposes of spells and effects that modify either one. An unarmed strike from a Medium brawler deals 1d6 points of damage, and this damage increases starting at 4th level and every four levels thereafter.
Arcane Derring-Do: At 1st level, the mechanologist artificer gains a grit pool and deeds just like the gunslinger. However, she doesn’t learn 3rd level deeds until 6th level, 7th level deeds until 9th level, and 11th level deeds until 12th level, and does not learn any more deeds beyond that. Her grit pool goes off by her Int modifier instead of her Wis modifier.
Trapfinding: An artificer adds half her class level to her Perception checks to locate traps and to Disable Device checks (minimum +1). An artificer can also use Disable Device to disarm magic traps.
Jack of All Trades: Artificers are inventors by nature, and they all pursue to invent items of certain categories. Some build constructs, others stick to magic items, and others try their hand at alchemy.
An artificer gains Brew Potion or Scribe Scroll as a bonus feat at 1st level, and at 5th level and every five levels thereafter, she gains a bonus item creation feat. The artificer must meet the prerequisites of the desired feat.
Moreover, artificers can increase the DC to create a magic item by 5 for every prerequisite they do not meet, even for potions, spell-completion, or spell-trigger items.
Mechanologist artificers like Lenoria instead gain Gunsmithing at 1st level and Craft Construct at 5th level.
Craft Gear Servant (Ex): Starting at 2nd level, the artificer can craft a tiny machine in the form of a small cog. It uses the stats of the poppet as a base (including its Construct type) and is treated as a familiar with the following exceptions. It follows the basic rules as familiars do (HD, hit points, attacks, saving throws, and skills), gains the familiar’s Intelligence and natural armor bonuses, but gains no other special abilities. The gear servant shares the master’s alignment, does not get Fly and Swim as class skills, but treats Knowledge (arcana) and Knowledge (engineering) as class skills, speaks the same languages its master knows, and if it is dismissed, lost, or destroyed, reconstructing another takes one week (minimum eight hours per day) through a specialized ritual that costs only 50 gp per artificer level.
Blind You With Science (Ex): At 3rd level, an artificer can blindside or impress others with her knowledge alone, allowing her to make shrewd and insightful calculations about people and even inanimate objects. An artificer uses her Intelligence modifier instead of the skill’s typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. She can also use her Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information.
Scientist’s Cunning (Ex): Starting at 4th level, artificers can use items they create with item creation feats without the need of a Use Magic Device check, as long as the item in question has a CL equal to her artificer level -3.
Extracts: For the artificer, all magic is the same as long as it can be used for scientific advancement. Like an alchemist, artificers use extracts in place of spells (and thus follows all of the rules, see Alchemist entry for details) and, starting at 4th level, they learn two 1st level extracts plus an extra number of extracts equal to their Intelligence modifier, and they add another extract to the formula book at every level. Unlike an alchemist, an artificer can only learn up to 4th level extracts over the course of her career but she automatically treats her extracts as if she knows the Infusion discovery (though she isn’t eligible to learn other discoveries). If an artificer multiclasses into alchemist, the complex nature of her extracts prevents her from applying the infusion discovery to the alchemist’s extracts, and the discovery must be learned separately.
To learn or use an extract, an artificer must have an Intelligence score equal to at least 10 + the extract’s level. The saving throw DC against an artificer’s extract is 10 + the extract’s level + the artificer’s Intelligence modifier.
The artificer’s selection of extracts is limited. She prepares extracts just like an alchemist does, but she is limited to spells of the transmutation school from the wizard and sorcerer spell list.
At 3rd level or lower, the artificer has no caster level. Starting at 4th level, her caster level is equal to her artificer level.
Mechanologist artificers subtract 1 from the number of spell slots they obtain, and they start play with only one extract plus an additional number equal to their Intelligence modifier. However, she can cast Repair spells from each level as spell-like abilities once per day.