The Scribbler

Djon Hallow's page

202 posts. Alias of Hassan Ahmed.


Full Name

Djon Hallow

Race

Android

Gender

Male

Size

M

Alignment

NG

Strength 12
Dexterity 18
Constitution 12
Intelligence 13
Wisdom 13
Charisma 8

About Djon Hallow

Male 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

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Defense
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AC 17, touch 17, flat-footed 11 (+4 Dex, +2 dodge, +1 Wis)

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

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Offense
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Speed 30 ft.

Melee
. . unarmed strike +5/+5 (1d6+5)

Ranged
. . underwater light crossbow +5 (1d8)

Special Attacks flurry of blows (unchained), sneak attack (unchained) +1d6

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Statistics
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Str 12, Dex 18, Con 12, Int 13, Wis 13, Cha 8

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
. . Acrobatics +9
. . Climb +6
. . Disable Device +11
. . Escape Artist +8
. . Know (history) +6
. . Know (religion) +5
. . Linguistics +6
. . Perception +8
. . Prof (librarian) +5
. . Sense Motive -3
. . Stealth +9
. . Swim +6
. . Use Magic Device +3

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

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Special Abilities
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ABP Level 2 +1 resistance, +1 dodge bonus to AC
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Darkvision (60 feet) You can see in the dark (black and white only).
Emotionless (Ex) Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Exceptional Senses Androids have darkvision to a range of 60 feet and low-light vision. They also gain a +2 racial bonus on Perception checks.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Immunity to Disease You are immune to diseases.
Immunity to Emotion (Ex) You are immune to all emotion effects.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Sleep You are immune to sleep effects.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Repairing Nanites (4 hp, 1/day) You are healed the first time each day you've taken more damage than twice your HD.
Savage Slam If grappling at start of turn, replace maneuver to maintain, check to release, damage, and knock prone.
Savage Toss (Ex) When using Savage Slam, throw creature additional 5 ft. per 5 exceeding the CMD.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

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.

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Defunct Djon Hallow:
Djon Hallow

Male Chymera
Unchained Barbarian 2
Brawler (Snakebite Striker) 1
Unchained Rogue (Shadow Walker) 7

NG Medium humanoid (good, human)

Init +6
Senses darkvision 50 ft.; Perception +14 (+16 while benefit from concealment or full concealment due to darkness or dim light, +12 when further than 10 feet from a fallen ally)
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Defense
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AC 20, touch 15, flat-footed 15 (+5 armor, +4 Dex, +1 dodge)

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

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Offense
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Speed 50 ft., climb 20 ft., swim 30 ft.

Melee dagger +12/+7 (1d4/19-20) or
. . unarmed strike +12/+7 (1d6+4)

Special Attacks rage (8 rounds/day), rage power (shove aside), sneak attack (unchained) +4d6, sneak attack +1d6

Spell-Like Abilities (CL 9th; concentration +10)
. . Constant—nondetection
. . 1/day—comprehend languages, detect magic, detect poison, faerie fire, obscure object (DC 16), read magic, sanctuary (DC 15)

Rogue (Unchained) Spell-Like Abilities (CL 6th; concentration +7)
. . At will—darkness (2 illumination), daylight (3 illumination), deeper darkness (3 illumination), light (while have 1 illumination), motes of dusk and dawn (3 illumination)

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Statistics
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Str 10, Dex 19, Con 14, Int 12, Wis 16, Cha 16

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
Acrobatics +15 (+17 while in magical darkness +13 when further than 10 feet from a fallen ally, +29 to jump)
Appraise +1 (-1 when further than 10 feet from a fallen ally)
Bluff +15 (+17 while benefitting from concealment or cover, +13 when further than 10 feet from a fallen ally)
Climb +15 (+13 when further than 10 feet from a fallen ally)
Craft (dollmaking) +5 (+3 when further than 10 feet from a fallen ally)
Diplomacy +7 (+5 when further than 10 feet from a fallen ally)
Disable Device +14 (+12 when further than 10 feet from a fallen ally)
Disguise +7 (+5 when further than 10 feet from a fallen ally)
Escape Artist +8 (+6 when further than 10 feet from a fallen ally)
Fly +4 (+2 when further than 10 feet from a fallen ally)
Handle Animal +7 (+5 when further than 10 feet from a fallen ally)
Heal +3 (+1 when further than 10 feet from a fallen ally)
Intimidate +14 (+16 while in magical darkness, +16 while benefit from concealment or full concealment due to darkness or dim light, +12 when further than 10 feet from a fallen ally)
Knowledge (dungeoneering) +8 (+6 when further than 10 feet from a fallen ally)
Knowledge (local) +5 (+3 when further than 10 feet from a fallen ally)
Linguistics +9 (+7 when further than 10 feet from a fallen ally)
Perception +14 (+16 while benefit from concealment or full concealment due to darkness or dim light, +12 when further than 10 feet from a fallen ally)
Profession (miner) +7 (+5 when further than 10 feet from a fallen ally)
Ride +8 (+6 when further than 10 feet from a fallen ally)
Sense Motive +14 (+12 when further than 10 feet from a fallen ally)
Sleight of Hand +9 (+11 while benefitting from concealment or cover, +7 when further than 10 feet from a fallen ally)
Stealth +17 (+19 while benefit from concealment or full concealment due to darkness or dim light, +15 when further than 10 feet from a fallen ally)
Survival +7 (+9 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather, +5 when further than 10 feet from a fallen ally)
Swim +12 (+10 when further than 10 feet from a fallen ally)

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

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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB

Behind the Veil +2 to Bluff and Sleight of Hand when in conceal and cover.
Branch Pounce Deal additional damage on a target you leap down upon from above.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.

Canny Tumble +2 circ bon on melee atk vs. opp whose space you moved through without provoking AoO.
Climb (20 feet) You have a Climb speed.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Comprehend Languages (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.

Darkvision (50 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Deft Maneuvers You don't provoke attacks of opportunity when tripping.
Detect Magic (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Dimdweller +2 to Bluff and Sleight of Hand when in conceal and cover.

Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Expert Leaper (Ex) Always running for jumps, add +6 to jump, and can negate more fall distance.

Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Favored Illumination +3 (Dim Light) In chosen light level, +2 to init, some skills, and can take 10 on stealth. Critting sneak att regains 1 illumination point.
Fearless (Ex) +2 to save vs. fear effects.
Feint of Shadows (Ex) If concealed, can feint vs. foe in 30 ft. using a ranged weapon
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.

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.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

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.
Read Magic (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.

Shadowhunter Attacks affect incorp foes as though use magic weapon, 2x phys ab heal from undead, +2 to save vs. neg levels.
Shove Aside (Ex) One ally does not block charge as long as not adj to charge's target.
Sneak Attack (Unchained) +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Resistance (20) You have Spell Resistance.
Swim (30 feet) You have a Swim speed.

Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.