AC 15, touch 11, flat-footed 15 (+4 Mage Armor, +1 ring of protection)
HP 47 (9d6+9)
Fort +6 (+3 base, +1 Con, +2 cloak), Ref +5 (+3 base, +2 cloak), Will +8 (+6 base, +2 cloak)
Pure of Mind
+4 on saves vs charm.
+6 on saves with the evil descriptor
Constructed
+4 vs mind-affecting, paralysis, poison, and stun
Steadfast Personality
+5 on saves vs mind-affecting
Immune to diseases, all emotion effects, fatigue, exhaustion, fear effects, and sleep effects.
Offense:
Speed 30 ft.
Melee Unarmed Strike +4 (1d3 20/x2; non-lethal)
Statistics:
Str 10 (+0), Dex 10 (+0), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 20 (+5)
Base Atk +4; CMB +4; CMD 15/15
Languages Common, Sylvan, Elvish, Gnomish
Feats:
Level 1
Eschew Materials
You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Simple Weapon Proficiencies - All:
Trained in the use of all basic weapons.
Persuasive
You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Level 3
Combat Casting
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Level 5
Cosmopolitan:Diplomacy, Sense Motive, Elvish, Gnomish
You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you.
Level 7
Alertness
You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Leadership
This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC with class levels, while followers are typically lower level NPCs.
Steadfast Personality
Add your Charisma modifier instead of your Wisdom bonus on Will saves against mind-affecting effects. If you have a Wisdom penalty, you must apply both your Wisdom penalty and your Charisma modifier.
Traits:
Charming:
You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Devotee of the Green:Knowledge (nature)
You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.
Android Abilities:
Ability Score Modifiers
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.
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.
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.
Nanite Surge:
Repairing Nanites:replaces Nanite Surge
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.
Sorcerer Abilities:
Level 1
Bonus Feat:Eschew Materials
Sorcerer Bloodline:Unicorn
Deep forests are a haven for unicorns. Deeply empathetic and fiercely protective, unicorns on occasion form close bonds with humans, often young and noble-hearted women. When the two have a particularly strong bond, the unicorn’s magic can become a part of the bonded human, and sometimes is even passed on to her children. These children, blessed by their parent’s connection to that force of true good, grow up to become sorcerers of the unicorn bloodline.
Bloodline Arcana
Every time you cast a spell, you can restore a number of hit points equal to double the level of the spell you cast to one target of your choice that you can see. A creature at its maximum hit points cannot be affected by this ability. Healing a dying creature with this ability does not automatically stabilize the creature unless its hit points are brought to 0 or above.
Safekeeping (Su):7/day
At 1st level, you can touch a creature as a standard action, granting it a +2 insight bonus to AC for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Level 3
Pure of Mind (Su):+2/+4
You gain a +2 bonus on saving throws against charm effects and a +4 bonus on saving throws against spells with the evil descriptor. At 9th level, your bonus on saving throws against charm effects increases to +4 and your bonus on saving throws against spells with the evil descriptor increases to +6.
Bonus Spell:Cure Light Wounds
Level 5
Bonus Spell:Cure Moderate Wounds
Level 7
Bonus Spell:Cure Serious Wounds
Bonus Feat:Alertness
Level 9
Bonus Spell:Cure Critical Wounds
Pure of Mind (Su):+4/+6
Righteous Fury (Su)
At 9th level, once per day you can create a spear of pure light and throw it at a creature within 60 feet as a standard action. This is a ranged touch attack that uses your Charisma modifier in place of your Dexterity modifier to determine the attack bonus. The spear deals 1d6 points of damage per sorcerer level and ignores all damage reduction and hardness. This damage increases to 1d8 points of damage per sorcerer level against an evil creature. At 13th level, you can use this ability twice per day. At 17th level, you can use this ability three times per day.
headband of alluring charisma +2 (4000 gp)
ring of protection +1 (2000 gp)
cloak of resistance +2 (4000 gp)
Background:
Annalla (as she calls herself), like most androids, came into consciousness as a complete adult with skills and abilities. Unlike other androids, she has vague hints of memories from before. A serene and beautiful forest. A storm. A man's face twisted in rage. And pain.
Her earliest clear memory is from three days ago. She found herself standing at the side of a well travelled road. She knew things, but had no concept of how she knew them. She knew that she could invoke magic in various forms. She knew that she could heal. After a few short conversations with travelers she met on the road, she realized that she, in fact, knew where she was at. She was two days travel north of the city of Restov. Facts about the city flitted through her mind like butterflies, but as with other things, she didn't remember learning them. It was a primarily human city.
Human city? Why would she think of it as a human city? Because she wasn't human, she realized. No, she was something different. At the same time greater and yet less than human. But she wasn't always this way. She knew that as well. What she was before was bound up in those memories that just drifted at the very edge of her waking mind - elusive to her grasping. For some reason, though, another part of her mind warned her that that time was past and to bring it up again would be painful and accomplish nothing. The other thing that continually tapped at her thoughts like a moth at a window was the idea that someplace wonderful had been lost and was no more. She needed to move forward and create a new place, a new home. A new realm.
Appearance:
Annalla stands tall at 5' 11" and is heavy for her slender frame (180 lbs.). Her silvery white hair glistens as it flows down her shoulders. Her eyes are a piercing crystal blue which are matched by the blue whorls and lines that appear on her ivory skin. Several of the spirals and lines converge in the center of her forehead where a small clear blue gemstone is fixed.