Tin Golem

Alpha Prime's page

501 posts. Alias of Daxter.


Full Name

Alpha Prime

Race

Android Skirnir 7 HP 59/59 | AC 24 T 14 FF 21 | F+9 R+7 W+7 | Init +3 | Perception +13 | Sense Motive - 4| Arcane Pool 7/7

Strength 19
Dexterity 16
Constitution 14
Intelligence 18
Wisdom 10
Charisma 8

About Alpha Prime

Character Sheet:

Alpha Prime
Android Magus(Skirnir) 7
N Medium Humanoid(android)
Init +3; Senses Perception +13, Darkvision 60, Lowlight Vision
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Defense
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AC 24, touch 14, flat-footed 21 (5 Armor +5 Shield +3 Dex +1 Deflect) (26 vs critical confirmation rolls)
hp 59 (7d8+21)
Fort +9, Ref +7, Will +7 +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. Immune disease, emotion-based effects, exhaustion, fatigue, fear, sleep
Defensive Abilities Constructed
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Offense
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Speed 30 ft.
Melee Shield Bash +11 (1d8+6/20/x2)

Ranged Ranged Shield Bash +11 (1d8+6/20/x2)
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Magus(Skirnir) Spells Known (CL7, Concentration +11)
3 (1/day) Haste
2 (3/day) Bladed Dash, Frigid Touch, Frigid Touch
1 (4/day) Burning Hands, Magic Missile, Returning Weapon, Shocking Grasp
0 (at will) Detect Magic, Mage Hand, Ray of Frost, Read Magic

Statistics
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Str 19/17, Dex 16, Con 14, Int 18/16, Wis 10, Cha 8
Base Atk +5; CMB +9; CMD 26
Feats Improved Shield Bash, Shield Focus(Heavy), Arcane Strike, Shield Specialization(Heavy), Missile Shield
Traits Seeker, Local Ties(Knowledge(Engineering)), Nanite Revival
Skills Fly +13, Knowledge(Arcana)+12, Knowledge(Dungeoneering)+12, Knowledge(Engineering) +12, Knowledge(Planes)+12, Perception +13, Spellcraft +10, Use Magic Device +7 Racial Modifiers +2 Perception -4 Sense Motive
Languages Common, Draconic, Dwarven, Giant
SQ Emotionless
Other Gear Belt of Giant Strength +2, +2/+2 Bashing Throwing Heavy Shield, +1 Mithral Shirt, Spellbook, Magi Kit, Ring of Protection +1, Pearl of Power 1, Pearl of Power 1, Cloak of Resistance +2, Skillslot, Skill Chip Mark 1(Engineering), Timeworn Proximity Helmet, Wand of Scorching Ray(16 charges), Headband of Intellect +2(Fly), 1000
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Special Abilities
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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. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.
Emotionless (Ex): Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
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.
Arcane Bond: At 1st level, a skirnir gains a shield (except for a tower shield) as an arcane bond item. This is identical to the wizard class ability, but the skirnir may only bond with a shield, not a familiar or other item.
Arcane Pool:At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, Alpha can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. He can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. He can use his arcane pool to grant an enhancement bonus to a weapon as normal, as well as to his shield, paying the arcane pool cost separately for each.
At 5th level and above, he can also add the following shield special abilities: animated, arrow catching, arrow deflection, bashing, blinding, fortification (any), reflecting, spell resistance (any).
Sorcerous Shield: Skirnirs are proficient with all types of shields, including tower shields, and do not suffer an arcane spell failure chance when casting magus spells while using a shield. They treat their magus levels as their fighter levels for the purpose of qualifying for shield-related feats. This ability replaces spell combat.
Spellstrike: Whenever a Skirnir casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a Skirnir can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Magus Arcana(Arcane Accuracy): The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn.
Shield Pool: At 4th level, as a free action, a skirnir may spend 1 point from his arcane pool to add his shield bonus to AC (not including enhancement bonuses) on a concentration check to cast defensively. He may also use a touch attack or shield bash with his shield in conjunction with any pool strike magus arcana.
This ability replaces spell recall.
Magus Arcana(Empowered Magic): Once per day Alpha cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the casting time or the level of the spell.
Medium Armor Alpha gains proficiency with medium armor. He can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance.
Spell Shield:As a standard action, Alpha may store a magus spell in his shield by spending 1 point from his arcane pool per level of the spell. This functions as the spell storing weapon special ability, but activates only on a successful shield bash by Alpha and is not limited to spells of 3rd level or less.
This ability replaces knowledge pool.

Spellbook:

3rd Fly, Haste
2nd Bladed Dash, Bull's Strength, Frigid Touch, Invisibility, Mirror Image, Tactical Acumen
1st Burning Hands, Call Weapon, Chill Touch, Color Spray, Corrosive Touch, Floating Disk, Feather Fall, Jump, Magic Missile, Ray of Enfeeblement, Returning Weapon, Shocking Grasp, True Strike, Vanish
Cantrips: All

Magi Kit:

This includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.

Origin:

Alpha came to Torch many years ago, a badly damaged wanderer with little memory of where he came from. He was taken in by Khonnir Baine who recognized him for what he was. He took him in and repaired him, marveled by this new creature. He was essentially raised by the wizardly inventor alongside his adopted sister, Val. Alpha learned the arcane arts from Khonnir, though he also found that he was very strong and reveled in any opportunity to use his physical strength as well, combining the two which he would later learn was the art of the Magus. Alpha was always proud to be a machine choosing logic and objective reasoning above any emotional responses. Though the exception to the rule was his surrogate family, though he would never admit it out loud or to himself sometimes. And then his mentor found another machine, this time in the caves below. Not quite an android but a deactivated robot. Alpha wanted to know more about this creature so much like himself and yet not. The pair studied it and learned some basics about its technological systems, but not as much as he'd like. Robots had no sentience and no will as far as he knew. One day though, his mentor and father figure went missing.