Machier often thought of himself as an object. If he knew much about psychology it was subconscious and so it was hidden from him that his abuse at the hands of his step-parents was why he disassociated so well. Still, he had developed a “talent” and that was an affinity for stealth and explosive deadly violence. It didn’t help that he was smaller than most of the other neighbourhood kids so he had to learn how to be more vicious and if a fight started he had to be able to end it quickly, or he’d be the on in the gutter being stomped on.
One day, years ago, Machier was approached by another small boy, Haim. This was different. It wasn’t urged on by the bullies of the street, people like Bonegrinder and Smash. Haim wanted Machier to help him and he had coin. Machier liked coin and all the things he could buy with it so he agreed to take on Smash.
To call it a fair fight is to prove you didn’t see what Machier did. He sneaked into Smash’s small room and bound the boy to the bed. Smash screamed and screamed but no sounds escaped that night. Machier could block sound. His stepfather was a drunk and a horrid bully but he was also a sorceror and Machier had picked up a few tricks. He’d not used them in earnest until Haim paid. Machier beat that boy, Smash, until his hands bled and worst of all he liked it. Before he left he whispered over and over again into the barely conscious Smash’s ear, “Touch Haim again and I will come back. Touch Haim again and I will come back…” Then Machier left to spend his coin.
Haim was the first of many but it was Teltonn that led Machier into the Guild. They had many other names, Assassins, Knives for Hire, Darkcloaks, but members just called it the Guild. Teltonn became Machier’s mentor and helped him refined technique as well as acquire jobs. Machier made some mistakes but with Teltonn’s help, and extra guild fees, he remained free.
“The user always pays,” was the guild motto. Machier agreed. He was a weapon and the user always paid.
Machier is a level 3 character. The premise is a stealth oriented character with some spells to aid the skills as well as sneak attack, and a strong mind. The BG has to be covered in the build, too, so Mentor will come into it early on (L2).
Basics: Human, with Fast Learner, +1cp/lvl.
Disadvantages: Valuable (bounty from previous crimes), Secret (identity as assassin & guild member) for 6cp gained. Duties (to the Guild) for 1cp/lvl.
Machier starts with 48cp (L1) + 6cp human bonus feat, +3cp from Fast Learner (L-2, L-1, L0), +6cp from disadvantages, giving total of 63cp.
Proficiencies: All simple, martial weapons. Light armor & shields, 15cp.
Warcraft, +1 BAB, 6cp
Adept (Bluff, Perception, Sense Motive, Stealth), 6cp
Fast Learner (specialized for skills, +2skill points/lvl), 6cp
- Silence, 2/day, 6cp
- Invisibility, 2/day, 6cp
- Unseen Servant 2/day AND True Strike 2/day. 6cp
Magic Levels: Wilder, dbl spec: no spells gained, only use PP on inherent spells and purchased spells, spec: dbl PP, 2cp/level
- Conceal Thoughts, 3cp
- Hustle, 1cp (not augmentable and Wilder available, so no extra cost on this one)
- Spider Climb, 3cp
Augment Attack, sneak attack conditions, 1d6 damage. 3cp.
Leaving 15cp to be spent on HP, skills and saves.
That gets Machier to the point where he could achieve his background and entry to the Guild.
Resistant: spec, at night, Mind-affecting +4, 3cp
Mentor: Teltonn (guild), +10% xp gained, only on Guild missions and business, 4cp
More saves, Magic levels, skills and Augment Attack (2d6)
This level Machier becomes quite a bit more effective in toe-to-toe.
Warcraft, +1 BAB, total +2, 6cp
More magic-level (CL3, base PP of 11), saves, and HP.
Reflex Training, Improved Feint, 6cp
Augment Attack: Shortsword expertise, +1d6 damage, corr: light armor & light encumbrance req’d. 6cp
Mentor: buy off corruption (Machier has learned to apply all the advice to life), 2cp
Resistant: buy off specialization, 3cp
Remainder on skills.
Machier is particularly good at what he’s built for. He’s not overpowered in the amount of damage that can be inflicted, or by using various immunities (there are none), but he can fight quite well against one or two other opponents. He has little in the way of defences and with only 18hp will certainly not be a frontline fighter. Combined with the control mechanisms (Duties, Valuable and Secret) any GM could make use of this character with relative ease. The one “dicey” thin is the double PP. That allows Machier to use his powers, inherent spells and purchased spells, quite a lot compared to other characters. However, it must be noted that they are still subject to the same limitations (eg. his own Silence) as other casters.
Future: Machier will need to either develop an immunity to his own Silence effects, or utilize Power Words, or even Metamagic: Triggering. A standard action to dispel his own Silence is tactically costly.
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