Rainer Ortwin (Squall's Character)
Posted: Mon Oct 17, 2011 7:08 pm
Rainer Ortwin
Changeling Engineer 13
Lawful Neutral
STR 10 +0 (+8 when computing Carrying Capacity)
DEX 15 +5 (13 base) +1(Level 4) +1(Level 8)
CON 16 +6(14 base) +1(Level12) +1(Item)
INT 20 +10 (14 base) +2(Race) +1(Level2) +1(Level6) +1(Level10) +1(Item)
WIS 11 +1
CHA 14 +4 (13 base) +1(item)
HP:104/104 (13* [5+6/2])
Initiative: +5
30ft. movespeed
2/3 Hero Points
AC: 33 = 10+8(BDB)+10(Armor)+5(Dex)
Touch: 23(+5 vs firearms)
FF:28
DR: 10/- 5/piercing
CMD:
Saves:
Fort: +12 =4(Base)+6(Con)+2(Vest)
Ref: +15 =8(Base)+5(Dex)+2(Vest)
Will: +11 =8(Base)+1(Wis)+2(Vest)
Attacks:
BAB: +9/+4
CMB:
Death Ray: +14 Touch 8d6 Fire, 30ft. range
(+9 BAB)(+5 DEX)
Flamethrower: 8d6 Fire in 30ft. Cone or 60ft. Line. Ref DC 21 for half. 1 Artifice Point
10(Base)+[13(Level)+10(Int)]/2
Make Whole: 5d6+13 Healing to Clockwork Companion. 55ft. range
Traits:
Hedge Magician: 5% discount on raw materials when crafting a magic item
World Traveler: Diplomacy +2
Reputation(+1) Notorious: +2 Intimidate and saves vs Fear
Perfected For Use: +1 to attack when using a Mwk Weapon you made yourself, Reduce ACP on MWK Armor you made yourself by -1
Racial Alternatives:
Master Emissary: +4 Bluff and Diplomacy, 1/day may roll twice when making Bluff or Diplomacy and take better roll. When using Diplomacy to shift a creature's attitude, may do so by up to 3 steps.
Title: (Use each 3/day)
Inventor: Upon activating this title, you may use a known invention you have attempted before without using a hero point.
Actions allowed: Delay Trigger Turret: may create a turret ahead of time, that does not begin timing out or acting until a Swift action is used to hit a remote trigger to activate it. This action can activate as many (or few) of the turrets as desired. Must have tool in Turret mode and be in range to give turret commands. Turret lasts until AP is refreshed at each day.
Skills: +6(class)+4(Int)+1(Open Minded)= +11 per level +7(Favored Class) = (11*13)+7 = 150
+21 Bluff (13 Ranks)(4 Cha)(4 Race)
+27 Craft (Armor) (13 Ranks)(10 Int)(2 Feat)(2 Circumstance tools)
+27 Craft(Siege) (13 Ranks)(10 Int)(2 Feat)(2 Circumstance tools)
+27 Craft(Weapons) (13 Ranks)(10 Int)(2 Feat)(2 Circumstance tools)
+35 Craft (Armor) (13 Ranks)(10 Int)(2 Feat)(2 Circumstance tools)(8 Circumstance [enhanced tools])
+35 Craft(Siege) (13 Ranks)(10 Int)(2 Feat)(2 Circumstance tools)(8 Circumstance [enhanced tools])
+35 Craft(Weapons) (13 Ranks)(10 Int)(2 Feat)(2 Circumstance tools)(8 Circumstance [enhanced tools])
+23 Diplomacy (13 Ranks)(4 Cha)(2 Trait)(4 Race)
+25 Disable Device (13 Ranks)(5 Dex)(6 Class)(-1 ACP)(2 Circumstance tools)
+20 Disguise (6 Ranks)(4 Cha)(10 Minor Change)
+06 Intimidate (0 Ranks)(4 Cha)(2 Trait)
+26 Know(Arch and Eng) (10 Ranks)(10 Int)(6 Class)
+11 Know(Arcane) (1 Ranks)(10 Int)
+12 Know(Business) (2 Ranks)(10 Int)
+13 Know(Dungeoneering) (3 Ranks)(10 Int)
+13 Know(Geography) (3 Ranks)(10 Int)
+12 Know(Local) (2 Ranks)(10 Int)
+14 Know(Nobility and Royalty) (4 Ranks)(10 Int)
+12 Know(Tactics) (2 Ranks)(10 Int)
+20 Linguistics (6 Ranks)(10 Int)(4 Race)
+11 Profession(Inventor) (10 Ranks)(1 Wis)
+18 Sense Motive (13 Ranks)(1 Wis)(4 Race)
+20 Spellcraft (10 Ranks)(10Int)
Flaw: Preoccupied -4 when out of combat to reactionary skill rolls.
Feats:
Flaw 1: Craft Anywhere
HD1: Craftsman (+2 to all craft checks)
HD3: Craft Wondrous Item
HD5: Fast Item Creation
HD7: Extra Function (Repair)
HD9: Extra Function (Back to Basics)
HD11: Specialist Function (Repair)
HD13: Open Minded
Eng10: Frugal Crafting
Functions:
Basic: Toolkit (Artisans tools)
Basic: Toolkit+ (Artisans tools) (Enhance without spending AP)
Basic: Weird Science: Prestidigitation
Basic: Weird Science: Detect Magic
Basic: Toolkit (Thieves Tools)
Basic: Toolkit+ (Thieves Tools)(Enhance without spending AP)
HD2: Death Ray
HD4: Upgraded Clockwork Companion
HD6: Demolition Charge
HD8: Turret
HD10: Flamethrower
HD12: Reinforced Turret
Favored Class: Weirder Science (Unseen Crafter)
Feat7: Repair
Feat9: Back to Basics
B2B: Durable Tools
B2B: Durable Tools+
16 Artifice Points (6 level, 10 Int)
1: Grant tools +8 Masterwork bonus for 1 hour, stacks with existing Mwk bonus up to +12
1: Grant +4 to Disable Device or UMD for 1 round
1: Use Flamethrower
2: Demolition Charge
2: Make Turret
3: Make Turret with Treads
Abilities that require 1 AP in reserve:
Use Death Ray
Use Enhancement on Artisan Tools
Use Enhancement on Thieves Tools
Repair
Turret: Full Round Action spend 2 AP to build. Counts as Medium Construct.
Duration: 13 Rounds (Level)
Attack bonus: +16 (Level/2 + Int mod)
Attack Damage: 8d6 Fire (Death Ray)
Give orders as a move action, Omni-tool must be in Turret function. must be within 130 ft (10ft/level)
no limit to number of turrets at once
HP: 92 (40+4xLevel) [HP = Omni tool HP]
AC: 26 = 10-5(Dex)-2(Immobile)+23(Armor) [Armor = Omni Tool Hardness] (Hardness = level+10)
DR 23/- [DR/- = Omni Tool Hardness]
spend 1AP at creation to give treads for 10ft/round move speed.
Demolition Charge: Full Round Action spend 2AP to make
Fired by siege or Rock Hurling.
Detonate on Impact, delayed up to 5 min, remotely triggered as swift action within 130ft.
deals 13d6 bludgeoning, up to 30ft. radius
floor or supporting structure made of stone, wood, ice, or hardness less than those are pulverized into difficult terrain
Creatures within are Deafened for 1 hour
Half damage and negate deafness with Reflex Save DC:21
Clockwork Armor (Ex): +3Max Dex, reduce ACP by 3, useable on all armor, may move in full speed in heavy armor.
Dual Functions: At 9th level, your omni-tool may have two functions active at once.
Technologist (Ex): At 2nd level, you gains a bonus on all disable device and knowledge (engineering) checks equal to 1/2 your class level.
Improved Jury-Rig (Ex or Su): 130 free GPs/day, 13 lbs and 130GPs per item, item breaks in 13 rounds
Standard Action Provokes Attack of Opportunity
You must make a Disable Device check against DC equal to the Craft DC to make the item.
You may use this ability for free for up to 10gps per class level of items each day, after which you must pay 1/2 the cost to craft the item (effectively 1/8 the market price including Frugal Crafting).
You may also take a Standard action to emulate the effects of one cleric/oracle or sorcerer/wizard spell of up to 3nd level at a caster level equal to your class level. You must spend 1 artifice point + 1 per level of the spell emulated, and the mechanical device destroys itself during its single use. This is a supernatural ability.
Items:
Muleback Chords
+1 Mastercraft Glamered Clockwork Adamantine Fullplate: +10 Ac, DR 10/-, DR 5/Piercing, +5 Max Dex, -1 ACP, full movespeed. +1/2 Armor Ac vs touch. Can change into heavy robes.
Vest of Resistance +2
Helm of Intelligence +1
Belt of Constitution +1
Amulet of Charisma +1
Comm Ring
Bag of Holding I
5760 gold
AC, DEX, ACP
+9 +2 -6 base
+0 +0 +1 Masterwork
+0 +0 +1 Perfected For Use
+0 +3 +3 Clockwork
+1 +0 +0 Mastercraft
----------------------------
+10 +5 -1
Languages:
Common
Elven
Dwarven
Aklo
Bounty: 40,000GPs for the head of Rainer Ortwin, dead or alive, for the offenses of high treason, espionage, murder, theft, smuggling, and desertion. Amount to be paid by the Helman Ministry of Internal Security. Travel expenses reimbursed on successful hand-in. Goods accepted internationally through the Purupet Retail Agency (may take up to 2 weeks before reward is returned).
(anyone with knowledge of this receives a +2 morale bonus to attack Rainer)
Background:
Rainer Ortwin was born in Helman to wealthy parents who owned a mining operation that specialized in the countries most prized possession: Adamantine. He went to some of the best schools in the area (what few schools there are in Helman) and learned all that there was to know about structures and engineering. He then began applying his exceptional knowledge to aiding in his family's mining operation by working on a side project then called Exosuit. Unfortunately even after months of forethought, his device was not safe for human testing (it had a tendency to spin the top half in a way that would snap the operators spine). However, while Rainer was working on another project (this one would later be developed into what he called the Lightning Blast) an arc of electricity with just a little more magic than he knew how to handle resulted in automating his suit in a way he didn't expect. He later discovered that it had to do with the blacksteel and adamantine components used in some of the key controls. He began by using his new device to help with the mining, both by having it carry supplies around inside the mine and as a miner itself. He cared deeply for his father, who spent a lot of time encouraging his son's projects.
Unfortunately, war called and his family, as always, was requested to give their efforts in supplying adamantine weapons and armor to the front lines. Rainer signed up at the first chance to test some of his inventions in live fire scenarios, and truly enjoyed the beginning of the war. The heads of his squad then decided that they had trained enough and were claimed that they needed his platoon's resources on the eastern front soon so as to strike during one of the enemies holidays to catch them off guard. Rainer agreed with the strategy and loaded up his creation with all the weapons and armor he could and headed out, using the Clockwork tank’s speed to cross the country faster than any horse, and with a lot of weapons and armor. Shortly after he arrived at the Battle of The O, he began distributing his materials to the soldiers and providing a few small kindnesses to the POW’s and slaves (extra water rations and the like). However, the battle was not going in their favor, despite the resources that he had provided. Pretty soon word was going around that he had provided faulty equipment and that's why their soldiers were dying. That’s when he got the message. A friend from his home managed to get a sending spell to him that said the following: “Father accused Treason. Coming for you. RUN.” Already demoralized and having considered leaving, he immediately gathered a few scraps of adamantine and darksteel that he had prepared, climbed into his machine, had it grab its weapon and made his escape into enemy territory. While traveling Leazus in disguise, he decided to make some money as a wandering arms and armor dealer, making repairs on weapons and traveling with people around the country. He did his best to learn the customs of the land and blend in as well as a man with a mechanical construct could. After a year of traveling Leazus, he made his way to FCA lands, and eventually to Custom where he settled down for a little over a year as an armorer and weaponsmith, as well as a student at some of the technological centers of the city.
He had managed to keep contact with his family’s friend about once a month up until then with news of the accusations against his father, when one day he got another message claiming that bounty hunters were after him again after they heard of a mechanical golem in Custom. That night he said his goodbyes to his professors, and finished the last of his orders and left for Toushin Toshi to gather some more information on Helman, leaving behind a rumor that he was heading for Zeth and eventually Kalar Forest and The Great Desert to research materials found in those two regions. He left the town and headed towards Zeth for 2 days at a normal pace, before looping around and staying a 2 day’s journey away from Toushin Toshi, avoiding any travelers he saw. On his way to Japan, he sent his clockwork creature to travel under the water near the bridge while he traversed it on foot. They met up on the other side without incident. He has been traveling the country since. (About 3 months)
Changeling Engineer 13
Lawful Neutral
STR 10 +0 (+8 when computing Carrying Capacity)
DEX 15 +5 (13 base) +1(Level 4) +1(Level 8)
CON 16 +6(14 base) +1(Level12) +1(Item)
INT 20 +10 (14 base) +2(Race) +1(Level2) +1(Level6) +1(Level10) +1(Item)
WIS 11 +1
CHA 14 +4 (13 base) +1(item)
HP:104/104 (13* [5+6/2])
Initiative: +5
30ft. movespeed
2/3 Hero Points
AC: 33 = 10+8(BDB)+10(Armor)+5(Dex)
Touch: 23(+5 vs firearms)
FF:28
DR: 10/- 5/piercing
CMD:
Saves:
Fort: +12 =4(Base)+6(Con)+2(Vest)
Ref: +15 =8(Base)+5(Dex)+2(Vest)
Will: +11 =8(Base)+1(Wis)+2(Vest)
Attacks:
BAB: +9/+4
CMB:
Death Ray: +14 Touch 8d6 Fire, 30ft. range
(+9 BAB)(+5 DEX)
Flamethrower: 8d6 Fire in 30ft. Cone or 60ft. Line. Ref DC 21 for half. 1 Artifice Point
10(Base)+[13(Level)+10(Int)]/2
Make Whole: 5d6+13 Healing to Clockwork Companion. 55ft. range
Traits:
Hedge Magician: 5% discount on raw materials when crafting a magic item
World Traveler: Diplomacy +2
Reputation(+1) Notorious: +2 Intimidate and saves vs Fear
Perfected For Use: +1 to attack when using a Mwk Weapon you made yourself, Reduce ACP on MWK Armor you made yourself by -1
Racial Alternatives:
Master Emissary: +4 Bluff and Diplomacy, 1/day may roll twice when making Bluff or Diplomacy and take better roll. When using Diplomacy to shift a creature's attitude, may do so by up to 3 steps.
Title: (Use each 3/day)
Inventor: Upon activating this title, you may use a known invention you have attempted before without using a hero point.
Actions allowed: Delay Trigger Turret: may create a turret ahead of time, that does not begin timing out or acting until a Swift action is used to hit a remote trigger to activate it. This action can activate as many (or few) of the turrets as desired. Must have tool in Turret mode and be in range to give turret commands. Turret lasts until AP is refreshed at each day.
Skills: +6(class)+4(Int)+1(Open Minded)= +11 per level +7(Favored Class) = (11*13)+7 = 150
+21 Bluff (13 Ranks)(4 Cha)(4 Race)
+27 Craft (Armor) (13 Ranks)(10 Int)(2 Feat)(2 Circumstance tools)
+27 Craft(Siege) (13 Ranks)(10 Int)(2 Feat)(2 Circumstance tools)
+27 Craft(Weapons) (13 Ranks)(10 Int)(2 Feat)(2 Circumstance tools)
+35 Craft (Armor) (13 Ranks)(10 Int)(2 Feat)(2 Circumstance tools)(8 Circumstance [enhanced tools])
+35 Craft(Siege) (13 Ranks)(10 Int)(2 Feat)(2 Circumstance tools)(8 Circumstance [enhanced tools])
+35 Craft(Weapons) (13 Ranks)(10 Int)(2 Feat)(2 Circumstance tools)(8 Circumstance [enhanced tools])
+23 Diplomacy (13 Ranks)(4 Cha)(2 Trait)(4 Race)
+25 Disable Device (13 Ranks)(5 Dex)(6 Class)(-1 ACP)(2 Circumstance tools)
+20 Disguise (6 Ranks)(4 Cha)(10 Minor Change)
+06 Intimidate (0 Ranks)(4 Cha)(2 Trait)
+26 Know(Arch and Eng) (10 Ranks)(10 Int)(6 Class)
+11 Know(Arcane) (1 Ranks)(10 Int)
+12 Know(Business) (2 Ranks)(10 Int)
+13 Know(Dungeoneering) (3 Ranks)(10 Int)
+13 Know(Geography) (3 Ranks)(10 Int)
+12 Know(Local) (2 Ranks)(10 Int)
+14 Know(Nobility and Royalty) (4 Ranks)(10 Int)
+12 Know(Tactics) (2 Ranks)(10 Int)
+20 Linguistics (6 Ranks)(10 Int)(4 Race)
+11 Profession(Inventor) (10 Ranks)(1 Wis)
+18 Sense Motive (13 Ranks)(1 Wis)(4 Race)
+20 Spellcraft (10 Ranks)(10Int)
Flaw: Preoccupied -4 when out of combat to reactionary skill rolls.
Feats:
Flaw 1: Craft Anywhere
HD1: Craftsman (+2 to all craft checks)
HD3: Craft Wondrous Item
HD5: Fast Item Creation
HD7: Extra Function (Repair)
HD9: Extra Function (Back to Basics)
HD11: Specialist Function (Repair)
HD13: Open Minded
Eng10: Frugal Crafting
Functions:
Basic: Toolkit (Artisans tools)
Basic: Toolkit+ (Artisans tools) (Enhance without spending AP)
Basic: Weird Science: Prestidigitation
Basic: Weird Science: Detect Magic
Basic: Toolkit (Thieves Tools)
Basic: Toolkit+ (Thieves Tools)(Enhance without spending AP)
HD2: Death Ray
HD4: Upgraded Clockwork Companion
HD6: Demolition Charge
HD8: Turret
HD10: Flamethrower
HD12: Reinforced Turret
Favored Class: Weirder Science (Unseen Crafter)
Feat7: Repair
Feat9: Back to Basics
B2B: Durable Tools
B2B: Durable Tools+
16 Artifice Points (6 level, 10 Int)
1: Grant tools +8 Masterwork bonus for 1 hour, stacks with existing Mwk bonus up to +12
1: Grant +4 to Disable Device or UMD for 1 round
1: Use Flamethrower
2: Demolition Charge
2: Make Turret
3: Make Turret with Treads
Abilities that require 1 AP in reserve:
Use Death Ray
Use Enhancement on Artisan Tools
Use Enhancement on Thieves Tools
Repair
Turret: Full Round Action spend 2 AP to build. Counts as Medium Construct.
Duration: 13 Rounds (Level)
Attack bonus: +16 (Level/2 + Int mod)
Attack Damage: 8d6 Fire (Death Ray)
Give orders as a move action, Omni-tool must be in Turret function. must be within 130 ft (10ft/level)
no limit to number of turrets at once
HP: 92 (40+4xLevel) [HP = Omni tool HP]
AC: 26 = 10-5(Dex)-2(Immobile)+23(Armor) [Armor = Omni Tool Hardness] (Hardness = level+10)
DR 23/- [DR/- = Omni Tool Hardness]
spend 1AP at creation to give treads for 10ft/round move speed.
Demolition Charge: Full Round Action spend 2AP to make
Fired by siege or Rock Hurling.
Detonate on Impact, delayed up to 5 min, remotely triggered as swift action within 130ft.
deals 13d6 bludgeoning, up to 30ft. radius
floor or supporting structure made of stone, wood, ice, or hardness less than those are pulverized into difficult terrain
Creatures within are Deafened for 1 hour
Half damage and negate deafness with Reflex Save DC:21
Clockwork Armor (Ex): +3Max Dex, reduce ACP by 3, useable on all armor, may move in full speed in heavy armor.
Dual Functions: At 9th level, your omni-tool may have two functions active at once.
Technologist (Ex): At 2nd level, you gains a bonus on all disable device and knowledge (engineering) checks equal to 1/2 your class level.
Improved Jury-Rig (Ex or Su): 130 free GPs/day, 13 lbs and 130GPs per item, item breaks in 13 rounds
Standard Action Provokes Attack of Opportunity
You must make a Disable Device check against DC equal to the Craft DC to make the item.
You may use this ability for free for up to 10gps per class level of items each day, after which you must pay 1/2 the cost to craft the item (effectively 1/8 the market price including Frugal Crafting).
You may also take a Standard action to emulate the effects of one cleric/oracle or sorcerer/wizard spell of up to 3nd level at a caster level equal to your class level. You must spend 1 artifice point + 1 per level of the spell emulated, and the mechanical device destroys itself during its single use. This is a supernatural ability.
Items:
Muleback Chords
+1 Mastercraft Glamered Clockwork Adamantine Fullplate: +10 Ac, DR 10/-, DR 5/Piercing, +5 Max Dex, -1 ACP, full movespeed. +1/2 Armor Ac vs touch. Can change into heavy robes.
Vest of Resistance +2
Helm of Intelligence +1
Belt of Constitution +1
Amulet of Charisma +1
Comm Ring
Bag of Holding I
5760 gold
AC, DEX, ACP
+9 +2 -6 base
+0 +0 +1 Masterwork
+0 +0 +1 Perfected For Use
+0 +3 +3 Clockwork
+1 +0 +0 Mastercraft
----------------------------
+10 +5 -1
Languages:
Common
Elven
Dwarven
Aklo
Bounty: 40,000GPs for the head of Rainer Ortwin, dead or alive, for the offenses of high treason, espionage, murder, theft, smuggling, and desertion. Amount to be paid by the Helman Ministry of Internal Security. Travel expenses reimbursed on successful hand-in. Goods accepted internationally through the Purupet Retail Agency (may take up to 2 weeks before reward is returned).
(anyone with knowledge of this receives a +2 morale bonus to attack Rainer)
Background:
Rainer Ortwin was born in Helman to wealthy parents who owned a mining operation that specialized in the countries most prized possession: Adamantine. He went to some of the best schools in the area (what few schools there are in Helman) and learned all that there was to know about structures and engineering. He then began applying his exceptional knowledge to aiding in his family's mining operation by working on a side project then called Exosuit. Unfortunately even after months of forethought, his device was not safe for human testing (it had a tendency to spin the top half in a way that would snap the operators spine). However, while Rainer was working on another project (this one would later be developed into what he called the Lightning Blast) an arc of electricity with just a little more magic than he knew how to handle resulted in automating his suit in a way he didn't expect. He later discovered that it had to do with the blacksteel and adamantine components used in some of the key controls. He began by using his new device to help with the mining, both by having it carry supplies around inside the mine and as a miner itself. He cared deeply for his father, who spent a lot of time encouraging his son's projects.
Unfortunately, war called and his family, as always, was requested to give their efforts in supplying adamantine weapons and armor to the front lines. Rainer signed up at the first chance to test some of his inventions in live fire scenarios, and truly enjoyed the beginning of the war. The heads of his squad then decided that they had trained enough and were claimed that they needed his platoon's resources on the eastern front soon so as to strike during one of the enemies holidays to catch them off guard. Rainer agreed with the strategy and loaded up his creation with all the weapons and armor he could and headed out, using the Clockwork tank’s speed to cross the country faster than any horse, and with a lot of weapons and armor. Shortly after he arrived at the Battle of The O, he began distributing his materials to the soldiers and providing a few small kindnesses to the POW’s and slaves (extra water rations and the like). However, the battle was not going in their favor, despite the resources that he had provided. Pretty soon word was going around that he had provided faulty equipment and that's why their soldiers were dying. That’s when he got the message. A friend from his home managed to get a sending spell to him that said the following: “Father accused Treason. Coming for you. RUN.” Already demoralized and having considered leaving, he immediately gathered a few scraps of adamantine and darksteel that he had prepared, climbed into his machine, had it grab its weapon and made his escape into enemy territory. While traveling Leazus in disguise, he decided to make some money as a wandering arms and armor dealer, making repairs on weapons and traveling with people around the country. He did his best to learn the customs of the land and blend in as well as a man with a mechanical construct could. After a year of traveling Leazus, he made his way to FCA lands, and eventually to Custom where he settled down for a little over a year as an armorer and weaponsmith, as well as a student at some of the technological centers of the city.
He had managed to keep contact with his family’s friend about once a month up until then with news of the accusations against his father, when one day he got another message claiming that bounty hunters were after him again after they heard of a mechanical golem in Custom. That night he said his goodbyes to his professors, and finished the last of his orders and left for Toushin Toshi to gather some more information on Helman, leaving behind a rumor that he was heading for Zeth and eventually Kalar Forest and The Great Desert to research materials found in those two regions. He left the town and headed towards Zeth for 2 days at a normal pace, before looping around and staying a 2 day’s journey away from Toushin Toshi, avoiding any travelers he saw. On his way to Japan, he sent his clockwork creature to travel under the water near the bridge while he traversed it on foot. They met up on the other side without incident. He has been traveling the country since. (About 3 months)