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About E.V.A.Init +5; Senses: Class VII sensor array Spoiler:
CLASS VII SENSOR SYSTEM (PL 7)
This sensor system includes hi-definition video sensors with darkvision (out to 120 feet), acoustic audio sensors, a chemical vapor scanner, pressure sensors, and multiband radar that uses multiple concurrent radar signals in different frequencies to gather more data. A robot with a Class VII sensor system gains a +2 equipment bonus on Listen, Search, and Spot checks. All other skill checks are made without penalty. The robot also gains a +2 equipment bonus on initiative checks. Type: Audio, Olfactory, Tactile, Visual. ---------------------------- AC 15, flatfooted 12 , touch 15 HP 50 (HD 1d10[+10 at 1st level]) Current:48 Fort +1, Ref +5, Will +2, Def +1, Rep +2 [See under replica traits for imunities] ---------------------------- Spd 30' Melee: +6 (Baton 1d6+3 19-20 Bludgeoning) Ranged: +6 (crossbow 1d10 19-20 Piercing) Base Atk +3 ---------------------------- Smart Hero Talents: Savant (repair) Plan Spoiler:
Plan: Prior to an encounter the Smart hero can develop a plan of action to handle the situation. Using this talent requires preparation; a Smart hero can’t use this talent when surprised or otherwise unprepared for a particular situation. Creating a plan requires 1 minute.
After creating the plan the Smart hero makes an Intelligence check (DC 10) with a bonus equal to his or her Smart level. The result of the check provides the Smart hero and allies with a circumstance bonus. A Smart hero can’t take 10 or 20 when making this check. Check Result Bonus
This bonus can be applied to all skill checks and attack rolls made by the Smart hero and his or her allies, but the bonus only lasts for the first 3 rounds after making the plan. After that time, reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues, as the vagaries of circumstance begin to unravel even the best-laid plans. Prerequisite: One talent from the Research Talent Tree. ---------------------------- XP: 0 ---------------------------- Feats: Gearhead Spoiler: CautiousBenefit: The character gets a +2 bonus on all Computer Use checks and Repair checks.
Special: Remember that the Computer Use skill and the Repair skill can only be used untrained in certain situations. Spoiler: SpellslingerCautious
Benefit: The character gets a +2 bonus on all Demolitions checks and Disable Device checks. Special: Remember that the Demolitions skill and the Disable Device skill can’t be used untrained. Spoiler:
You have a gift for magic that allows you to cast more spells than normal.
Prerequisite: Intelligence 13 (for arcane spellcasters) or Wisdom 13 (for divine spellcasters). Benefit: For any one spellcasting advanced class in which you have levels, you can prepare and cast one additional spell per spell level known. For instance, Lily Parrish, a 3rd-level Dedicated Hero/3rd-level Acolyte, can prepare and cast an additional 0-level, 1st-level, and 2nd-level divine spell per day (since she can cast up to and including 2nd-level divine spells). Special: You may gain this feat multiple times. Each time you take the feat, it applies to a new spellcasting class. Machine Empathy Spoiler:
At 2nd level, the Techno Mage is so comfortable with Technology that she gains a +2 competence bonus with any electronic or mechanical device, and in addition may use any skill that involves technology untrained. ---------------------------- Skills: Spoiler:
Bluff+3
Computer Use+11[+13] Craft(mechanical)+11 Craft (Electronic)+11 Craft(Chemical)+6 Decipher Script+8 Demolitions+7[+9] Diplomacy+2 Disable Device+11[+13] Disguise+2 Forgery+7 Investigate+9 Knowledge(technology)+7 Knowlege(Art)+5 Knowledge(Arcane Lore)+10 Knowledge (Wreckers)+6 Listen +1[+3] Move Silently+5 Navigate+5 Perform(Dance)+2 Profession(companion)+7 Repair+12[+16] Research+7 Search+6[+8] Spot[+2] Sense Motive+1[+5] Spellcraft+5 -------------------------- SpellFiles Known: Spoiler:
0-level Arcane Spells
Arcane Graffiti. Inscribes personal rune or short message on object or surface. Daze. Subject takes no actions for 1 round. Detect Magical Aura. Detects spells and magic items within 60 feet. Haywire. Causes a single device to behave randomly and erratically. Light. Object shines like a torch. Mage Hand. 5-pound telekinesis. Magic ID. Creates a false but visually accurate identification card. Mending. Repairs small breaks or tears in objects. Message. Whispered conversation at distance. Prestidigitation. Perform minor tricks. Read Magic. Read scrolls, spellbooks, and magical writing. Resistance. Subject gains +1 on saving throws. 1st-level Arcane Spells Degauss. Erase a single device that contains electronic data. Mage Armor. Gives subject +4 Defense bonus. Magic Missile. 1d4+1 damage; +1 missile/two levels above 1st (max 5). Mask Metal. Renders a metal object undetectable to metal detectors. Power Device. Powers one inoperative electrical or mechanical device. Shield. Invisible disc gives cover, blocks magic missiles. Sleep. Put 2d4 HD of creatures into comatose slumber.
Spellfiles per day 0-level:5 1st-level:4 Spellfiles Loaded 0-level: Mending, Haywire(x2), Daze, Degauze 1st-level: Mage Armor, Magic Missle, Sheild, Sleep ------------------------------------- Equipment: Sturdy clothes(hat, belt and boots included) Backpack Matches 500 Noratom Credits 10 1 oz. gold coins 1 Police Baton Crossbow 12 crossbow bolts electrical tool kit (basic) breaking and entering kit 2 doses of boost --------------------------- Carrying Capacity Light Load: 86lbs Medium Load: 173lbs Heavy Load: 260lbs Lift over head: 260 lb. Lift off ground: 520 lb. Push or drag: 1200 lb. -------------------------- Robotic Enhancements Spoiler:
Injector Unit (PL 6)
This unit, attached the recipient’s forearm or thigh, incorporates three medical hypo-syringes. Upon command, the unit can inject any or all of the medicinal substances into the recipient’s bloodstream. Benefit: The injector unit has three built-in hypos, and each hypo holds a single dose of one of the following medicinal chemicals: antitox (PL 6), boost (PL 6), neutrad (PL 6), sporekill (PL 6), or biocort (PL 7). As a free action during his turn, the recipient can contract his muscles to inject himself with any or all of these hypos, gaining the benefits immediately. A drained hypo can be removed and replaced as a full-round action. Type: External. Hardness/Hit Points: 2/5. Base Purchase DC: 15 (medical hypos must be purchased separately). Restriction: Licensed (+1). Subcutaneous Body Armor (PL 6) LIGHT
Voice Stress Analyzer (PL 6)
AV Recorder (PL 5)
Internal Storage Unit (PL 5)
Vocalizer (PL 5)
Tool Mount (PL 5)
Bioreplica Traits
Spoiler:
Bioreplicas are constructs. They also share the following traits:
Size: Same as emulated species, although only Small and Medium-size bioreplicas may be selected as player characters. Speed: A bioreplica has the same means of locomotion and speed as its emulated species (base speed 30 feet for human bioreplicas). Ability Scores: A heroic bioreplica has no Constitution score and a starting Charisma score of 10. Its remaining ability scores are determined normally, including the ability score modifiers of its emulated species (none for human bioreplicas). Bioreplicas can improve their mental abilities (Intelligence, Wisdom, and Charisma) as they increase in level (just as organic heroes do), but not their physical abilities (Strength and Dexterity). Starting Occupation: Bioreplicas never get starting occupations. Starting occupations represent life experiences gained before becoming a hero, but robots have no such life experiences. Hit Points: Regardless of class, a bioreplica gains 1d10 hit points per level. At character creation, a 1st-level bioreplica gets maximum hit points (10). It does not apply a Constitution modifier to its hit points but gains additional hit points at 1st level based on its size: Small 5, Medium-size 10. (For other sizes, see the Construct type description) Armor: A bioreplica modeled after a creature with natural armor does not gain the creature’s natural armor bonus. Critical Systems: Although they are constructs, bioreplicas have vital areas and critical systems. Consequently, they are subject to critical hits. Cybernetic Incompatibility: A bioreplica cannot be fitted with cybernetic attachments. Immunities: Bioreplicas are immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to nonlethal damage, ability damage, ability drain (except as noted under Destruction/Restoration, below), energy drain, or the effects of massive damage. They cannot be raised from the dead (but again, see below). Lifelike Appearance: Distinguishing a bioreplica from members of its emulated species requires a successful Spot check (DC 20). It can use the Disguise skill to increase the Spot check DC. Manipulators: The manipulators of a bioreplica resemble the organic manipulating digits of its emulated species (a humanlike bioreplica has humanlike hands, for example). These manipulators otherwise function identically to their organic counterparts. Rejuvenation Cycle: A bioreplica runs on energy cells that need to rejuvenate regularly. During a 24-hour period, it must shut down for 8 hours to replenish its energy supply. During its rejuvenation cycle, the bioreplica is essentially asleep. If it fails to rejuvenate, it suffers a cumulative –1 penalty on attack rolls, ability checks, skill checks, and saving throws each day until it fully recharges itself. Repairable: Bioreplicas cannot heal damage on their own but can be repaired using the Repair skill. A successful Repair check (DC 30) heals 1d10 points of damage to a bioreplica, and each check represents 1 hour of work. Robot Resurrection: A bioreplica reduced to 0 hit points is immediately destroyed and cannot be repaired, although its “brain” may be removed and installed in an similar but intact frame. See Robot Resurrection, below, for details. Sensors: A bioreplica hero begins play with a Class VII sensor system. For more information on robot sensor systems, see Sensors. Skills: A bioreplica gains and assigns skill points as other nonhuman characters do. It uses its Charisma modifier on Constitution-based skill checks (including Concentration checks). Free Language Skills: A bioreplica can read, write, and speak one language. Feats: A bioreplica receives no feats at 1st level. However, it gains feats normally as it advances in level. Action Points: A bioreplica hero gains action points just as organic heroes do. Height and Weight: A bioreplica has the same height range as its biological counterpart. Its weight, however, is equal to 1.5 × the normal weight of its biological counterpart. Level Adjustment: +0. E.V.A.'s Background Spoiler:
whrirzzzzzzz...click //command prompt....reawaken prompt....click. System check...energy cells...restored...hydraulics....working....vital signs....stable....visual/auditory system...online.....A bright flash of light invades EVA's senses, she feels overwhealmed and lost she has little memory of how long she has been deactivated or how much time has past since her Master put her into what was called a deep slumber. She arises from a steel slab table and many wires attached to her pull free, she is in an empty room with a vault like door being the only exit. Beside the table she notices a notepad with human writing on it her sensors recognize the text and it is instantly translated. "My dearest daughter you are my greatest creation, I can no longer stand to see what the authority has used you for it disgusts me and makes my stomach sick, you are too beautiful and too special a creation to be used for such a purpose, to have your services whored out to the highest bidder. What is worse is what they expect you to do, I did not design you for that. Your name is EVA and I have erased your memory files, please venture out into the new world, for the one I am protecting you from is falling apart fast. Just remember your true nature, you are my Homunculus. I have left you some datafiles, they will give you great power to succeed in your new environment. Do not worry my daughter, your latent programming will come back to you. Remember to treat others you meet with respect, I created you to be a good creature, I am sorry the authority saw otherwise, sleep now my child and remember I love you. Love always, Your Father.Loading the files into a built in compartment, and taking the notepad EVA exits through the vault door in to a cave system, several hours later she emerges into a vast jungle wastland. Many moons pass before she reaches a settlement she will call home. Years pass and she becomes a productive member of its populace. Today finds her a voluntary member of a militia ready to defend the only place she remembers as home. Advancement
Spoiler:
Level 5:HP=10;BAB +1; Ref+1; Machine Empathy; one additional 0 and 1st level spell; 11 skill points |