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Statistics
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Str 18, Dex 20 , Con 12, Int 9, Wis 11, Cha 9
Base Atk +3; CMB +7 (+8 grapple); CMD 22 (23 vs grapple)
Feats
Bleeding attack (When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage), weapon focus (Unarmed strike), Combat Expertise
Traits
Against the Technic League: Although the Black Sovereign rules Numeria in name, it’s the spellcasters of the Technic League who hold the real power. While their influence is certainly strongest in the capital of Starfall, their touch can be felt even here in Torch—the League takes a significant cut of the town’s income as tithes every month. For some reason, you have a grudge against the Technic League. Perhaps your parents lost their jobs as the result of an act they took that displeased the League—you might even suspect the League was responsible for their deaths. Alternatively, you could just rankle at the League’s open acceptance of slavery, their reputation for sadism and cruelty, or their penchant for hoarding and controlling technological wonders. Talk to your GM to refine the reasons why you hate the Technic League, but you’re convinced that they are somehow responsible for putting out the town’s torch and that evidence of their tampering can be found in the caverns below—if you can find evidence of the Technic League working against Torch’s better interests, that could well be a step toward the town’s independence from the League. Choose either weapons or spells. If you choose weapons, you gain a +2 trait bonus on all damage rolls made against targets you know are associated with the Technic League. If you choose spells, increase the save DC of your spells by 1 when you target such a foe
Heavy Hitter
Benefit: You gain a +1 trait bonus on damage rolls made with unarmed attacks.
Skills Acrobatics +11 ,Climb +4, Craft + , Escape Artist +9 , Intimidate -1, Knowledge Dungeoneering 0 , Knowledge Local -1 , Perception +8 , Ride +4 , Sense motive -5, Stealth +7, Swim +8, ;Background skills: Knowledge engineering +5, Sleight of Hand +11
Racial Modifiers
+2 Dexterity, +2 Intelligence, –2 Charisma: Androids have swift reflexes and are very intelligent, but have difficulty relating to others.
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.
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.
Emotionless: Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Nanite Surge: (+6) An android’s body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android’s character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round.
Languages: Androids begin play speaking Common. Androids with high Intelligence can choose any languages they want (except secret languages, such as Druidic).
Languages Common,
Gear/ Possessions:
Leather Armor 10gp
Punching Dagger 2gp
Handaxe
4 darts 2gp
Brawler’s kit This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin. 9gp
Magical Gear Armor Belt Body Chest Eyes Feet: Hands: Head: Headband Neck: Rings Shoulders: Wrists:
Slotless
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Special Abilities
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Proficiencies A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).
Improved Unarmed strike : At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.
Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.
A brawler also deals more damage with her unarmed strikes than others, as shown on Table: Brawler. The unarmed damage values listed on that table are for Medium brawlers. A Small brawler deals less damage than the amount given there with her unarmed attacks, while a Large brawler deals more damage; see the following table.
Brawler's cunning : If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (4).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.
At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.
Martial Training (Ex) : At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Brawler’s Flurry (Ex): Starting at 2nd level, a brawler can make a brawler’s flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the “monk” special feature. She does not need to use two different weapons to use this ability.
A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler’s flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler’s flurry. A brawler with natural weapons can’t use such weapons as part of brawler’s flurry, nor can she make natural weapon attacks in addition to her brawler’s flurry attacks.
At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawler’s flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler’s flurry.
Maneuver Training (Ex) Grapple +1
At 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver.
At 7th level and every 4 levels thereafter, the brawler becomes further trained in another combat maneuver, gaining the above +1 bonus combat maneuver checks and to CMD. In addition, the bonuses granted by all previous maneuver training increase by 1 each. (For example, if a brawler chooses grapple at 3rd level and sunder at 7th level, her bonuses to grapple are +2 and bonuses to sunder are +1. If she then chooses bull rush upon reaching 11th level, her bonuses to grapple are +3, to sunder are +2, and to bull rush are +1.)
While appearing human at a cursory glance, Edynn is definitely exotic in appearance. The first thing an observant person notices about her is that she embodies the athletic side of physical perfection. Were an idealized statue of a human female warrior to come to life, it would look very much like Edynn does, sleek powerful lines and flowing curves that highlight both form and function.
Her coal black hair stands out in sharp contrast to her flawless bronzish skin, a complex pattern of intricate tattoos lining her entire body, her grey eyes glittering with an odd metallic shimmer in a certain light. Tall for a woman, she stands at just under six feet in height, her frame a perfect balance between power and gracefulness, her movements effortless in nature.
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Background:
Edynn has no idea where she initially came from, though h=she has come to learn that that is something her kind share. Found wandering naked and confused in the wilderness of Numeria, she was taken in by a small band of android travelers, given shelter and guidance on what live as an android in the land of the Technic League meant. Who to be wary of, how to avoid drawing undue attention to oneself, lessons they hopes would stick for her sake.
She would stay with them for a few years, but her wide eyed innocence of so many things coupled with a curiosity to learn and experience things lead her to forge out on her own, something met with little resistance since the girl also seemed to possess another unique feature. Unlike those who had wandered centuries, being reborn time and time again, Edynn appeared to be not only a newly minted android, but one gifted with exceptional physical ability and a knack for adapting to situation in a way that seemed to belie her otherwise limited knowledge.
When she connects to Edynn's mind, Sia feels a sense of everything being.....muted. The brawler clearly accepts the connection, but to Sia, it is as akin to touching something while wearing thick gloves or looking through a windoW with extremely thick glass