Machine Soldier

Arkothus The Fallen of Ruin's page

44 posts. Alias of Tark the Ork.


About Arkothus The Fallen of Ruin

Appearance:


Male Alacritous, Resolute, Limbjack, Fallen Machinesmith 13/Eldritch Godling 13/Aegis 10
LE
Init +21; Senses Perception +15 (Darkvision, See In Darkness, Scent, Carrion Sense, Blind Sense 30ft.)
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Defense
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AC 46, touch 24, flat-footed 33 (+10 Armor, +7 Dex, +3 Deflection, +1 Dodge, +2 Luck, +1 Insight, +5 Shield, +7 Natural)
hp 245 (10d10+3d8+30+13+70)
Fort +27, Ref +27, Will +26
Resistances: Acid 15, Cold 15, Fire 15
Immunities: Electricity, death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Inevitables are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
Damage Reduction: 15/Chaotic, 4/-
Special Defenses: Improved Evasion, Stalwart, Improved Uncanny Dodge, Duck Aside, Retribution, Constant-Freedom of Movement.
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Offense
Speed 100ft., 100ft. Fly Speed (Good), ignores hindering terrain not magically altered
Attacks 4 Claws +28 1d8+1d6+26 , 2 Bite +28 2d6+1d6+26 , Gore +28 2d6+1d6+26, 2 Wing Buffets +23 1d8+1d6+20 (Attacks count as Lawful, Evil, Magic and Adamantine)
Ranged Attacks2 Chainguns +19 8d6+2
Special Attacks Axiom, Proximity Mine, Nanite Strike, Quickened Attacks, Ruin Touch, Artificer’s Touch, fly by attack, pounce, split second, smite chaos 1/day
Spells Known: Eldritch Godling
Spells Per Day –/7/7/7/7/6/4
0: Dancing lights, Message, Prestidigitation, Arcane Mark, Detect Magic
1: Infernal healing, grease, Emblazon crest, awe, corrosive touch
2: Speak with objects, Lesser Angelic Aspect, Make Whole, Whispering Wind, Command Undead
3: Fireball, Protection from Energy, Nondetection, Countless Eyes, Hand of The Marksman.
4:Earth Glide, Dimension Door, Black Tentacles, Enervation, Greater False Life
5: Cloud Kill, Teleport, Angelic Aspect, Waves of Fatigue, Cone of Cold
6:Tidal Wave, Greater Dispel Magic, Antimagic Field
Prototypes Memorized
7/7/6/5/2
1st: Hold Portal x2, Magnify Vision x2, guardian drone x3
2nd: Whispering Wind x2, Mechanical Servant x5
3rd: Mobius Converter x2, Mechanical Helper 2x2, Flame Arrowx2
4th: Dimensional Anchor x2, Cluster Bombs x2, Tracker Drones
5th: Major Creation, Possess Object

Maneuvers Readied
Leaping Dragon, Sun Dips Low, Reflexive Twist
Stances: Inner Sphere Stance, Battle Dragons Stance (Current)
Stamina (16/16)
Applicable Feats:
Dodge, Improved Overrun, Greater Overrun, Power Attack, Deadly Aim, Point Blank Shot, Combat Reflexes, mobility.
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Statistics
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Str 34, Dex 24, Con 22, Int 24, Wis 14, Cha 12
Base Atk +10; CMB +23(+4 Overrun); CMD 29 (+4 against overrun, trip)
Feats Technologist, Craft Technological Arms and Armor, Exotic Weapon Proficiency (firearms), Craft Technological Item, Power Attack, Combat Reflexes, Extra Scion Talent (Retribution), Martial Training 1 (Leaping Dragon, Offensive Roll), Martial Training 2 (Inner Sphere Stance, Sun Dips Low, Reflexive Twist), MartialTraining 3(Battle Dragon’s Stance, Fang’s Strike Low), Discipline Focus (Thrashing Dragon), Deadly Aim, Combat Stamina.
Bonus from Race: Toughness, dodge, improved initiative, mobility, run, fly by attack
Bonus from Classes: Point Blank Shot, Craft Magical Arms and Armor, Craft Wondrous Item, Improved Overrun, Greater Overrun
Traits Fate’s Favored, Pragmatic Activator
Skills Craft (Weapons )+26, Craft (Armor) +23, Perception +18, Knowledge (engineering) +23, Knowledge (Planes) +23, Autohypnosis +18, Fly +22, Spellcraft +23, Knowledge Religion +23, Disable Device +28, Use Magic Device +23, Craft (mechanical) +23, Craft (Blacksmithing) +23, Craft (Alchemy) +23, Spellcraft +23
Skill Bonuses: +7 Perception when looking for traps.
Languages Common, Infernal, Abyssal, Draconic, Celestial, Sylvan, Elven, Dwarven
SQ Freedom of Movement
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Special Abilities
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Machinesmith Abilities:

Prototypes
BluePrint Book:
1st:Floating Disk, Longstrider, Magnify Vision, Shield, guardian drone, alarm, mage armor, hold portal, expeditious retreat, faerie fire, servant drone.
2nd: Fog Cloud, Whispering Wind, Mechanical Helper
3rd: Mechanical Helper 2, Mobius converter, flame arrow
4th: Dimensional Anchor, cluster bomb, tracker drones
5th: Possess Object, Major Creation
Repair (Su) A machinesmith can fix broken items with a mere touch. This acts the same as the spell mending, with a few exceptions. The machinesmith repairs 7d6 points of damage. The machinesmith can repair a number of times per day equal to 3 + his Intelligence modifier. Unlike mending, this ability can heal constructs.
Greatwork(Constructor)(Upgrade 2)
Trapfinding (Ex) At 2nd level, A machinesmith adds ½ his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A machinesmith can use Disable Device to disarm magic traps.
Machinesmith Tricks:
2 Combat Trick
4 Multidisciplined Crafter(Weapons (Acrobatics, Intimidate))
6 Doomsday Shelter (Gadget)
8 Proximity Mine (Gadget)
10 Caustic Refuter
12 Large Scale (Constructor Augmentation)

Crafting Expertise (Su) At 3rd level, the machinesmith gains Craft Wondrous Item as a bonus feat. At 8th level he gains Craft Magic Arms and Armor.

Axiom (Su) Beginning at 7th level, the machinesmith develops an innate ability to ground magic with science. The machinesmith can “lose” any prepared prototype of 3rd level or higher in order to have it function as a dispel magic spell of a caster level equal to their machinesmith level.


Eldritch Godling Abilities:

Spell List (Wizard/Sorcerer)
Casting Ability(Intelligence)
Spells Known/Per Day (See Offence Above)
Dispel Resistance: Because the spells of eldritch godlings are powered by internal immortal might, rather than drawn from a pool of magic accessed by some mortal heritage or tapped through skill and training, the spells are much harder to dispel or suppress. The godling is considered to have special spell resistance (equal to 10 + godling level) that applies only against dispel and anitmagic effects. This special SR applies to antimagic and dispel affects that ignore normal SR.
When spells cast by a godling first interact with an antimagic field (or any similar area), there is a chance the field fails to suppress the godling’s innate spell power. A caster level check must be made for each spell when it first encounters the antimagic field. This SR also applies to any similar effect that does not work against gods and artifacts.
Concentration: As acts of will, the spells cast by eldritch godlings do not require focused attention to cast. Thus an eldritch godling does not need to make concentration checks to cast her spells, even if she suffers damage, distraction, violent motion, or is grappled. An eldritch godling does still need a free hand to cast spells with somatic components, so a pinned godling may not be able to cast such spells because her hands are also pinned.

Arcane Spell Failure: As long as an eldritch godling feels secure and confident, she can make very simple gestures to satisfy the somatic componets of her spells. As a result, godlings do not suffer arcane spell failure in armor with which they are proficient. This is true even for eldritch godlings that select a spell list from a class that does suffer arcane spell failure.
Lineage Domain: Protection(Purity)
+4 Resistance Bonus to Saves
Purity Touch 1/day
Domain spells added to spells known.

Divine Traits:

Mystic Inheritance 1 (Diviner School):
Forewarned (Su) You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Mystic Inheritance 1(Nanite Bloodline): Bloodline Arcana: Whenever you cast a spell from the transmutation school and target only yourself, increase the spell's duration by 50%. This does not stack with metamagic feats or abilities such as Extend Spell.
Nanite Strike (Ex) At 1st level as a free action, you can cause nanites to flow from your body and coat the striking end of any manufactured melee weapon you wield. When you hit with a melee attack using this weapon, some of the nanites infect the blood of the victim (Poison—injury; save Fort DC 10 + 1/2 your sorcerer level + your Con modifier; frequency 1/round for 6 rounds; effect 1 Str damage; cure 1 save).
At 5th level, weapons you use with this ability are treated as magical for the purposes of overcoming DR, and the poison also deals 1 point of Constitution damage. At 7th level, the damage increases to 1d2 points of Constitution damage and 1d2 points of Strength damage. At 11th level, the cure becomes two successful saves.
You can use this ability for a number of rounds per day equal to 3 + your Intelligence modifier; these rounds need not be consecutive.
Divine Portfolio 1(Unstoppable Overrun) You can attempt overrun combat maneuvers against opponents that are up to two size categories larger than you. At 5th level, you gain Improved Overrun as a bonus feat. At 10th level, you gain Greater Overrun as a bonus feat. You don't need to meet the prerequisites to gain these feats.
Ascendancies
Minor:
Talent for Mysticism (Force of Brawn) Strength to all saves instead of normal.
Common Element Ascendency (Electricity)
Lineage Domain(Ruins)
Major:
Primordial Magic
Uncommon Element (Force)


Aegis:

Astral Repair(Ps) An aegis is capable of repairing mundane items, restoring 2 hit points of damage to the touched item as a standard action usable at will. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this ability to function. This ability has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

Form Astral Suit (Su) Every aegis learns to draw forth ectoplasm and form an astral suit around their form. The aegis can select from three different types when forming his astral suit— skin, armor, or juggernaut. An aegis is always considered to be proficient with his astral suit, even if he does not have the appropriate armor proficiency. The amount of time forming this astral suit takes depends on the type of suit being formed. Different astral suit forms grant different free customizations. These free customizations never count against the aegis's total number of customization points spent on his astral suit.
The aegis chooses the appearance of his astral suit, although its shape must reflect the selections the aegis has chosen: astral skin would cover the aegis like a psychoactive skin, astral juggernaut would appear to cover the aegis like plate armor, etc.
An astral suit can be dismissed as a free action.
An astral suit does not function in areas where psionics do not work, such as a null psionics field. Dismiss ectoplasm can be used against an astral suit; treat the manifester level as the aegis's class level, although the aegis can simply form his astral suit again on his next turn.

Craftsman: Craft Weapons +3
Damage Reduction 4/-

Invigorating Suit (Su) An aegis of at least 3rd level wearing his astral suit gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

Reconfigure 4/day. Starting at 3rd level, an aegis can reconfigure up to his Intelligence modifier in customization points on his astral suit once per day as a standard action. Every two levels thereafter, he can use this ability an additional time per day.

Augment Suit(2) (Su) An aegis learns how to infuse his astral suit with his psionic power, augmenting the capacity of his suit. Beginning at 4th level, the aegis may spend up to one power point per four class levels to customize his Astral Suit, gaining one temporary customization point for each power point spent.
This ability, activated as a standard action, lasts for a number of rounds equal to the aegis' Intelligence modifier.
Activating this ability again, while already in use, immediately causes the previous duration to end.
An aegis may end the duration as a free action at any time.

Master Craftsman At 5th level, an aegis gains the Master Craftsman feat as a bonus feat. He must still meet the prerequisites of the feat in order to gain its benefits.
Customization Points 14
Power Points 20
Favored Suit (Astral Skin)
Customizations
Free: Speed (2), nimble, Evasion
Power Stone Repository, Harness Power Stone, Improved Harness Power Stonex2 , Stalwart 1cp, Nimblex2 4cp, Quickened Attacks 3cp


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Racial Abilities:

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Base Choices:
Domain (Artifice (Construct))
Winged
Immunity Electricity
Outsider (Lawful, Evil, Fallen, Constructed)
Quadruped Base
Rp Expenditures:
Fast Healing 6 Rp, See in Darkness 4rp, Greater Lucky 4Rp, Blindsense 30ft. 4rp, Claws 2rp, Static Bonus Feat (toughness) 2rp, Fast +10 movement speed 1rp, Natural Armor +4 5rp, Gore 1rp, Carrion Sense 1rp
Eidolon Points Large 4EP Arms 2 ep Scent 1 ep Magic Attacks (Lawful, Evil, Magic) 1ep Wing Buffet 1ep Claws 1 ep
Fiendish Power: /30
Constructed (10fp)(Ex): Although inevitables are living outsiders, their bodies are constructed of physical components, and in many ways they function as constructs. For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), inevitables count as both outsiders and constructs. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Inevitables are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as Constructs of their size.
Chain Guns (Ex) (8FP) (2 integrated 8d6/x4) These advanced firearms have a range increment of 200 feet, automatically reload as a free action, and never misfire. An annihilator's core can process scrap metal into new ammunition, effectively giving the annihilator infinite ammo with these weapons.
Plasma Lance (6 FP)(Ex) As a standard action once every 3 rounds, you may fire a 120-foot-long line of plasma from your mouth. All creatures in this area take 20d6 points of plasma damage (Reflex DC 24 halves). The save DC is Intelligence-based.

True Seeing(Su) -4fp

Greater Teleport At Will - 2fp


Templates(Resolute, Alacritous, Limbjack):

Resolute Creature (+1)
Acid, Cold, and Fire 15
DR 10/Chaotic
Smite Chaos 1/day Cha to Attack and Damage

Alacritous Template (+1)
Defensive Abilities: An alacritous creature retains all the base creature's defenses and gains improved evasion (as the rogue ability), improved uncanny dodge (as the barbarian ability at a level of its total HD + 4), as well as the following:
Duck Aside (Ex) Any round the alacritous creature does not use its split second ability (see below), it has a 20% chance to step away from any attack that would otherwise hit it. This stacks with any miss chance due to concealment.
Speed: The alacritous creature doubles all its movement rates.
Special Attacks: An alacritous creature retains all the base creature's special attacks and gains the pounce universal monster ability as well as the following.
Split Second (Su) An alacritous creature can move with such speed that it appears to be in two places at once. As a full-round action, it can move up double to its movement, then take a standard action at its original location, and one at its new location. It may use the action at its new location to charge and/or pounce, or to make an attack using Spring Attack (which counts as its additional standard action). It is treated as being at both locations for purposes of provoking attacks of opportunity from all actions taken (at either location) or threatening and being threatened, until the end of its action. Once the alacritous creature has taken all its actions, it comes to rest exclusively at its new position.
An alacritous creature cannot use split second two rounds in a row.
Spell-like Abilities: An alacritous gains the following spell-like abilities. Its caster level is equal to total Hit Dice + 4.
Constant—freedom of movement
Feats: An alacritous creature receives Dodge, Improved Initiative, Mobility, and Run and either Flyby Attack or Spring Attack (as appropriate) as bonus feats.

Limbjack +1 (Replacing all Limbs)
AC: +5 Shield Bonus
Limb Defense (Ex) Against damage directed specifically at a limbjack's replaced limb (for example, attempts to sunder a limb, or attacks from foes that deal damage to the limbjack touching or attacking it), the limbjack gains DR 20/adamantine, and resist acid, cold, and fire 30.
Metal Body (Ex) Though only some of a limbjack is replaced with metal, it's enough to make it vulnerable to effects that target metals. It counts as a ferrous creature for the purposes of rusting grasp and other spells that have special effects on metal.
Tireless (Ex) The limbjack does not have a limit to how long it can run, nor does it risk fatigue or exhaustion from forced marching.
Upgradable Limbs (Ex) Any of the natural attacks associated with a replaced limb can be upgraded to be masterwork, made of different materials, or made into a magic weapon. The cost for this is the same as for a longsword of the same size as the limbjack creature.


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Legendary Items:

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Arkothus’s Binding
Form: Armor (Mithril Kikko Armor)
Surge Points: 4
Powers:
Legendary Fortification: When a critical hit or sneak attack is scored against a creature wearing an item with this ability, the wearer can expend one use of legendary power to negate the critical hit or sneak attack and instead take normal damage. Only armor, shields, and worn items can have this ability.
Unyielding: A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.
Dedicated Bond: An item with this ability can't be used by anyone not bonded with it. Such creatures can't use the item's non-mythic special abilities, its legendary power, or its legendary surge. Furthermore, using a special ritual that takes 10 minutes to perform, the bonded creature can sequester the item in a solid object at least twice as large as the item (such as putting a sword in a stone or an oak tree). The item becomes impossible to remove by any creature not bonded to it unless by means of a wish or miracle cast by a mythic creature of higher tier than the bonded creature. If the bonded creature is at least 8th tier, she can instead perform this sequestering ritual and transfer the bond to another mythic creature she designates upon completing the ritual. An item must be a minor or major artifact to have this ability. This is a persistent ability.
Powerful: An item with this ability has two additional uses of legendary power per day. This ability can be taken up to three times. The item must be a minor or major artifact to take this a second time, and a major artifact to take this a third time. This is a persistent ability.
Upgradable: This ability grants the bonded creature the ability to more easily increase the non-mythic magical power of the legendary item. If the base magic item has a version with a higher bonus or greater version (such as a +1longsword, a +2 light steel shield, a cloak of protection +3, an amulet of might fists +4, or a minor ring of inner fortitude), the bonded creature can improve it by performing a special ritual. She must spend a number of gold pieces equal to half the difference between the cost of the legendary item's current, non-mythic base item and the greater version she wishes to upgrade the item into. For example, she would pay 3,000 gp to upgrade a +1 longsword into a +2 longsword. This ritual takes 8 hours. When it's completed, the bonded creature transmutes the item's base version into the desired version. When upgraded in this fashion, the legendary item retains all legendary item abilities it had before the transmutation.
Arkothus’s Chains
Form(Wrist Slot (+6 Strength))
Surge: 4pts.
Soul Safe: Your item carries a part of your immortal spark within it, and unless the item is destroyed you cannot be permanently slain. If you are killed, your body reforms 24 hours later in the nearest open space within 30 feet of the item...This is a persistent ability.
Powerful: An item with this ability has two additional uses of legendary power per day. This ability can be taken up to three times. The item must be a minor or major artifact to take this a second time, and a major artifact to take this a third time. This is a persistent ability.
Undetectable: This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.
Unyielding: A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.
Upgradable: This ability grants the bonded creature the ability to more easily increase the non-mythic magical power of the legendary item. If the base magic item has a version with a higher bonus or greater version (such as a +1longsword, a +2 light steel shield, a cloak of protection +3, an amulet of might fists +4, or a minor ring of inner fortitude), the bonded creature can improve it by performing a special ritual. She must spend a number of gold pieces equal to half the difference between the cost of the legendary item's current, non-mythic base item and the greater version she wishes to upgrade the item into. For example, she would pay 3,000 gp to upgrade a +1 longsword into a +2 longsword. This ritual takes 8 hours. When it's completed, the bonded creature transmutes the item's base version into the desired version. When upgraded in this fashion, the legendary item retains all legendary item abilities it had before the transmutation.

Equipment:

Amulet of Mighty Fists +3 36,000gp
+5 Brawling Mithral Kikko 40,135
Jingasa of the Fortunate Soldier 5,000gp
Dusty Rose Prism 5,000gp
Belt of Mighty constitution +4 16,000gp
Adamantine Claws x4 12,000gp
Proximity Minesx7 700gp
Ring of Protection +3 18,000gp
Rod of Extend Minor 3,000gp
Chains Guns Upgraded to +2 16,000gp
Flashlight 30gp
Rod of Thunderous force 5,400gp
1560gp

Power Stones:
Offensive Precognition
Sidestep
[spoiler=Fluff]