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About Djon HallowMale android unchained monk (lifting hand) 1/unchained rogue (scout) 1 LG Medium humanoid (android) Init +4; Senses darkvision 60 ft., low-light vision; Perception +8 --------------------
hp 26 (2 HD; 8 + 10 (1d10) + 5 (1d8) + 3) Fort +4, Ref +9, Will +2; +4 vs. mind-affecting, paralysis, poison, and stun Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep --------------------
Melee
Ranged
Special Attacks flurry of blows (unchained), sneak attack (unchained) +1d6 --------------------
Base Atk +1; CMB +5; CMD 19 Feats - Agile Maneuvers*, Combat Expertise, Dodge, Improved Unarmed Strike, Savage Slam, Weapon Finesse*, Weapon Finesse (Unarmed Strike) Traits exchange agent, nanite revival Skills
Racial Modifiers +2 Perception, -4 Sense Motive Languages Azlanti, Common, Sylvan, Thassilonian SQ emotionless, exceptional senses, repairing nanites, savage toss, trapfinding +1 Gear mwk backpack, mwk thieves' tools, underwater lt crossbow, bolts (20) Money 278 gp --------------------
Djon's Story Found dormant by monks near a tech-tainted ruins site he was in a sarcophagus of sorts. Once the seal was broken and the lid opened, his skin began to glow with intricate patterns. His chest expanded, as if taking in a long awaited breath. He spent some months with the monks, voraciously learning until, a visiting Pathfinder recognized him as an android. The monks agreed to let their newest brother leave and explore the world. After Pathfinder orientation and training , he was utilized as interpreter and security, accompanying the more scholarly types. His abilities are from an innate and continually improving understanding (or perhaps access/recalling) of physics, kinetics and thermodynamics... manifesting as self mastery. Progression: uMonk is the favored class, 4 levels of uRogue eventually... for some Sneak damage and Scout's Charge (sneak damage on charge). I don't believe I'd dip into anything else but not sure. *** If another trapfinder/disabler is stepping on toes or too redundant in general, I can take the Sniper archetype (with Scout) and lose the trapfinding stuff. ================================================ Defunct Djon Hallow:
Djon Hallow
Male Chymera
NG Medium humanoid (good, human) Init +6
hp 88 (9 HD; 7d8+1d10+2d12+27) Fort +9, Ref +11, Will +7; +2 vs. fear, +2 bonus vs. negative levels Defensive Abilities evasion, fearless, uncanny dodge; SR 20 Weaknesses light blindness --------------------
Melee dagger +12/+7 (1d4/19-20) or
Special Attacks rage (8 rounds/day), rage power (shove aside), sneak attack (unchained) +4d6, sneak attack +1d6 Spell-Like Abilities (CL 9th; concentration +10)
Rogue (Unchained) Spell-Like Abilities (CL 6th; concentration +7)
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Base Atk +8; CMB +12 (+14 dirty trick, +14 disarm, +14 grapple, +14 reposition, +14 steal, +14 trip); CMD 23 (25 vs. dirty trick, 25 vs. disarm, 25 vs. grapple, 25 vs. reposition, 25 vs. steal, 25 vs. trip) Feats Agile Maneuvers, Branch Pounce[UW], Canny Tumble[ACG], Combat Expertise, Deadly Aim, Deft Maneuvers, Dodge, Nightmare Fist[UC], Possessed Hand, Power Attack, Unarmed Combatant Traits reactionary, sacred touch, trap finder Skills
Languages Brask, Celestial, Chicoan, Common, Dwarven, Elven, Russkin, Ugarian SQ behind the veil, brawler's cunning, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, dimdweller, fast movement, favored illumination +3, finesse weapon attack attribute, martial training, overprotective, rogue talents (expert leaper, feint of shadows), shadowhunter Other Gear +1 mithral chain shirt, dagger, amulet of bullet protection +1[UC], belt of tumbling[UE], hat of disguise, palelight torch, ring of resistance +1, shawl of shadowy disguise, traveler's any-tool[UE], basic maps (major landmarks only), buttons (0.1 lb), conditioning oil for leather (0.4 lb), file, small (0.1 lb), flint and steel, knife, utility (0.5 lb), leather paring knife (0.5 lb), leather straps (0.4 lb), masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], metal polish (0.3 lb), sewing needle, soft cloth (0.1 lb) (2), trail rations (5), waterskin, 241 gp, 5 sp --------------------
Behind the Veil +2 to Bluff and Sleight of Hand when in conceal and cover.
Canny Tumble +2 circ bon on melee atk vs. opp whose space you moved through without provoking AoO.
Darkvision (50 feet) You can see in the dark (black and white only).
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it. Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects. Nightmare Fist While fighting in magical darkness, you deal +2 damage Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally. Possessed Hand (1/day) As a swift action, retrieve stowed object of 5 lbs or less.
Rage (Unchained, 8 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Shadowhunter Attacks affect incorp foes as though use magic weapon, 2x phys ab heal from undead, +2 to save vs. neg levels.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
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