Merisiel

Aannra...Blake's page

65 posts. Alias of Johnny_Panic.


Full Name

Aannra Blake

Race

status:
HP 32/32; Initi+8; Darkvision 60ft; Fort+4/ Re+10/ Will+6; AC 24* / T20 / FF 13*; CMB +6; CMD 26; Speed 50ft; 22/27PP SF4/4 Ki4/4

Classes/Levels

Female Replcant, monk L4/psion L4

Gender

skills:
Acrobat +13, Climb +6, Heal +8, Kn(All) +9, Escape Artist+13 , Perception +8, Sense Motive +2, Stealth +13/23, Survival +9

Size

5,10

Age

68 days

Alignment

LN

Languages

TP galactic techno

Occupation

Fembot body guard

Strength 15
Dexterity 22
Constitution 10
Intelligence 20
Wisdom 16
Charisma 12

About Aannra...Blake

Aannra Blake
Image here
Sex Female Race (Elan)
Classes:- Pison (L10) Age: unknown

Aannra is a Elan, A being made of psionic power.

CRUNCH:

LN Medium Type (Subtype)
Init +8;
Senses Sight: Perception +8

Speed 30'

--------------------
DEFENSE
--------------------

AC 21/25*26***28[4/m], touch 20****, flat-footed 14/15*/16**/18***
(10 +6 Dex, +0armor +1Feat +4Class)
*Inertial-armor [4hours] +4AC
**Thicken Skin +1NA 4mins free
***Minor Metamorphosis, NA+2 4mins 1pp

HP [32] (1d8+0)

Fort +4
Ref +10
Will +7

Resistance
Race: Resistance Cold 5
+2 Mind reading effects power
+4 against mind-affecting effects, paralysis, poison, and stun effects.
- 4 will saves v risky courses of Action
Monk: +2 bonus on saving throws against enchantment spells and effects.
Heat Resistance +5 [Eridian Ice gun, While Held*]
Immune: Disease and sleep effects

Powers Running

--------------------
Movement modes
--------------------
Land Speed 50ft/round.
Teleport Step (Su) [at land speed] [50'] recharge 1d4+1/r
with use of power Metamorphosis, Minor 4 mins 1pp
Swim Speed of 30 feet.
Climb speed of 30 feet.
Burrow speed of 25 feet.'
--------------------
OFFENSE
--------------------

Melee
BAB+STR +5 / RBAB+DEX +9
Unarmed Strike TH+9 1d8+2 X2
Flurry of Blows Attack Bonus +2/+2 [+8/+8]
Daggers TH+9 DMG 1d4+2 19/20/x2

Ranged
BAB+3 / AB+8 Dex+6

Adamantine Dagger TH+9 DMG 1d421 19/20/x2 [Thrown] Range 20 ft.

Space 5 ft, Reach 5 ft

--------------------
SPECIAL ABILITIES
--------------------

--------------------
STATISTICS
--------------------
[semi-advanced Elf DNA ]
Str [12][2]
Dex 22,+6 [17+4race+1level]
Con 10,+0 [10]
Int 20,+5 [16+4 race]
Wis 16,+2 [18-2race]
Cha 12,+1 [12]

Base Atk +3;

CMB +7 (misc mods +3 Class);
CMD +25 (10 BAB+3 +2Str +6Dex + 0 size +4Class)


Feats and Traits::

Levels
1: Weapon Finesse (Combat)
3: Access Psionic Talents
Monk Class
Dodge +1AC
Evasion (Ex)
Deflect Arrows/Bullets (Combat) 1/Round [Not scatter rounds]
From Common Forearms.
Improved Unarmed Strike

Psion Class
Psicrystal Affinity Psionic
Improved Evasion.-> [wile Psicyrstal is close]

[Replicant Race]
Advanced Weapons <Side Arms>

Traits:
1: Focused Mind +2 Concentration

2: Nomadic [Replicant Imprinting]
You have lived many places and know how to provide for yourself.
Benefit: You gain a +1 trait bonus on Knowledge (geography) and Survival checks, and one of these skills (your choice) is always a class skill for you.

3: Eridian Artefacts Integration (campaign Trait)
By Magic or Science you body can now link to Eridian Alien Tech.
Benefit(s): Your body has been adapted by advanced tech so that it can integrate with Eridian Technology allowing you to utilize some or all of their alien ability's [See GM for effects].

Drawback
1: Naive
Your perception that everyone is innately good does not bode well in the heat of battle, when less scrupulous foes might take advantage of your misguided optimism.
Effect: You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers.

2:Light sensitivity


Skills: :

Skill Points [4+5+1x4] 40
+13 Acrobatics(+6dex, 4rank +3class) <
+5 Appraise(+5int, 0rank)
+11 Autohypnosis* (+2Wis 4Rank +3class +2item)<
+1 Bluff (+1Cha 0Rank)
+6 Climb(+2str, 1rank)<
+* Craft(+5int, 0rank)<
+5 Disable Device (+5int, 1rank)
+1 Diplomacy (+1Cha 0Rank)
+5 Disguise(+1cha, 1rank +3Class)<
+7 Drive (Veichal wheeled) (+6Dex +1Rank)
+11 Escape Artist(+6dex, 2rank)<
+9 Heal (+3wis 1rank +2Item)<
+5 Intimidate (+1Cha 1Rank)<
+9 Knowledge (Dungeoneering) (+5int, 1rank)<
+9 Knowledge (Engineering) (+5int, 1rank)<
+10 Knowledge (Geography) (+5int, 1rank 1trait)<
+9 Knowledge (History) (+5int, 1rank)<
+9 Knowledge (Local) (+5int, 1rank)<
+9 Knowledge (Nature) (+5int, 1rank)<
+9 Knowledge (Technology) (+5int, 1rank)<
+9 Knowledge (Science) (+5int, 1rank)<
+9 Knowledge (Planes) (+5int, 1rank)<
+9 Knowledge (Psionics/Arcana) (+5int, 1rank)<
+9 Knowledge (Religion) (+5int, 1rank)<
+9 Linguistics(+5int 1rank)<
+9 Perception(+3wis, 3rank +3Class)<
+2 Ride (+2Str 0ranks)<
+1 Perform (+1Cha 0Rank)
+2 Sense Motive(+3wis, 0rank)<
+7 Sleight of Hand(+6dex, 1rank)
+9 Spell/Psionic craft(+5int, 1rank)<
+13/+23 Stealth(+6dex, 4rank)< +10 power
+10 Survival(+3Wis 1rank +1trait +2Item)<
+6 Swim (+2 Str 1rank)<
+6 Use Magic/Psionic Device(+1cha, +2rank)<

Concentration +14 (4ML+5INT+3Item+2trait)
Psionic Focus and taking 15

Autohypnosis*

**If no ranks are in a Knowledge skill, then highest you can get is DC 10 info.

< = Classfeat other Skill

Core Race Replicant:

Racial Traits
Ability Score Modifiers: Elans gain a +2 bonus to one ability score chosen at creation to represent their varied nature.

Aberrant Blood:
Elans are of the humanoid (aberrant) subtype.

Size:
Elan are Medium creatures and have no bonuses or penalties due to their
size.

Speed:
Elans have a base speed of 30 feet.

Aberrant Nature:
Although human in appearance, elans suffer from a nature slightly off from the rest of the non-elan society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-elans.

Naturally Psionic: [b]
Elans gain the Wild Talent feat as a bonus feat at 1st level. If an elan takes levels in a psionic class, she instead gains the Psionic Talent feat.

[b]Resistance (Su):
Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.

Resilience (Su):
When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends.

Repletion (Su):
An elan can sustain his body without need of food or water. If he spends 1 power point, an elan does not need to eat or drink for 24 hours.
Psionic Aptitude: When an elan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Languages: Elans begin play speaking Common. Elans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


Class Monk L4: :

BAB+3
Saves +4/+4/+4
Alignment: Lawful N

Class Skills

The monk's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Weapon Proficiency:
Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.

Armor and Shield Proficiency: Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex) +3 AC
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex)
Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus. A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
+1/+1

Unarmed Strike 1d8
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage. 1d8

Bonus Feat: Dodge + Throw Anything.
At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list:
Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.

Stunning Fist (Ex) 4/4
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Evasion (Ex)
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion

Fast Movement (Ex)
At 3rd level, a monk gains an enhancement bonus to his land speed,
monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Maneuver Training (Ex)
At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Still Mind (Ex)
True Strike 4/4


Class Psion Egoist L4: :

4nd Level Psion Egoist (Psychometabolism)
Weapon and Armor Proficiency: Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.

BAB+1
Saves +1/+1/+4

Powers ]
27pp/Day
9/power know
2st/max power level
Max PP spend per use 3pp

The Difficulty Class: 10+PL+7 DC15/16/17
for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier.

TALANTS [All at will wile focused]
Class
Detect psionics/Magic At Will

Discipline Talents
1: vigor [5+2] 7THP 4/rounds
2: Thicken Skin +2 AC NA 4/rounds

0 Level 1 + [converting 1st level power to 5 0 level talents]
1: Psionic Repair
2: Mind Shield +2 Saves 4 hours
3: Far Hand 5lb 35'
4: know direction and location
5: Missive 35'
-: Energy Splash 1d3 35'

1st Level CD16
1: Recall 1pp = +4 Skill roll
2: Inertial-Armor 1pp 4 Hours
3: Metamorphosis Minor 4mins 1pp
4: Natural Healing 1pp=3HP 4pp=12HP
5: Energy Blast 1pp = 1d6DMG 35'

2st Level CD17
1: Chameleon 3pp 40mins +10 Sealth.
2: Defy Gravity 3pp 40mins
3: Animal Affinity 2pp 4mins
4: Sustenance 3pp 1day

Discipline Talents (Ps) X2

Choose two powers from the following list: hammer, synesthete, thicken skin, and vigor.

As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. Add half your psion levels to the temporary hit points gained from vigor. Synesthete, thicken skin, and vigor last for a number of rounds equal to your psion level. The damage of hammer is reduced to 1d4 (rounds?).

Metabolic Healing (Su)
At 2nd level, as long as you maintain psionic focus, you gain fast healing 1 when you manifest any psychometabolism power on yourself. This fast healing lasts for a number of rounds equal to the level of the power manifested. The fast healing increases by 1 for every four psion levels thereafter.
Companion Drone Unit:

Psicrystal looks like Tiny had sized construct, its sits in cage on her belt, The cafe is Mithral 20gp It can open it to get out. When it dos it climes and hooks itself on to her clothing.
A psicrystal is a fragment of a psionic character’s personality, brought into physical form and a semblance of life (via the Psicrystal Affinity feat). A psicrystal appears as a crystalline construct about the size of a human hand

A psicrystal is a fragment of a psionic character’s personality, brought into physical form and a semblance of life (via the Psicrystal Affinity feat). A psicrystal appears as a crystalline construct about the size of a human hand
Personalitis 1 -> Single-minded = (+3 bonus on Concentration checks)
Link to PC sheet here


GEAR/POSSESSIONS: :

Location On Persons:
Clothing: Alien Tattoo, see items
Armor: None
Body: Alien Tattoo, see items
Legs L: Advance Airgun 2lb holster. $20 1/4lb Gun Scope $25
Legs R: Alien Blaster + holster 2lb
Feet: Combat Boots + Sheath + Knife 2sp
Eyes Active Smart Shade Goggles. $30
Wrist:
Ring L:
Ring R:
Feet: Combat boots 1lb

Belt:
Adamantine rope-dart $61
X4 Slug Mags $20 2 lb

Pouch [1] 5gp
Small note book and water proof case + pen $2 --lb
Signal whistle x8 $0.54 --lb

Belt Pouch[2]
->Bag of Holding, Minor $1000 [$] 1lb-> 37b/50lb
X6 Bolt Mags $30 3 lb
Air gun Kit $15 1/5lb
Box of Slug Rounds [Air Gun] [50] $50 5lb
Steel dagger [+Sheath] $1
Active Shade Goggles. $30
Small Grooming set $10
Combat Medical Kit 8/10 5lb
Water Prof Sack 1/4lb
Gas Mask $15 1/4lb
water prof Gloves x2 $8
2x echo recorders. Advanced voice recording machines. 1/2lb
Satellite phone, [powered off] 1lb
MW Survival Kit $50 5lb
Ball of Twin, + small Nails x10 in a bag 1/4lb
50' Silk Rope [From Shoot cords] 2lb
All weather Sleeping bag --
Small tent, ---
Cooking kit --
Muti-utinsel for eating --
Water skins --
4 days’ worth of rations, --
Money Satchel->
Gems ranging from $10 to $500, coming to about $400
Small satchel has coins, $109

Total Weight: l7bs. Light.

Carrying Capacity
light 0-50 lbs. or less 38lb light
mid 51–100 lbs.
Heavy 101–150 lbs.


Eridian Artefacts <Integrated>:

Aannra has a number of Eridian artefacts integrated into her body
She was design and made to do this.
Removing one or more items once integrated will destroy them and greatly harm Aanna.
01: Alien 3ed eye Crystal, sits in her forehead
This Alien looking GEM, Small Disk like Crystal sits in the centre of Aannrs forehead.
Powers Given:
1:Lets her Identify Eridian artefacts as such.
2:Bio-Micanical Brain Enhancement +2 Skill (Autohypnosis)

02:Intelligent Alien Blaster
This Intelligent Eridian blaster its in a holster formed from her Eridian Crawling tattoo, it seems to be linked to her 3ed eye becouse when the energy type the blaster fires changes so dos the color of the gem. It blasts Psionic rounds of Force + one of 4 energy types.
Set with ether voice or thought,
Energy types Cold/Heat/Force/Electricity.
Powers Given:
1: Normal shots [RTA 1/r] TH+1 DMG1d10+1 [Cold/Fire/Force/Electricity] +1d4[force DMG]
19–20/×3 120 ft. 36 shot Energy-Mag,
1PP cost to reload 12 shots.
2:While held it also give Fire Resistance +5

03: Eridian Crawling tattoo
A Crawling Eridian Tattoo made of fine silver filaments that seem to go into her flesh as well as over it.
It holds her Eridian Blaster in place.
Powers Given:
1: Micro Psychoport (Su) [Eridian Artefact] [Psychoport at land speed distance] 1d4+1/Rounds to Recharge Can Psychoport up to land speed as a move action. This ability can be used once every 1d4+1 Rounds
2: Also acts at a Psionic sleeves of many Garments.


Background: :

========CLASSIFIED===========


Personality: :

Naive, Quick, Intelligent;
Aannra Blake has no clear memory's of a past, only implanted experience and leaning from others. But this implanted past its like a film, a long list of other lives edited into one. She knows she is a 'Replicant' and knows her obligation is to help her owners safe and well as best she can. But she was dumped in a pod with out any clear ownership. Now she is confused, She knows she cost a lot to make and it make, and her feel bad to wast so much money. [where that feeling comes from she dos not know.] so she must find a function, but what! It's all very confusing.

She is well spoken and seems knowledgeable. Active in combat she will do her best to save lives. Fundamentally she is good, seeking to help where she can. But a little gullible having a memory of a thing is not the same as understanding that thing.


Description: :

Ht: 5' 10"
Wt: 78 lbs
Age: 4
Hair: White
Eyes: Black x3
Skin: Pale
Reference Image

A Normal looking female elf, she was designed to be such. But in fact and advanced Replicant, with high brain and speed functions. due to a biochemical brain. She moves faster and thinks faster then most, recording information and possessing it. She moves with grace and when she acts, acts decisively. her clothing is Psionily Bio engineered to change form when needed, as is her body but for a limited amount of time. She has a 3ed eye enhancement that can be unsettling.
Notes:
Docs
1: Deed to a Ranch-house,
2: 30% shares in an Eridian mine, though most of them just look to be plans of things a con artist would do and information to get them along. Lots of pictures and information of people, locations, and items.
3: Build Papers:
Several papers with you name, activation code, product information, etc. The last page is a letter explaining how to bypass protocols, it looks to be an informal letter from an A-Pax to your owner. Another of the pages has an account number and an amount to be transferred: $100,000.00. For services rendered to accommodate and support new user. There is a phone number at the bottom below that name again: A-Pax.
Perception checks looking for tracking beacons.

Classified background

Aannra is a Blake Unit Named so after the head of the Tronic Corporation Bio-Cloning RnD team that created them.
Blake Units are leased from Tronic Corporation and used by all meaner of organisations. The Aannra model is a Hostile environment combat unit used for insertion support.

Tech sheet outline.
Skilled in hand to hand combat.
Energy and fire Arms used.
Implanted with active leaning personality.
High Capacities for memory and adaption.
Advanced Bio-Mechanical Body.
Fitted with new Bio-PSIonic_TM systems.
Built-in Self repairing systems
Breading capable.
Fitted with assistant Drone unit.

Your Tronic Corporation Annra Unit is build to help races survive the in hostile riggers and hardships of hazardous environments. This top guilty unit is made to last and grow to fit your needs . Let your Tronic Corporation Annra Unit take the strain.

Warning: This unit is light sensitive.

Please read terms and conditions.

UNIT ACTIVATION CODE: ROSE-298-JSY-177 [Status Ativated]

She was never meant to Live, to never be Activated, she was to die in a pod crash just to help a criminal escape justice. But something went wrong. She was Activated buy who or what she dos not know. But in the few seconds of life she had, she worked out what should have happened and because of the actions of others lived. Now she is her own being, an owner she can't follow and a company that dos not want her any more. Its is self owned and it scares the hell out of her.


Notes:

MW Advanced Airgun [2lb]
[repeating Heavy +2 Str 19-20/x3] 900gp [6lb] [6 bolt Mags]
[This Advanced Airgun works on compressed air. When fully pumped it can fire 6 Bolts of varying types, It takes 1 fully round actions to fully recharge with compressed air and reload [full round action provokes AoO ] In all other regards acts as Crossbow Repeating