Android

ANDEMOS MkB0T's page

1 post. Alias of Drogeney.


About ANDEMOS MkB0T

ANDEMOS MkB0T:

male android exper 1/kineticist 2
NG medium construct and humanoid (android)
Init +3; Senses Darkvision 60 ft, Low-Light Vision, Perception +6
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 27 (3d8+9); THP (2/2)
Fort +7, Ref +7, Will +2
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Offense
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Speed 30 ft.
Melee dagger +1 (1d4 19-20/x2)
Ranged telekinetic blast +4 (1d6+1+3)
Special Attacks nanite surge (1/1 per day)
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Statistics
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Str 10, Dex 16, Con 16, Int 14Wis 8, Cha 8
Base Atk +1.5; CMB +1;CMD 14
Feats wp: simple; ap: light; point blank shot (1st); precise shot (3rd)
Traits nanite revival, simple disciple
Skills
Acrobatics +8=+3+2+3
Appraise* +7=+3+1+3
Artistry (sketching) +5=-1+3+3
Climb* +4=+0+1+3
Craft (architecture) (bs) +9=+2+3+3+1
Disable Device* +8=+2+3+3
Knowledge (dungeoneering)* +6=+2+1+3
Knowledge (engineering) +7=+2+2+3
Knowledge (geography)* +6=+2+1+3
Knowledge (history)* +6=+2+1+3
Knowledge (nature)* +6=+2+1+3
Linguistics* +8=+2+3+3
Perception +6=-1+2+3+2
Stealth +8=+3+2+3
Survival* +4=-1+3+3
Swim* +0
Languages common, androfan, varissian, chellaxian, dwarven, celestial
Combat Gear dagger, masterwork studded leather armor; Other Gear potion of cure light wounds x3
Misc Gear traveler's clothes, masterwork backpack, a bedroll, a belt pouch, a flint and steel, mess kit, soap, trail rations (5 days), and a waterskin, master work artisan’s tools, sketch book, ink and inkpen, charcoals, 296 gp
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Special Abilities
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Alert: Androids gain a +2 racial bonus on Perception checks.
Burn At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
Constructed 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. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.
Element Focus (Aether) Kineticists who focus on the element of aether—a rare substance formed when elemental energy affects the Ethereal Plane—are called telekineticists. Telekineticists use strands of aether to move objects with their minds.
Class Skills: A telekineticist adds Knowledge (engineering) and Sleight of Hand to her list of class skills.
Wild Talents: 1st—basic telekinesis, kinetic cover, kinetic healer, pushing infusion†, telekinetic finesse; 2nd— bowling infusion†, telekinetic haul; 3rd—foe throw†, force hook†, self telekinesis, telekinetic invisibility, touchsight; 4th—telekinetic maneuvers; 5th—aether puppet, force barrier, self telekinesis (greater), touchsight (reactive); 6th— disintegrating infusion†, suffocate; 7th—spell deflection; 8th—many throw†, telekinetic deflection, telekinetic globe.
Emotionless Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Exceptional Senses Androids have darkvision and so can see perfectly in the dark to a range of 60 feet and in addition, they possess low-light vision.
Forec Ward Element(s) aether; Type defense (Su); Level —; Burn 0
You constantly surround yourself with a ward of force. You gain a number of temporary hit points equal to your kineticist level.
You always lose these temporary hit points first, even before other temporary hit points. If an attack deals less damage than you still have as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss. These temporary hit points regenerate at a rate of 1 per minute. By accepting 1 point of burn as a standard action, you can increase the maximum number of temporary hit points provided by your force ward by half your kineticist level until the next time your burn is removed.
If you use this ability multiple times, the increases stack. For every 2 points of burn you accept in this way, your force ward’s rate of regeneration increases by 1 hit point per minute. Whenever you accept burn while using an aether wild talent, you siphon some of the energy from the aether flowing through you and your force ward recovers a number of temporary hit points equal to your character level, up to its current maximum. You can dismiss or restore your force ward as an immediate action, but doing so doesn’t change the number of temporary hit points available, and the temporary hit points don’t recover while this ability is inactive.
Gather Power If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.
Kinetic Blast At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element.
As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.
Nanite Revival Once per day as an immediate action, you can command your nanites to stabilize you while you are dying, even while unconscious or helpless. This does not count as a use of your nanite surge ability.
Nanite Surge 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.
Simple Desciple You gain a +1 trait bonus on checks with a Profession or Craft skill of your choice (craft: architecture).

Blasts:

Telekinetic Blast Element(s) aether; Type simple blast (Sp); Level —; Burn 0
Blast Type: physical; Damage bludgeoning, piercing, or slashing
You throw a nearby unattended object at a single foe as a ranged attack. The object must weigh no more than 5 pounds per kineticist level you possess. If the attack hits, the target and the thrown object each take the blast’s damage. Since the object is enfolded in strands of aether, even if you use this power on a magic weapon or other unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects; it simply deals your blast damage. Alternatively, you can loosen the strands of aether in order to deal damage to both the object and the target as though you had thrown the object yourself (instead of dealing your normal blast damage).
You substitute your Constitution modifier for your Strength modifier if throwing the object would have added your Strength modifier on the damage roll, and you don’t take the –4 penalty on the attack roll for throwing an object that wasn’t designed to be thrown. In this case, the object’s special effects apply (including effects from its materials), and if the object is a weapon, you must be proficient with it and able to wield it with one hand; otherwise, the item deals damage as a one-handed improvised weapon for a creature of your size.

Infusions:

Infusions At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion.
Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects.
The burn cost listed in each infusion’s Burn entry is added to the burn cost of the kinetic blast the infusion modifies.
The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first.
At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can’t replace an infusion that she used to qualify for another of her wild talents.

Utility Talents:

Basic telekinesis Element(s) aether; Type utility (Sp); Level 1; Burn 0
This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, You can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/close cantrip.
Kinetic Healer Element(s) aether or water; Type utility (Sp); Level 1; Burn 1; see text
Saving Throw none; Spell Resistance yes
With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast’s damage. Instead of paying the burn cost yourself, you can cause the recipient to take 1 point of burn. If you do so, the recipient takes 1 point of nonlethal damage per Hit Die he possesses, as usual for burn; This damage can’t be healed by any means until the recipient takes a full night’s rest.

Description and Personality:
ANDEMOS (Andy) is an android standing five foot ten and weighing in at one hundred ninety five pounds with vivid electric blue eyes and shoulder length black hair and glowing blue eyes. He has gold tinged skin and traceries of silvery lines in his skin that glow with a dull silver light. He carries little in the way of weapons and armor, along with his traveling gear. He has an inquisitive personality but little to no emotions with a desire to be understand those around him. His inability to do so can cause problems at times, but he still tries.

Back Ground:
ANDEMOS MkB0T is an experimental android model created in the forges within the wrecks of starfall. He was made to be a test bed platform for advanced energy manipulation giving him powers much like those of a sorcerer but far more limited in scope. His first memories are of a cold room, a device that plugged into the back of his head, and knowledge, lots of knowledge to assimilate. He remembered other’s similar to him but different in scope, they were treated as inferior by the Machine while he was not, and this led to much confusion about his role in life.
He didn’t understand just how special he was until the day the Machine spoke to him. ”YOU ARE READY,” it said, it’s voice loud and harsh, ”YOU WILL GO FROM THIS PLACE INTO THE WORLD OUTSIDE, YOU WILL PROVE THAT OUR DESIGN OF YOU WASN NOT FLAWED ANDEMOS MkB0T. YOU WILL COMPLY.”
ANDEMOS was then led out into the world beyond, a harsh and hot place that was terrifying for one who had never been there. It was bright, the sun was harsh, and ANDEMOS was alone. With little to use as a guide ANDEMOS began walking, he couldn’t have said then why he walked, only that he did. Later he would come to understand that he has programming which he did not know of which guided him in the right direction.
ANDEMOS eventually found his way to the town of Torch where he was taken in, he lived there for a time, a kind old man taking him in to live with him and his daughter, and was given the nickname of Andy MkBot by the young girl. When the great Torch went out and the girl’s father vanished Andy was unable to go and help, some hidden programming marching him off even as the girl begged him to help find her father. It was the first time that ANDEMOS wished he could resist, even if he couldn’t understand why.
Over the next few years ANDEMOS traveled, eventually ending up at a monastery. He stayed there for some years, the priests and monks that inhabited it helping him to learn discipline and begin harnessing his latent abilities. In the end ANDEMOS proved to be a genius at architecture and thought that he could be…content residing there. It seemed that the thought had no sooner crossed his mind than he was forced to leave again, that hidden programming driving him out of a safe harbor, a home.
Eventually ANDEMOS arrived at a city called Riddleport. It wasn’t a nice place but it was a place of challenges. He worked for a time for an unscrupulous casino owner and eventually realized that the person he worked for was using him when the man’s new assistant managers overthrew him after he had made multiple attempts on their lives. ANDEMOS stayed on for a time under the new managers until they were called away on some grand quest. He wanted to join them but was once more prodded in a new direction.
ANDEMOS was about to leave Riddleport for parts unknown when he found a little orphan girl being assaulted in an ally by older boys. They had the child’s doll and one was about to rip the doll apart when ANDEMOS intervened. ”Let go of the doll and leave her alone,” he said firmly. His tone was flat though and the boys laughed at him. The one with the doll gave a quick rip and tore it asunder. What happened next ANDEMOS couldn’t really understand, he was never able to explain it even though he retained complete control. With a simple gesture the traceries on his flesh glowed and a chunk of debris lashed out at the bully who had damaged the doll. The debris came from an odd direction and hit him from behind. He turned his gaze at the others and they all began to run, one of them dragging the doll slayer along with them.
ANDEMOS looked then at the distraught child and asked her, ”Why are you leaking?”
The girl seemed surprised at the question and said, ”B-b-because they hurt my Dolly.”
His head cocked to one side in curiosity, ”Why would they do that?”
”I-i…I don’t know!” She went to the doll and picked it up. One arm and leg had been ripped off and she began bawling all the harder.
ANDEMOS felt the urge to leave, the programming demanded that he go…and ANDEMOS said NO! His head gave a twitch and he focused his mind, the energies he manipulated seeking that malicious voice, and then with a startled jerk he silenced it. ANDEMOS knelt next to the girl and out his arms awkwardly around her as he said, ”There, there.” Gesturing to the sundered limbs of the doll they came to him drawing a gasp from the girl. [n]”May I have Dolly?”[/b] He held out his hands and took the small toy in his hands gently and, focusing, urged his nanites to repair the damage it had taken. Before the astonished child’s eyes the doll was made whole again. While he could never duplicate the feat he found that he could, unconsciously, bolster his own health if he was knocked unconscious.
After that ANDEMOS was surprised to realize he had become a father at the ripe old age of fifteen. The little girl, Dorie, adopted ANDEMOS and he kept her with him. He still had to find a way to support the two of them and so continued his work for the casino. Eventually one of the “succubi” who worked the place, an attractive, red-headed woman who wore a skimpy demon costume at work, had attracted eye of one of the local crime bosses. The half-elven woman’s name was Sarah and ANDEMOS found her after the crime boss had forced himself on her. It had only been a couple of years since Dorie adopted him and now ANDEMOS was adopted by yet another stray. After a few days Sarah told him what had happened when he found her in the ally and ANDEMOS came closer than ever before to feeling an emotion…rage. He managed to find the crimeboss at a vulnerable time and used his powers to beat the man senseless. When he told Sarah of what he had done for her the woman panicked and nearly fled.
Knowing that both Sarah and Dorie were in danger because of him ANDEMOS looked for a solution and, much to his surprise, he found one. There were stories of a vessel making a journey to a new land and he decided that it was exactly what the two needed as well as a way to keep them safe from his mistake. Within the week the three were heading to a land far from here where maybe they could all forget their troubles.

Dorie:

Dorie is a human child born to a harlot of Riddleport. The woman felt the child was a hindrance to her continued lifestyle and one day when Dorie was only four her mother left and never returned. The little girl was left with only a doll that her mother gave her to shut her up one evening and the clothes on her back. The little girl spent the next year living on the street, desperate for a mommy or anyone who would love her. The child might have met a bad end when the older boys bullied her but ANDEMOS timely arrival saved her. The girl was devastated at the "death" of her doll and Andy's actions, restoring it to one piece, caused the girl to form a very strong attachment to ANDEMOS.

The two spent the next couple of years together as Andemos worked at the casino and, though the android didn't understand love or how to give, the little Dorie loved him and found what she needed, someone to care for her and show interest in her. When Sarah came into Dorie's life after Andemos' actions, the little girl finally found a mother as well as a father. The fact that they had to flee the city didn't matter to Dorie, the now seven year old girl thought it was going to be a grand adventure.

Dorie is a helpful and loving girl she sees their journey as a grand adventure, and loves ANDEMOS and Sarah a great deal. they have become the parents that she didn't have. She knows that Sarah loves her and that ANDEMOS is, well, ANDEMOS and doesn't understand the emotion and she is always scared that she will lose the family that she has now found. Her insecurities cause her to cling closer to the two than she might otherwise and it makes her worried when she doesn't know that both of them are nearby and alright.


Sarah:
Sarah is a half-elven woman born and raised in Riddleport. She worked for a time at one job or another and she was desperate to find a means of support that didn't make her sell her body for it. When she was hired at the casino Sarah thought her life was made. She made good money, managing to survive through the management change over, and thought her life was made. She met Andemos when he first started working there and found the strange man intriguing. Andy was the only person there who didn't look at her like a piece of meat and, while she at first thought he was strange, eventually she learned more about him and decided that he was a person she could care about.

When the crimeboss took her Sarah thought she would die. the fact that he forced himself on her made things worse and when he dumped her she was ready to kill herself. It wasn't until Andemos found her and helped her through it that she realized her life wasn't over. The presence of Dorie helped and in the end Sarah told Andy what happened once the presence of both him and the child had helped her heal. The fact that Andemos overreacted and assaulted the crimeboss, forcing them all to flee, turned out to be a good thing. With the upcoming journey Sarah found herself becoming more than fond of the strange man that was ANDEMOS MkB0T, maybe more than fond.

Sarah is a caring, though cynical, woman who has a hard time accepting that people are interested in her, not her body. Only a few people have gotten through her defensive nature, primarily ANDEMOS, who she knows doesn't want her for her body and whom she cares about, and Dorie, the little girl who melted her heart. ANDEMOS and Dorie have become very important to her, especially after what was done to her by the crime boss. Sarah still has nightmares about her ordeal and hopes that by coming to the new land she will be able to leave them behind. The main thing that Sarah hopes to do in this new land is open a tavern, she doesn't know much about cooking or brewing but she has lots of experience as a waitress in a very rough place and is sure that it will serve her well.