Krela

## Introduction

Krela is a Half-Elf currently living in Teiros.

**Strength**(STR) - 8

**Dexterity**(DEX) - 14

**Constitution**(CON) - 12

**Intelligence**(INT) - 16

**Wisdom**(WIS) - 10

**Charisma**(CHA) - 14

Resist Rank 1

Arcane Rank 1

Crafting: Engineering Rank 2

Deception Rank 1

Persuasion Rank 1

Prosthetic Gear

Ratfolk

Birdkin

## Feats

##### Politician

Gains a +5 bonus to charisma checks involving the perceived “upper class” of any given society. You are treated as a potential ally by those in charge until your reputation provides a reason to believe otherwise.

##### Imbuer of the Unknown:

You can use tinker's tools or smithing tools as a spell casting focus. You can enchant a piece of eldritch knowledge into an artifact to temporarily imbue it with a magical ability. You can do this twice a day for three actions and it lasts until you take a long rest. With a successful persuasion check, you can beseech your patron for a unique effect (gm's discretion).

Effects:

-Strangling: A limp piece of material will attempt to strangle anything other than the imbuer it comes into contact with. Its strength is relative to the material used (avg:16). You can exert some telekinetic control over it with a successful persuasion check (DC:15).

-Beguiling: Temporarily boosts persuasion +3 while worn. Gives an advantage to charm effects.

-Insane: The item becomes a single-use explosive. Once activated, it will combust at the end of the player's round and cause 6 hits of psychic damage to any creature within 10ft of the item.

##### Machine-caster:

Gain the benefits of a feat related to the “Arcane Initiate” background. You cannot use this feat to learn a spell with “Nature” as the casting skill. You can use tinker’s tools or smithing tools as a spell casting focus. At the cost of 1gc materials in addition to the costs of the spell, you can store an hourly spell in an object crafted for that spell specifically. It has 1d6 charges at the time of creation. It can be used At-Will. Once it’s out of charges, it must be recrafted with 1d6 uses.

(**Learn Spell**: Learn two spells of your choice.)

##### Homunculus of the Unknown

You learn the “Bond Familiar” ritual spell. You can cast it on an automaton instead of a living creature. You may only have one automaton familiar. Once a day you can use it as a focus to beseech your patron for knowledge (Persuasion Check, gm's discretion). You can cast a spell through your automaton as if it were the source of the spell. You also gain the requisite knowledge to craft a basic automaton with a maximum intelligence of 3 and a maximum of 12 for other core ability scores. It costs a minimum of 5gc worth of materials to craft with additional costs at the discretion of the gm.

## Spells

##### Conjure Element (At-Will)

Somatic, Verbal, 1 action, 20ft range, Arcana V.S. REFLEX

Create a weak bolt of elemental energy (**Eldritch Metal**) and make a ranged attack. On a hit, deal damage equal to INT MOD on a success. This spell can be learned more than once for multiple elements.

##### Charm Person (daily)

Verbal, 2 actions, 15 feet, ARCANE V.S. WILL

If successful, the target is temporarily charmed to do what the casting player suggests for one hour. If the target is hit, or successfully resists, it knows a charm attempt was made and becomes hostile.

##### Bond Familiar

Verbal, Somatic, Material(2 GC worth of incense), 1 hour, 5 feet

A friendly, and willing creature of your choice is bound to become your familiar. They will do as you say, and become part spirit in addition to their other creature types. They can be dismissed to an interplanar space or summoned from that space at one action. You may only have one familiar present at a time. If a familiar would die, it is sent to the interdimensional space to recuperate for three days.

## Assets

### MOTE of REKTAN’S ESSENCE

Quantity: 1

Type: Wondrous

Ability:

New Technology: When the Mote comes into contact with a sentient entity with technological modifications like a prosthetic, the Mote is absorbed into the body of the entity. Whatever technology is affixed to the creature becomes unstable and will change shape like an undulating mass of mechanical nature.

It gains the following qualities: Irremovable (It cannot be removed from the entity), self regenerating (it is resistant to damage and, if it is damaged, will regenerate within 12 hours).

The entity can focus on the MOTE of REKTAN’S ESSENCE within their body and entice it to solidify into a new version of what it was with a new power hinting at a technology yet undiscovered.

##### ESSENCE 1

Host: Prosthetic Arm Enhancement

Ability:

Unstable Touch: Your arm now has the ability to change the state of matter through a strange combination of electrification, sonic technology, and eldritch magic. For 1 action you can target 5 square feet of matter with which you are chemically familiar and change the state of that matter (Solid, Liquid, Semisolid, Gas, Plasma, any other state of matter with which you are familiar).

Eldritch State: You are now familiar with a strange new state of matter known as “Eldritch State.” It is like a semisolid but is reactive to sentient influence and will change shape to mimic the intention of an intelligent entity. Using unstable touch to achieve “Eldritch State” requires magical infusion and cannot be used for 1 hour after use.