DESCRIPTION IMAGE HERE Age N/A Height 7' Weight 230lb, Hair: Brown, Eyes: Gray/Brown Body: Slender and Tall, Skin finly Tattooed, Voice: light: TN:
Portrait
Al-eon Sal-Del Hil-leen is an Andriod and a very well made one. Al-eon is superficially identical to a human in many ways, and to the uninformed, it can be difficult to differentiate. In the right light, though, Al-eon's alien nature is revealed by the metallic sheen in their eyes and the biological, tattoo-like circuitry that covers the skin. Al-eon is very tall standing some 7' and eyes that seldom blink. Age-wise, Looks Human mid 20's, Gender, hard to say. Somewhat female but could be male as well. AL-eon changes her tattoos, hair, and eys color as the mood takes. Al-eon is also overly still, sometimes standing still all night as others sleep. Her clothing is odd. It seems part of her in some ways and alters its look as well. She has weapons when one looks close but what they are and do? hard to tell.
Personally
Al-eon has a stillness, a quietness, Person talks softly and only says what needs to be said. AL-eon is diligent and takes time to assess things. Work out plans and then enacts them. Never rash or spontaneous. In conversation, Al-eon seems bright and clever. But there is a deepness there, a thinking mind behind the stillness always calculating.
STATISTICS:
OFFENSE
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft. [Move]
CMB: +6; {+4Base +2Str +0size +0misc}
MSB [6]
Base Atk: +6;
Melee:+6{+4Base,+2Str}
Ranged:+8{+4Base,+4Dex}
Tatical Light machine gun +1 TH[+9] [P/B] Range 100' Misfire 1/2 Critx4 [20 or 40 round magazens] [Automatic, 10 shots] DMG [2d6+1] [Single shot mode -^Slow DMG 1d10+1**] [Range 80'] [+scope]** 20lb [Counts as magic]
this tech weapon is a combined Light machine gun and Rifle [Both have been paid for, States are the same]
** Scope: Scopes are telescopic sights mounted on rifles to increase accuracy at range by magnifying the target. Scopes reduce the penalty for ranged attacks by 1 for each range increment.
Resistance:
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.
+2 bonus on saves against psychic spells and spell-like abilities
+4 competence bonus on Constitution checks to hold breath
Immunity's
Immune to fear effects and all emotion-based effects
protection against exposure to vacuum
Other
Item, Tech suit - endure-elements, as the spell, as well as protection against exposure to vacuum and underwater pressure.
Item Light at will
Str 14 [+2][10][5p]
Dex 18 [+4][14][5p][+2Race][+2item]
Con 12 [+1][10][2p]
Int 20 [+5][15][7p][+2Race][+2Item][+1Level]
Wis 14 [+2][14][5p]
Cha 11 [+0][10][3p][-2Race]
Traits
1:Quick Learner
Benefit: After your first attack with a weapon in which you are not proficient, the non-proficiency penalty decreases by 2 (to a –2 penalty). This effect lasts only while you have the weapon in hand; you must “relearn” the weapon each time you pick it up.
2:Soaring Sprinter
As a youth, you often leaped and ran at treacherous heights, either because it was the only place with enough freedom for you to play or because it was not a good idea to play any lower.
Benefit(s): You gain a +2 trait bonus on Acrobatics checks to keep your balance or jump, and Acrobatics becomes a class skill for you.
3:Bruising Intellect
Your sharp intellect and rapier-like wit bruised egos.
Benefits: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
----------------=Drawbacks=-----------------
1: Magical Signs [Tattoos light up] [casting-tradition]
Your magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.
Weapon and Armor Proficiency:
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields. + Fire Arms + Exotic weapons Prof [Firearms]
Racial Traits
Ability Score Racial Traits: Androids have swift reflexes and are very intelligent, but have difficulty relating to others. As a result, androids gain a +2 bonus to Dexterity and Intelligence but suffer a –2 penalty to Charisma.
Size: Androids are Medium creatures, and they have no bonuses or penalties due to their size.
Base Speed: Androids have a base speed of 30 feet.
Languages: Androids begin play speaking Common. Androids with high Intelligence can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Alert:
Androids gain a +2 racial bonus on Perception checks.
Emotionless:
Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks (-1 RP)
Senses Racial Traits
Exceptional Senses:
Androids have dark vision and so can see perfectly in the dark to a range of 60 feet and in addition, they possess low-light vision.
Other Racial Traits
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 (2 RP.)
Emotionless:
Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks (-1 RP) (Note: this trait is called Logical in the Book of Heroic Races: Advanced Androids.)
Repairing Nanites: Some androids cannot prompt their nanites to aid them in any endeavor but instead find that their nanites stitch their wounds together. The first time each day that such an android has taken an amount of damage greater than or equal to twice her Hit Dice, the nanites automatically activate, without an action. Her circuitry-tattoos glow with light equivalent to that of a torch for 1 round and she heals a number of hit points equal to twice her Hit Dice. This racial trait replaces nanite surge.
Class Skills
Skill Ranks per Level: 6 + Int modifier.
The investigator’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Spell Casting
A psychic detective casts psychic spells drawn from the psychic class spell list and augmented by a select set of additional spells (see Psychic Detective Spells). Only spells from the psychic class spell list of 6th level or lower and psychic detective spells are considered to be part of the psychic detective’s spell list. If a spell appears on both the psychic detective and psychic class spell lists, the psychic detective uses the spell level from the psychic detective spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic detective must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against a psychic detective’s spell is 10 + the spell’s level + the psychic detective’s Intelligence modifier. Like other spellcasters, a psychic detective can cast only a certain number of spells of each spell level per day. She knows the same number of spells and receives the same number of spells slots per day as a bard of her investigator level, and knows and uses 0-level knacks as a bard uses cantrips. In addition, she receives bonus spells per day if she has a high Intelligence score.
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.
Inspiration (Ex) [8/day]
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Psychic Meddler (Su)
At 2nd level, a psychic detective receives a +1 bonus on saves against psychic spells and spell-like abilities. This bonus increases by 1 at 5th level and every 3 levels thereafter, to a maximum of +6 at 17th level. Starting at 5th level, the psychic investigator adds half this bonus on caster level checks to dispel psychic effects.
This ability replaces poison lore, poison resistance, swift alchemy, and poison immunity.
Phrenic Dabbler (Su)
At 3rd level, a psychic detective gains a small pool of phrenic points equal to 1/2 her psychic detective level, as well as one phrenic amplification, as the psychic class feature. This does not allow the psychic detective to qualify for the Extra Amplification feat.
This ability replaces the investigator talent gained at 3rd level.
Trapfinding [+3]
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Investigator Talent (Ex) or (Su)
At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once. Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt..
3ed level: [Taken by Above]
From feat: Expanded Inspiration (Ex)
Benefit: An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.
5th Level:
Rogue Talent (Ex) -> Firearm Training (Ex)
Benefit: A rogue with this talent gains Exotic Weapon Proficiency (firearms)
Keen Recollection
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Trap Sense (Ex) [+2 Save V traps]
At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).
Studied Combat (Ex) [+3]
With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage and is not multiplied on a critical hit. An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
Studied Strike (Ex) [2d6]
At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage. The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.
Clothing Body Suit** 50gp 5lb
Her Body Suit is both clothing, holding her banaler, wayfinder, sleaves of many garments, It changes its look to fit her needs.
[As in Sleves of many garments]
Bandolier Endless** [1500Cr]
* The Bandolier is part of her High Tech suit.
-: 4x40 Magazines [160+60Gp][Guns everwhere][one in Light machine gun]
-: Light machine gun [see above]
-: 300 Light machine gun Cartages [450gp] [Guns everwhere]
-: 80 revolver Cartages [120gp] [Guns Everywhere]
-: Kit, Gunsmith’s [35gp] 5lb
-: Orders and personal Documents.
-: NoteBook and Pen 4gp --lb
-: Signal Whistle 5gp --lb
-: Police ID [-gp]
-: Android maintenance food [20 blocks] 5lb [20gp]
-: Travelers multi-tool [200gp] 1lb
-: Water flask [5gp] [1lb]
Wayfinder ** [500gp]
-: Slotted stone [Iridescent Spindle - Cracked]
Cracked: This stone grants a +4 competence bonus on Constitution checks to hold your breath. Price: 500 gp.
recencne power : endure-elements, as the spell, as well as protection against exposure to vacuum and underwater pressure.
Light
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:
Al-eon Sal-Del Hil-leen, is a classic
'Hard-bitten brooding detective'
In the Philip Marlowe, The Big Sleep meets Rick Deckard Blade Runner, way.
The motivation that drives Al-eon is the 'need to know the truth'.
Al-eon was made to find things out. Sent here to discover 'The truth' behind things. The organization is by far the best way to find that out. It also alines with Al-eon's own world view.
"To serve and protect"
by means of a sense of justice of need for there right and wrong.
Inner Conflict comes from this, who is Al-eon serving and protecting while dealing with that. What is the priority Al-eon's home plane of existence or ALL planes of existence? Outer conflicts come from personal relationships Vs professional ones. That is my thinking of how I wish to play Al-eon. I hope it's what you're looking for GM. :)
CLEAR MOTIVATIONS/GOALS:
- To survive as an 'alien in an alien land.'
- To help the organization Protect.
- To protect those who can't protect themselves.
- To find the truth of things.
- Find the dangers to her home plane.
- Find a way to return home.
- To take with her knowledge so it can protect itself.
- To Explore and learn
- To find others like herself, Synthetics learn about their experiences and lives.
Questions
IF you have your character outlined:
1. What was your world of origin like
__A. Technology-level?
"Any sufficiently advanced technology is indistinguishable from magic.” So all that magic dose just with the flavor of Sifi tech.
__B. "Values"? (honorable? Corrupt? Trading oriented?)
Socialist utopia, where Mecha and Orga co-live, in both Real and Virtual in a galaxy-spanning civilization
__C. What was the geography of the world?
Space born, lived and worked on a space habitat city/ship
__D. What races existed and how did they relate?
(you don't have to answer all questions, just whatever gives a good story)
A Sentance can choose and change the forms they wish to take, anything that can be designed and uploaded too. The idea of 'race' Gender and organic or Nonorganic had little or no meaning.
2. How does your character manage to keep a low profile in a mostly human plane? What would your *cover* occupation be?
Looks and acts human, it's hard to spot that person is an Andriod [Mecha]
3A. If you were in the organization for a while, what was the last world you were in like? How did it end?
Intelligence operative, last mission, blood wars recon. Bloody, what started as recon ending in a fight to the exit portal.
3B. If you have NOT been in the organization long, how do you find your way to Sigil or where you were recruited?
Arrived in Sigil as part of an extradition exploration team. Other information redated.
Ongoing mission.
1: To find out what person can about this realm and its plans.
2: Fine a 'door' to her own plane. In a city of doors.
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.