About Al-eon Sal-Del Hil-leenDESCRIPTION
Portrait
Personally
STATISTICS:
OFFENSE
ATATCKS
--Melee:
--Ranged:
[b]DEFENSE Init +4; Senses Low Light/Dark Vision/ 60' Perception +15 -------------------------------=DEFENSE=------------------------------- AC 25/29] TAC[19/23*] FF[18/22*]
Damage Reduction: Resistance Spells
*Deflection bonus **Enhancement bonus HP: 45/45 5x[5+1Con]+[8+1Con][+6FC] [9+30+6]=45 Fort: +6, {+2Base,+3Con+1item}
Resistance:
Immunity's
Other ----------=STATISTICS=-----------
Str 18 [+8][10][5p][+4template]
-------------------------=Traits=---------------------- Traits
----------------=Drawbacks=----------------- --------------=Feats=-----------------
From Class From Item Weapon and Armor Proficiency:
----------=SPECIAL/CLASS ABILITIES=---------- Race Android ----------------=Race Traits=-------------------
Racial Traits
Feat and Skill Racial Traits Alert:
Emotionless:
Senses Racial Traits
Other Racial Traits
Skills -=Skills=- 6x[+6class+5Int]=[66]+[12 Background] [+6Item] 84/80 ^Acrobatics*(Dex)_+15{+6rank+4Dex+3Class+2Trait}
^Kn (Arcana)(Int)+10{+1rank,+6Int+3class}[+1d6]
^Linguistics(Int)+10{+2rank,+5Int+3class}[+1d6]
Concentration [+11][6CL+5Int] ACP [0] *ACP applies to these skills ^In Class Skill Bonus +3 -=Non-Standard Skill Bonuses=-
-=Languages=-
Investigator
Hit Die: d8.
Class Skills
Spell Casting
At 5th level and every 3 levels thereafter, a psychic detective can choose to learn a new spell in place of one she already knows, using the same rules as a bard. In effect, the psychic detective loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell the psychic detective can cast. A psychic detective need not prepare her spells in advance. She can cast any psychic detective spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level. Psychic Detective Spells: A psychic detective has the following spells on her spell list, in addition to psychic spells of 6th level or lower. 1st—Detect chaos, detect evil, detect good, detect law, find traps.
This ability replaces alchemy. Inspiration (Ex) [8/day]
Psychic Meddler (Su)
Phrenic Dabbler (Su)
Trapfinding [+3]
Investigator Talent (Ex) or (Su)
3ed level: [Taken by Above]
5th Level:
Keen Recollection
Trap Sense (Ex) [+2 Save V traps]
Studied Combat (Ex) [+3]
Studied Strike (Ex) [2d6]
Spells Level 0 DC15
Level 1 DC16 Kn4 [4+2/day]
From Class
Level 2 DC17 Kn4 [3+1/day]
Gear/Possessions
Clothing Weapons: Armor
Belt: circuitry of-incredible-dexterity [+2dex] [4000Gp]
None slotted Items Bandolier Endless** [1500Cr]
Wayfinder ** [500gp]
-=Carrying Capacity=- .
History:
Al-eon was organic once, the memories are still there. Birth, youth, growing. Then Al-eon was uploaded to the virtual as soon as she was at and age too. Spending her schooling years there. Al-eon had liked the virtual at the start, everyone dose. So much to try and do but over time, things ware thin. The thrill of life seems to fade, most stay until the they choose to end. A lot leave for the real, seeking that which as lacking in the virtual. Al-eon was one such. She left the digital plane and had gone out and travelled the starts, on ships, and jump door alike. Al-eon had taken a job with the law. Finding those who break it and bring them to justice. Al-eon liked the work but was told she needed a more robust body. So she made the move to Mecha, uploading to an Android body. Space became less of a problem, but she left less human over time. The work was rewarding but again Al-eon found life wearing thin. She thought about ending. But then a request was sent out for skilled agents to go on a one-way mission. Not into the virtual or real but to another place, the ‘other’. Al-eon had applied at once and been excepted for the mission. It was enplaned to her that the real was in danger. Things from the ‘other’ sort to destroy all. The team working on this have been contacted at the multi-verse science research institute. A request had come for aid. This was a change to find out where the danger was coming from and how it could be stopped. So she joined the group passing over to the ‘other’ Al-eon was the only Mecha, the other thee organic. They were shown the Singularity Jump Door and told to step throw. They did but all the organic member of the group perished. Something had sort to stop them and interfered with the jump. Al-eon berried her team mates on a dusty plane. Taking what equipment, she could she walked to a place of habitation. It was there a group form the organisation found her. Explaining they had been late and how sorry they were at the death of the rest of the team. She offered her services as the sole survivor, swearing to find out who had killed her teammates and also find out what was threatening her plane of reality. Al-eon Sal-Del Hil-leen - Theams/Trops:
CLEAR MOTIVATIONS/GOALS:
Questions IF you have your character outlined:
__A. Technology-level?
__B. "Values"? (honorable? Corrupt? Trading oriented?)
__C. What was the geography of the world?
__D. What races existed and how did they relate?
2. How does your character manage to keep a low profile in a mostly human plane? What would your *cover* occupation be?
3A. If you were in the organization for a while, what was the last world you were in like? How did it end?
3B. If you have NOT been in the organization long, how do you find your way to Sigil or where you were recruited?
Ongoing mission.
NOTES:
Automatic Weapon Quality: Modern firearms include a new type of firearm—the automatic firearm. A weapon with the automatic weapon quality fires a burst of bullets with a single pull of the trigger, attacking all creatures in a line. This line starts from any corner of your space and extends to the limit of the weapon’s range or until it strikes a barrier it cannot penetrate. When an automatic weapon attacks all creatures in a line, it makes a separate attack roll against each creature in the line. Each creature in the line can only be attacked with one bullet from each burst. Each attack roll takes a –2 penalty to account for recoil, and its attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil an automatic weapon’s line attack. If any of the attack rolls threaten a critical hit, confirm the critical for that attack roll alone. An automatic weapon misfires only if all of the attack rolls made misfire. A single attack with an automatic weapon fires 10 bullets. An automatic weapon cannot fire single bullets that target one creature. When taking a full-attack action with an automatic weapon, you can fire as many bursts in a round as you have attacks. Firearm Proficiency: In a 20th century Earth-style campaign, guns are everywhere. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are considered simple weapons, and the gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level. Capacity: Modern firearms typically have a much greater capacity than earlier firearms, and are frequently easier to load. When making a full-attack action with a single-shot or semi-automatic firearm, you may fire a firearm as many times in a round as you have attacks, up to the number of cartridges in the weapon (or more, if you can reload the weapon as a swift or free action while making a full-attack action). Loading Modern Firearms: With the exception of antique weapons, almost all modern firearms are chamber-loaded, in that a plastic or brass cartridge is inserted directly into the chamber either by hand or by an ammunition-feeding mechanism such as a magazine or clip. Otherwise, loading follows the rules for advanced firearms. Other rules for loading a firearm depend on the firearm’s overall capacity and replaceable magazine capability. Internal Magazine Firearms: Some firearms, such as modern shotguns, bolt-actions, lever-actions, and older styles such as revolvers, retain their ammunition internally, either through a permanently attached tube-feed magazine, an internal holding chamber, or a revolving cylinder, along with more archaic designs. Unless otherwise stated, it is a move action to load up to 6 rounds of ammunition into a one-handed or two-handed modern firearm of this nature. Magazines: Reloading devices such as clips, ammo belts, “stripper clips,” speedloaders, and detachable magazines allow many modern firearms to be reloaded more quickly than their predecessors, with the entire magazine being replaced relatively swiftly. Such firearms require a swift action to load a one-handed or two-handed advanced firearm to the capacity of the replacement magazine. |