Android

Sarona Epsilon's page

202 posts. Alias of Dragoncat.


Full Name

Seeker And Restorer Of Newfound Antiquities, designation Epsilon

Race

Android

Classes/Levels

Iron Priestess of Brigh 1|HP: 11/11|AC: 17/14/13|Saves: +2 Fort, +5 Ref, +5 Will (+4 vs. Paralysis, Poison, Stun)|Init: +7|Perc: +9

Gender

Channels: 5/5|A. Touch: 6/6|F. Bolt: 5/6|Female

Size

Medium (5'8'', 160 lbs)

Age

Appears to be 25

Special Abilities

Healing and Crafting Stuff

Alignment

NG

Deity

Brigh

Location

The town of Torch, Numeria

Languages

Common, Hallit, Orc, Dwarven, Gnome

Occupation

Tinkerer & Priestess of Brigh

Strength 13
Dexterity 17
Constitution 14
Intelligence 17
Wisdom 16
Charisma 15

About Sarona Epsilon

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Statblock
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Sarona Epsilon
Female Android Cleric (Iron Priest) of Brigh 1
NG Medium Humanoid (android)
Init +7; Senses low-light vision, darkvision (60 ft); Perception +9
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Defense
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AC 17, touch 14, flat-footed 13 (+3 DEX, +3 Armour, +1 Dodge)
hp 11 (1d8+2+1 *Favoured*)
Fort +2, Ref +5, Will +5 (+4 vs. paralysis, poison, stun)
Defensive Abilities Immune to disease & sleep effects
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Offense
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Speed 30 ft
Melee 1 Light Hammer +3 (1d4+3/x2)
Melee 2 Dagger +3 (1d4+3/19-20/x2)
Ranged Dagger +3 (1d4+1/19-20/x2)
Special Attacks channel energy DC 13 (1d6) 4/day
Fire bolt +3 (1d6/x2) 6/day
Sneak Attack +1d6

Spells: CL 1st, get 'em by praying at dawn!

0-Create Water, Guidance, Resistance
1-Burning Hands (D), Command DC 14 (15 if attracted), Bless
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Statistics
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STR 13, DEX 17, CON 14, INT 17, WIS 16, CHA 15
Base Atk +0; CMB +2; CMD 15
Feats Combat Expertise, Deadly Aim, Dodge, Point-Blank Shot, Power Attack, Technologist, Weapon Finesse, Improved Initiative
Traits Local Ties (Knowledge *Engineering*); Charming; Nimble Fingers, Keen Mind
Skills +7 Acrobatics, +7 Craft (Mechanical), +8 Disable Device (+9 vs. Mechanical/High-Tech Traps), +6 Diplomacy (+7 vs. Attracted), +7 Escape Artist, +7 Knowledge (Dungeoneering), +10 Knowledge (Engineering), +7 Knowledge (Local), +7 Knowledge (Religion), +9 Perception (+10 vs. Mechanical/High-Tech Traps), +7 Sense Motive, +7 Spellcraft, +7 Stealth
Languages Common, Hallit, Orc, Dwarven, Gnome
SQ Nanite Surge, Constructed, Channel Energy, Emotionless, Orisons, Aura, Domains (Artifice & Fire), Technic Training
Combat Gear Studded Leather Armour, Light Hammer, Dagger
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Special Abilities
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Class Features:
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.

Artificer's Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Artifice Domain Spells: 1st—animate rope, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—wall of iron, 8th—statue, 9th—prismatic sphere.

Fire Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Racial Traits:
Constructed (Ex): For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects.

Empathy: Sarona can gain morale bonuses, and can be affected by emotion-based effects and fear effects. She lacks the +4 racial bonus on saving throws against mind-affecting effects, and she no longer takes a -4 penalty to Sense Motive checks. This trait replaces Emotionless.

Nanite Surge (Ex): An android's body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android's character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round.

Keen Senses: Androids gain a +2 racial bonus on Perception checks.


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Background
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***REBOOTING***

***UPLOADING PERSONALITY: SEEKER AND RESTORER OF NEWFOUND ANTIQUITIES--EPSILON***

***FORMAT: DATA COLLECTOR***

***FUNCTION: SCAVENGING/RESTORATION OF ARCHAEOLOGICAL ARTIFACTS***

***LOADING…***

***LOADING…***

***ERROR. MEMORY BANK STATUS: 85% DAMAGED. ONLY BASIC FUNCTIONS AND DESIGNATION ACCESSIBLE. PERSONALITY CORRUPTED***

***RESTORING…***

***ALERT! ALERT! POD INTEGRITY COMPROMISED. UNKNOWN LIFEFORM (humanoid, subtype: human) APPROACHING***

*CRACK* *hssssss*

"My goodness… what is this?"

So began Sarona's new life as Khonnir Baine's second daughter.

Seeker And Restorer Of Newfound Antiquities, designation Epsilon (called Sarona, for short) was found in a damaged incubation pod on the side of the road in Numeria by a mage named Khonnir Baine and his adoptive daughter, Val. When the two found her, her pod had sustained a great deal of damage--enough that her understanding of Common was fragmented and her original personality wiped away.

The kind mage and his daughter took her with them, seeing that a blank slate like herself would be unable to survive the wilds of Numeria on her own. During their travels, the newly-reborn Sarona displayed a strange curiosity about her rescuers, attempting to understand their language and their reasons for taking her with them. She picked up on the Common tongue over the span of a few days of travel with them, and would later go on to learn other languages from Khonnir.

When the three made it to the town of Torch, Sarona drew stares and whispers. The locals didn't know what to make of her--her red hair, pale grey skin and finely-sculpted body attracted quite a few admiring glances, but her eerily emotionless mannerisms and odd blue tattoos made her stand out among the citizens, leaving quite a few people who met her unnerved by her presence. Once Khonnir and Val settled in with her, her re-education began in earnest.

Khonnir taught both her and Val the ins and outs of building and repairing simple mechanical devices, and even attempted to teach Sarona the finer points of magic use. Sarona was quite receptive to the mage's efforts to teach her about technology, but she was never able to absorb his lessons on sorcery.

Sarona and Val spent their early years helping Khonnir with projects to improve the quality of the town's water supply and building mechanical toys for the children of Torch to play with. As she worked with Val, she noticed that the young Kellid's inventions worked better and were nicer to look at than hers: when she asked Val why that was, the girl innocently replied that it was because Khonnir said she puts her heart and soul into everything she creates. To Val, it was just a fancy way of saying she pushes herself as hard as she can to accomplish things. To Sarona, it was a point of contention between the two.

Val's remark left the android with one of the hardest questions for her to answer: 'Do I have a soul?' While the question was not beyond Khonnir's ability to answer, he showed a great deal of discomfort when Sarona asked him. He referred her to the local priest of Brigh, the Whisper in Bronze, Joram Kyte. Brigh's affection for constructed beings, reverence for the act of inventing and goal of advancing humanity's understanding of technology resonated with Sarona, and she practically begged the old priest to initiate her into the faith. Using what she learned from Khonnir's lessons on working with technology, she took to the teachings of the Whisper in Bronze like a duck to water. She felt like she found where she truly belonged...

The day that Torch's grand violet fire went out was a day that Sarona remembered too well. After several expeditions under the town to see what happened never returned, Khonnir among them, the young priestess began to experience something... odd. A gnawing feeling in the pit of her stomach, but not born of hunger. With it, came a realization of what, exactly, she was feeling: Val had experienced episodes of this same feeling when Khonnir first ventured under the town...

It was her first time experiencing true emotions.

With the advent of empathy came realization that without Khonnir or the Torch, the town's existence could be in jeopardy. Ultimately, she approached the town's council to volunteer her expertise in a new expedition...

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Description & Personality
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Before you stands a tall, red-headed woman with pale grey skin and bright blue eyes. She looks at you with a blank expression. Her red hair is cut short, falling to her chin. Blue lines run from her scalp to underneath her brown studded leather armour and dirty apron stained with grease. Several tools can be seen in pockets sewn into the apron, and a holy symbol of Brigh is around her neck.

Sarona is an emotionally-awkward lady who relies on logic and tireless persistence to solve her problems. She's only recently discovered emotions, and as such they can potentially cloud her judgement, especially when dealing with subjects relating to Khonnir, Val or her faith in Brigh. Her use of language is precise and almost always formal; she never uses contractions or idioms in normal conversation.

She approaches problems in her life in an orderly manner, but isn't adverse to trying new things in the name of progress. Though Khonnir 'raised' her to be a morally sound, productive member of society, she has a difficult time getting along with people who don't accept the virtues of technology. It's a flaw she's aware of, and is working daily to overcome. Even so, she's slow to accept the viewpoints of others.

She considers Khonnir Baine & his daughter Val to be her adoptive family, and holds Joram Kyte in high regard.
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Traits & Drawback
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(Campaign) Local Ties: Khonnir Baine and Val Baine are Sarona's adoptive family, having rescued her from her damaged incubation pod in the wilds of Numeria. He was kind enough to take her under his wing when they arrived in the town of Torch, and her friendship with his other daughter Val helped her to settle into human society. Khonnir's tutelage has given Sarona a +1 trait bonus to Knowledge (Engineering) checks, and Knowledge (Engineering) is always a class skill for her. Since she has the Technologist feat (courtesy of Khonnir's training), her +1 trait bonus is increased to +3.

(Social) Charming: Sarona's distinctive looks draw quite a bit of attention from others, even when she doesn't try to. She gains a +1 bonus to Bluff and Diplomacy checks vs. anyone sexually attracted to her, and the DC of language-dependent spells she casts on such people is increased by 1.

(Religion) Nimble Fingers, Keen Mind: Part of Sarona's studies under Father Kyte included disassembling mechanical devices to determine how they function. Such an act, while reciting formulae from her holy book The Logic of Design, is key to furthering a person's understanding of technology, and is the chosen obedience of Brigh. Sarona gains a +1 trait bonus to Disable Device rolls, and Disable Device is always a class skill for her.
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Archetype Information
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Class Skills: The iron priest's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Heal (Wis), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (local), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).

Channel Energy (Su): When an iron priest channels energy to heal or harm living creatures, she heals or harms constructs with the clockwork or robot subtypes as well. Constructs without those subtypes are also affected, but gain only half the normal amount of healing or take only half the normal amount of damage, as appropriate. This ability alters channel energy.

Spontaneous Casting: An iron priest can spontaneously cast make whole and greater make whole in place of cure/inflict moderate wounds and cure/inflict critical wounds, regardless of whether she channels positive or negative energy. This ability alters casting.

Technic Training (Ex): A Numerian scavenger adds 1/2 her rogue level to Perception skill checks to locate mechanical or high-tech traps and to Disable Device skill checks against these traps (minimum +1). She gains Technologist as a bonus feat. She cannot use Disable Device to disarm magical traps. This ability replaces trapfinding.
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Skill Breakdown
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--1 Acrobatics
--1 Disable Device
--1 Diplomacy
--1 Escape Artist
--1 Knowledge (Dungeoneering)
--1 Knowledge (Local)
--1 Knowledge (Religion)
--1 Perception
--1 Sense Motive
--1 Spellcraft
--1 Stealth

Background Skills
--1 Craft (Mechanical)
--1 Knowledge (Engineering)

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Gear
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—1 Studded Leather Armour (25 GP) (20 lbs)
—1 Light Hammer (1 GP) (2 lbs)
—1 Dagger (2 GP) (1 lb)
—1 Grooming Kit (1 GP) (2 lbs)
—1 Gear Maintenance Kit (5 GP) (2 lbs)
—1 Set of Thieves’ Tools (Common) (30 GP) (1 lb)
—1 Set of Artisan’s Tools (5 GP) (5 lbs)
—1 Artisan’s Outfit (Free) (--)
—1 Masterwork Backpack (50 GP) (4 lbs, +1 STR for Carrying Capacity)
—1 Wooden Holy Symbol (1 GP) (--)
—1 Holy Text (Good) (20 GP) (5 lbs)
—1 Bedroll (1 SP) (5 lbs)
—1 Soap (1 CP) (0.5 lbs)
—50 ft. of Silk Rope (10 GP) (5 lbs)
—3 Days of Trail Rations (1.5 GP) (3 lbs)
—1 Mess Kit (2 SP) (1 lb)
—1 Flint & Steel (1 GP) (--)
—1 Waterskin (1 GP) (4 lbs)

Money: 96.19 GP

Carrying Capacity: 58> (Light), 59-116 (Medium), 117-175 (Heavy)

Current Load: 60.5 lbs (Medium)

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Magical Items
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