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Harbinger One's page

25 posts. Alias of Tark the Ork.

Full Name

Harbinger One




Hexcrafter Magus 2/Vivisectionist Beastmorph Alchemist 2, Perception +6, Initiative +2, AC16, FFAC 14, DR 5/Silver







Special Abilities

Perception +6, Initiative +2, AC16, FFAC 14, DR 5/Silver



Strength 20
Dexterity 14
Constitution 16
Intelligence 20
Wisdom 12
Charisma 7

About Harbinger One

Harbinger One
Female? Magus Hexcrafter 2/Alchemist (, Level 2, Init +2, HP 20V/32W/ , Speed 30ft
AC 16, Touch 12, Flat-footed 14, Fort +6, Ref +5, Will +4, Base Attack Bonus 1
Sneak Attack 1d6 Masterwork Cestus +7 (1d4+5, 19-20/x2)
Claw/Claw/Bite (Mutagen) +8/+8/+8 (1d6+7/1d6+7/1d8+7, x2)
Chakram +3 (1d8+5, x2)
Masterwork Chain Shirt (+4 Armor, +2 Dex)
Abilities Str 20, Dex 14, Con 16, Int 20, Wis 12, Cha 7
Condition None

Animi racial traits
• Ability scores: +2 Str, +2 Int, -4 Char
• As a construct of this form (theoretically sapient) you cannot be raised or resurrected in theory. +2 for saves against disease, mind-effects, poison, and exhaustion or fatigue. You do not need to eat, sleep, drink, or breathe in order to stay alive.
• Speed: 30 ft
• Hardy: +2 against magic
• Stability: +4 to CMB against bull-rush and trip attempts.
• Clunky: -4 Stealth.
• Curiosity: +4 to Diplomacy to gather information. K-history and k-local are always considered class skills, and if they already are from a class, you gain a +2 bonus.
• Damage Reduction 5/silver
• Spell-like abilities (1/day each): Make Whole, Disguise Self. Caster level = Character Level.
• Animi Properties: Animi do not wear armor like most people. They are “born” with a metallic carapace that grants +2 to Armor (armor slot). So in the beginning, an Animi has +2 to armor with spell failure and ACP equal to leather. They can “scavenge” and upgrade their parts (similar to equipment) by completely replacing them or enchanting them. You are welcome to change your starting equipment. If you want to be a heavily armored Animus, you are allowed to start out with such gear (whatever you can afford with starting gold). You are a living construct. You do not need to make endurance checks to resist fatigue, exhaustion, thirst, or starvation and you do not need to breathe. You only need 4 hours of “optimization” to prepare spells. You are healed by craft (homunculus) and knowledge (engineering) checks as opposed to heal. You are also healed by repair spells, such as Make Whole.

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