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Seret Kael, Crawlerwright
Seret Kael is a technician specializing in crawlers and related machines. She speaks authoritatively based on experience with mechanical engineering and vehicles specifically. Prefers efficiency and throughput when it comes to repairing and resupplying crawlers.
- ♀ Seret Kael: 2nd-level Expert, 4th-level Adept; Medium-size humanoid.
- Hit Dice: 6d6+6 (21 hp).
- Initiative: +0.
- Speed: 30 ft.
- Armor Class: 12 (touch 10, flat-footed 12).
- Base Attack Bonus: +3.
- Saving Throws: Fort +2, Ref +2, Will +5.
- Special: Arcane spells, prosthetic hand.
- Ability Scores: Str 10, Dex 10, Con 12, Int 13, Wis 11, Cha 8.
Skills and Feats: Craft (mechanical) +13, Knowledge (engineering) +10, Disable Device +10, Appraise +10, Sense Motive +9, Perception +9; Skill Focus (Craft: mechanical), Negotiator, Endurance.
Prosthetic Hand: Seret’s prosthetic hand is leather-covered, five-fingered manipulator made of metal and ceramic parts. If she maintains the device as part of her daily “spell” preparation, with it she can pick up light objects (less than 5 pounds) and use them in a fully normal way. The hand is not powerful enough to wield weapons in combat, even if it can lift and carry the weapon.
If it is not maintained each day, she suffers a −2 penalty to Climb, Craft, Open Lock, Sleight of Hand, and Use Magic Device checks. Removing the hand or neglecting it for more than two days increases this penalty to −5.
Typical Spells Prepared (3/3/1; base DC = 11 + spell level): 0—mending, detect magic, mage hand; 1st—unseen servant, comprehend languages, identify; 2nd—make whole.
Spells Known: 0—mending, detect magic, mage hand, guidance, light; 1st—unseen servant, feather fall, alarm, comprehend languages, identify; 2nd—make whole, locate object, continual flame, knock; 3rd—dispel magic, shrink item, glyph of warding.
Equipment and Assets
- Personal repair rig, a portable platform with tools, couplings, and diagnostic devices
- Semi-permanent control over two repair bays near the Old Platform
- Owed favors and loyalty from many caravan leaders
Hooks
- Knows why the stranded convoy can’t move yet
- Has noticed power fluctuations beneath the platform
Gear
- A sleeveless work coat made of treated fabric; stained, patched, and reinforced at the shoulders and hips.
- Fitted tunic and slops, bound with straps at the forearms and calves.
- Thick work gloves and reinforced work boots.
- Tool harness about the hips.
- Goggles usually pushed up on her forehead.
- A scarf about the neck that she can pull over her head when needed to protect from dust.
Masterwork Artisan’s Tools (engineering).
Portable Diagnostic Rig: Rolling chest with parts and specialized tools.
Utility Knife: 1d3 damage; Weight 1 lb.
Signal Whistle: A breath-powered noisemaker to assist in directing vehicles and people.
Beacon Wands: A pair of brightly-glowing rods used to direct piloted heavy machinery.
Design Notes
Gamemakers should portray Seret Kael’s spellcasting as competence and preparedness. By quietly studying manuals and maintaining tools Seret becomes prepared to work apparent miracles of engineering. Frame the effect of her spells as natural consequences of experience, forethought, and preparation. Similar to Sherlock Holmes, she should be shown to have expertly understood something a spell reveals, or having cautiously prepared a solution that a spell caused.
Verbal components are muttered checklists, mantras, and procedures. Somatic components are practiced motions like adjusting a brace, tightening a strap, or tapping the housing of a machine before activating it. Material components are chalk marks, etched measurements, rivets, nails, shims, etc.