Osirionologist

Eleven_Zee_Alpha's page

97 posts. Alias of Johnny_Panic.


Full Name

Eleven Zee Alpha

Race

Android Psion| Initi 4 | AC 16/20*, FF 12/16* T 16/20* | Wounds 28/28 Thresh14 Vigor 14/14 |Fast-Healing 1 | F +2, R +4, W +4 |HP 0/3 | Darkvision 60' |Percept: +9 |PP3/4

Gender

Eleven Zee Alpha

Strength 15
Dexterity 18
Constitution 14
Intelligence 20
Wisdom 14
Charisma 12

About Eleven_Zee_Alpha

Name: Eleven Zee Alpha
Race: Android Psion [Hero Points 0/3] [LN] [L1]

THEME: Wondering Crafter. PARTY ROLL Skills, Range, Tech-Head

Personality
Eleven can seem cold and deeply logical to the point of being rude or uncaring at times. She always states the truth as she knows it, She is however kind and deeply religious, Believing in the one true maker of all God. Seemingly well educated she has a high level of knowledge about tech and History.

Description
Eleven Zee Alpha looks superficially like a female human. But her unusually wight 200lb* and a large number of fine Animated Tattoos over her body mark her out as being something other*. Standing some 6' tall. She is tall but not muscular. Her clothing is a simple and well-kept gun slinher outfit with, coat, hat, boots. In her left boot is a Combat Knifeand in her gun belt is a Revolver* and shells.

Kn Eng DC 25*:

But her alien nature is revealed by the fine metallic sheen in their eyes and tattoo-like circuitry that covers her synthetic skin. Kn Eng DC25 to know She is a construct of some kind

Crunchy Bits:

=-----Statistics-----
Init +5 [+4dex+1Trait]; Senseslow-light vision, Dark vision 60' Perception +6
Move 30'

DEFENSE

AC [16/20*] FF[12/16*] TAC[16/20*]
10+0/+4*Armor+0/+4**Shield+4Dex+0Items+0other+0Size+0NA+0Dodge+2Defense Bonus]
*Force Screen [+4 AC 1min]

Wounds: 28 (14 threshold)
Vigor: 14 [2d6+2con]
Accelerated Recovery (3 Oath points) [Fast Healing 1 V->W/round]
You gain fast healing equal to half your character level (minimum 1).

[Hero Points 0/3Max]

Fort: +2, {+0Base,+2Con+0AP}
Reflex: +4, {+0Base,+4Dex+0AP}
Will: +4,{+2Base,+2Wis+0AP}

Resistance:
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.

Immunity's
Immune Fear, Fatigue, or exhaustion, and are immune to sleep effects.
Does not need to eat, drink, or sleep, does not age [Oath-Boon]
A creature protected by this power suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make Fortitude saves.[Power]

CMD +16 {10+0Base +2Str +4Dex +0size +0misc +0Dodge +0ABP}

OFFENSE

Speed: 30ft
CMB: +2{+0Base +2Str +0size +0misc}
Base Atk: +0;
Melee:+2{+0Base,+2Str}
Ranged:+4{+0Base,+4Dex}

ATATCKS

--Melee:
Unarmed attack* TH+4 DMG[1d3+2] x2 (NL)
Combat KnifeTH+4 DMG[1d4+2] X2 (P/L)

--Ranged:
Energy Splash TH4 R25' Crit x2 [Trait can use even when not focused]
DMG [Deal energy (2 cold, 1 electricity (+3 to hit metal), 2 fire, or 1 sonic) damage]
MW Revolver* RTA TH+5 DMG[1d8] R80' [Misfire 1/ Capacity 6] [20x4] 4 lbs. B and P [Guns everywhere][As Revolver, Nagant M1895]

Space 5 ft.; Reach 5 ft.
STATISTICS[Rolled]

Str_15 [+2][15]
Dex_18 [+4][16][+2Race]
Con_14 [+2][14]
Int_20 [+5][18][+2Race]
Wis_14 [+2][14]
Cha_12 [+1][14][-2Race]

Feats

Level feats after 1st:
1:Technologist
You are familiar with the basic mechanics of technology.
Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.
Normal: You treat all skill checks made against technology as if they were untrained skill checks. This may mean that you cannot attempt certain skill checks, even if you possess ranks in the skill in question.

Race Feats:
1:

GM Free Feats
Elephant in the Room
Gain the effect of Power Attack, Combat Expertise and other feats

Class Feats
1:Access Psionic Talents
1:Scribe Tattoo

Item Psicyrtal

Traits
1: Perceptive Talent [Psion]
Benefit: While maintaining psionic focus you are more aware on a subliminal level of the thoughts and intentions of those around you. You gain a +1 trait bonus on initiative and on Sense Motive checks while you are psionically focused. This talent grants no benefit if you do not have the ability to gain psionic focus.
2: Psionic Power Focus [Energy Ray]
Benefit: Pick a first-level power you know with an ability you can use while psionically focused. You are always treated as being psionically focused for this purpose, even if you are not.
3:Rich Parents
you enjoy a one-time benefit to your initial finances.
Benefit: Your starting wealth increases to 900 gp.

----------------=Drawbacks=-----------------

1: Androids[Race]
Androids can never gain morale bonuses
2: High Tech[Race]
Can only be raised or resurrected by High tech means.
3: Magical Signs [Tattoos light up] [casting-tradition]
Your magic/Tech is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic/tech, as well as the nature of the magic/tech used.
4:To heavey to Swim
-10 on Swim skill as your mass makes you negatively buoyant.

Special Abilities

Race Android
Android

Racial Traits
Ability Score Modifiers: Androids have swift reflexes and are very intelligent, but have difficulty relating to others. As a result, androids gain a +2 bonus to Dexterity and Intelligence but suffer a –2 penalty to Charisma.
Size: Androids are Medium creatures, and they have no bonuses or penalties due to their size.
Base Speed: Androids have a base speed of 30 feet.
Languages: Androids begin play speaking Common. Androids with high Intelligence can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Alert: Androids gain a +2 racial bonus on Perception checks.
Factual: While most androids have difficulty processing emotions, others instead have an inability to imagine things outside of physical and factual reality, making it difficult for them to deceive others. Such androids suffer a –4 penalty on Bluff checks. [This racial trait replaces logical.]
Senses Racial Traits
Exceptional Senses: Androids have darkvision and so can see perfectly in the dark to a range of 60 feet and in addition, they possess low-light vision.
Other Racial Traits
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 (2 RP.)
Repairing Nanites:
Some androids cannot prompt their nanites to aid them in any endeavor, but instead, find that their nanites stitch their wounds together. The first time each day that such an android has taken an amount of damage greater than or equal to twice her Hit Dice, the nanites automatically activate, without an action. Her circuitry tattoos glow with light equivalent to that of a torch for 1 round and she heals a number of hit points equal to twice her Hit Dice. This racial trait replaces nanite surge.

*Armor Check Penalty [-1]

-=Non-Standard Skill Bonuses=-

-=Languages=-
Languages: Astis, Alyrian, Lumiese, Oroki,

Psion,Thought Scribe,Telepath [L1]

HD 1d8 BAB+0 Saves 0/0/2

Class Features
The following are the class features of the investigator.

Weapon and Armor Proficiency
Weapon and Armor Proficiencies
Psions are proficient with the club, dagger, Fire Arms, Energy Weapons [BackGround Guns Everywhere] heavy crossbow, light crossbow, quarterstaff, and short spear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.

The psion’s class skills are [ALL] [BOON]

Powers Points/Day
A psion’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psion. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

Discipline
Every psion must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline, and the special abilities associated with that discipline (detailed below). However, choosing a discipline also means that the psion cannot learn powers that are restricted to the other disciplines (generalist psions cannot learn powers on any of the discipline power lists). He can’t even use such powers by employing psionic items.

Bonus Feats
A psion gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat. These bonus feats are in addition to the feats that a character of any class gains every other level. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.

Detect Psionics (Ps)
All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented.

Discipline Talents (Ps)
Each discipline gains access to two psi-like abilities that can be used as long as the psion maintains psionic focus. Discipline talents are treated as 0-level powers for all purposes (such as save DC). The manifesting time for a discipline talent is the same as if it was manifested normally, or a standard action if the discipline talent does not mimic a psionic power. These powers do not count as powers known for the psion; to manifest them normally, he must select them as his powers known normally.

Discipline Abilities thought scribe
At 2nd, 8th, 14th, and 20th level, the psion gains special abilities related to his choice of discipline, as detailed below.

Thought Scribe (Psion; Android)
Tattoo artistry is a practical pursuit for many androids, and some psions among them take the art further, becoming specialists in the creation and use of psionic tattoos. Sometimes called thought scribes, these psions learn to weave these tattoos into their own circuitry with psionic energies, creating a reserve of psionic effects they have available at all times—even when their mental reserves are depleted.

Psionic Circuitry (Su)
The thought scribe’s biological circuitry hums with psionic energy. The thought scribe’s powers show up on his body in the form of tattoos that intertwine and interact with his circuitry-tattoos, not unlike a cryptic’s pattern designs. When making a Spellcraft check related to a psionic power he knows, the thought scribe gains a competence bonus equal to his class level. The thought scribe’s known powers can be identified with a Spellcraft check with a DC equal to 10 + double the power’s level. These tattoos do not count against the number of psionic tattoos the thought scribe can safely wear. When the thought scribe manifests one of his powers, his circuitry-tattoos glow just as if he had used his nanite surge racial ability. He can suppress this glow by spending an additional power point whenever he manifests a psionic power.

Scribe Tattoo
At 1st level, the thought scribe gains Scribe Tattoo as a bonus feat. He does not need to meet the prerequisites for this feat.

Discipline Talents Telepath(Ps)
Choose two powers from the following list: conceal thoughts, mind link, mind thrust, telepathic lash.

As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. The damage of mind thrust is reduced to 1d6. You may only use conceal thoughts on yourself if used as one of your discipline talents.

Powers:

2+2int [4/4] PP/day [Psion]
Powers known 3 [Psion]
Power level 1th
Max power spend 1pp
DC15 [10+5int+PL]

A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers. Choose the powers known from the psion power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest any power that has a power point cost equal to or lower than his manifester level. The number of times a psion can manifest powers in a day is limited only by his daily power points. A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points. The Difficulty Class for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier.

Maximum Power Level Known:
Begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers. To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power's level.

[ooc]Powers Known

Psion Discipline ability x2+1 DC15
01:Detect Psionics 30' [no pp cost]
02:Mind Thrust 25' DC15 DMG 1d6
03:Mindlink 25'

Talents: 5 DC15 [Psionic focus] [From Feat]
01:Empathy 25' 1mins
02:Know Direction And Location
03:Missive 25'
04:Conceal Thoughts 1 hour
05:Psionic Repair 5'r

Talents Linked to Powers
00:Energy Splash 25'
Force Screen
00:Far Hand 5lb 25' 1r

1st level powers 1pp DC16
1:Energy Ray25' 1d6
2:Force Screen [+4Ac 1min]
3:Environment Shield [24hr]

Skills:

-=Skills=- [2+5int points][Boon CLx1][+2BS]
Oath Boon [All Skills are class skills]

+08 Acrobatics*(+4dex, +1rank +3class)<
+05 Appraise(+5int, 0rank +0class)<
+06 Autohypnosis(+2Wis, +1rank +3class)<
-03 Bluff(+1cha,+0rank +0class -4Race)<
+06 Climb*(+2str, +1rank +3class)<
+08 Craft (Tattoo)(+5Int, 1rank +3class)< BSG
+08 Craft (Technology)(+5Int, 1rank +3class)< BSG
+01 Diplomacy(+1Cha, +0rank +0class)<
+05 Disable Device (+5Int, +0rank +0class)<
+01 Disguise(+1Cha, 0rank +0class)<
+04 Fly (+4Dex 0Rank +0Level)<
+04 Escape Artist(+4Dex, 0rank +0class)<
+06 Heal (+2Wis +1rank +3class)<
+01/+03 Intimidate(+1Cha, +0rank +0class)< [+2Power]
+09 Perception(+2Wis, +1rank +3class +2Race +1trait)<
+04 Ride (+4Dex 0ranks +0class)<
+01 Perform (Singing) (+1Cha +0Rank+0Class)<
+05 Profession [ALL](+5Int, +0rank +0class)<
+07/+09 Sense Motive(+2Wis, +1rank +3class +1traits)<[+2Power]
+04 Sleight of Hand(+4Dex, +0rank +0class)<
+05 Spellcraft (+5Int, +0rank +0class)<
+04 Stealth (+4Dex, +0rank +0class)<
+02 Survival (+2Wis 0rank +0class)<
-08 Swim (+2Str 0rank+0Class-10race)<
+01 Use Magic Device(+1Cha, +0rank +0class)<
+05 Linguistics(+5int +0rank +0class)<

^Knowledge (Arcana/Psionics)(Int)____+9{+5Int +1Rank +3class}<
^Knowledge (Dungeoneering)(Int)____+0{+5Int +0Rank +0class}<
^Knowledge (Engineering)(Int)____+9{+5Int +1Rank +3class}<BGS
^Knowledge (Geography)(Int)____+0{+5Int +0Rank +0class}<
^Knowledge (History)(Int)____+9{+5Int +1Rank +3class}
^Knowledge (Local)(Int)____+0{+5Int +0Rank +0class}<
^Knowledge (Nature)(Int)____+0{+5Int +0Rank +0class}<
^Knowledge (Nobility)(Int)____+0{+5Int +0Rank +0class}<
^Knowledge (Planes) (Int)____+0{+5Int +0Rank +3class}<
^Knowledge (Religion) (Int)____+0{+5Int +0Rank +3class}<

+06 Concentration (+5int+1CL)

Gear/Possessions:

-=GEAR/POSSESSIONS=-
-: Side Bag, [5gp]
-: Gun Smithing Kit [15gp]
-: Tattoo Kit [50gp]

Clothing
Gun Slinger Outfit [Background Item]
Boots, Gun Belt, Belt pouch, Hat.

Armor

Weapons
Combat Knife. [4gp] [in her boot]
Revolver* [650gp][Belt holster+shells][Guns everywhere]

Belt: -
Body: Cyberart
Chest: -
Eyes: -
Feet: -
Hands: -
Head: -
Headband: -
Neck: -
Shoulders: -
Wrists: -
Ring L: -
Ring R: -

Cyberart
DESCRIPTION
Cyberart is the least invasive of all cybertech. This implant is similar in appearance to a tattoo, except that it can glow softly if desired, providing illumination equal to that provided by a candle. Some cyberart is animated, providing a short looping scene that replays over and over.

Belt [5gp]
Revolver + Holster + 40 Shells [40gp]
Belt Bouch
-:Small Note book and silver point pen 1/2lb [2Sp]
-:Signal Whisale [5Sp]

-=Carrying Capacity=-
Light 0-66lb. Medium 67–133lb. Heavy 134–200lb.
-=Current Load Carried=- 35.5 lb.

-=Money=- 156 GP 3 SP 8 CP

Oaths and Boons:

Oath of Offerings (7 Oath Points)
Oath: You have sworn to dedicate your wealth to a specific individual, organization, or cause, such as your god, a charity, or a thieves’ guild. You must donate your wealth such that the total value of your belongings does not exceed half of the expected wealth for a character of your level (if your game does not follow character wealth by level, you should donate wealth such that the value of your belongings stays around half the value of other PCs’ wealth). If making an offering immediately is not possible, this Oath allows the Oathbearer to hold onto (but not to use) excess belongings until an offering can be made, without breaking this or other Oaths. Equipment gained from class features (such as an armorist’s summoned equipment) does not count towards the value of your belongings.
Defiance Penalty: Refusing to make an offering causes you to lose the benefits of any Oath points granted by this Oath immediately.
Atonement: To atone, you must make another offering to reduce your wealth below the necessary amount. You must also make an additional offering worth at least 160 gp x your character level squared.

Oath of Candor (1 Oath Point)
Oath: Your words will betray no falsehood. You are not allowed to deliberately speak any lies, including bluffing, stating half-truths or concealed truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm, you can remain silent.
Defiance Penalty: Your broken Oath visits its wrath upon you by muddling truth and lie, causing you to take a penalty on all Charisma-based, Intelligence-based, and Wisdom-based rolls as well magic skill checks and saving throws equal to half your character level (minimum 1).
Atonement: Atonement for breaking your Oath requires you to attempt to correct any falsehoods that your words might have spread. Alternatively, you may donate your wealth to some cause as an offering and assurance that you will not again go against your word. The total value of donated materials must be worth at least 100 gp x your character level squared.

BOONS

Accelerated Recovery (3 Oath points) [Fast Healing 1hp/round]
You gain fast healing equal to half your character level (minimum 1).

Immortality (Ex) (2 Oath points)
Your body has transcended physical weakness. You do not need to eat, drink, or sleep, and do not age so long as you do not break your oath (this prevents you from gaining bonuses or penalties from aging). At 5th level, you become immune to disease and aging effects. At 10th level, you become immune to poison and do not need to breathe.

Skillful (Ex) (1 Oath points)(see text)
If you spend at least one Oath point on this Oath boon, you treat all skills as class skills.
For every Oath point, you spend on this Oath boon, you gain a number of skill ranks equal to your character level.

Renewal (Su) (2 Oath points)
Even death cannot impede you. Once per day, if you are killed, you are immediately affected as per breath of life with a caster level equal to your character level.

Fluffy Bits:

10 min background

Found this great image of the world of the past where Eleven was made.
Image of Elevens world and time on Ksaren

Once there was an age of wonders of magic and technology. A were gods sat on high and AI minds ruled vast city-states across Ksaren. Space had been explored and the deeps of the seas. One could travel from one side of the world in the blink of an eye. And all was good. Then came the fall, Eleven has no recollection of the event. What she knows she has learned after. About the impact and other events in time. But for her, working in a tattoo shop. She was just told to go offline, Pack to the repair shop. Time passed, she has no idea how much, but then came light and sound. Digger's in the Kobolt city had hand found her place of rest deep underground. In doing so they had reactivated her support system. Founding herself once more awake she asked them if they needed tattoos. Perplexed in finding such as her they sold her on as an oddity.

5min Background:
I would like you to explain your Characters, Not anything in-depth, But a simple explanation as to who you are, where your from, and your motivations, with them I'd like you to apply a 5-minute background. shown here:

-:3 concepts that explain your character.

1): She is deeply lawful
2): She has live 1000s of years most in sleep mode.
3:) She believes in the one true God, the maker of all.
4:) She has a strict set of rules she lives by and does her very best to stick to.
A: Always speak Truth as you know it.
B: Keep your word. Once you make a deal, do your best to stick to it.
C: Never harm the innocent knowingly.
D: Always be respectful, it costs nothing to have good manners.
-: She hides the tattoo-like circuitry that covers her skin, by the fact she crafts tattoos.

2 secrets: one your character keeps from the party, one kept from your character
Known: She had a code that stopped her from taking life, but she had a tech remove it.
Unknown: Her manufactures placed a power-down switch in her, that she does not know about.
3-5 people with ties to your character (this one isn't needed as much- but you may apply as many or as few as you like)
1: Rosa's family who she lived with for a while.
2: Areal Sneep, law enforcement officer
3: Meleicup, a Kobold who felt he could have got more coins for her.

1 goal you'd like your character to achieve, 1 goal you'd like the party to Achieve, and 1 goal you'd like to achieve as a player.
1: Learn more of what became of her past world.
2: Get some money, every little bit helps
3: Find a home and be happy.

5)I'd like 1 Fear your character possesses as well as 1 Flaw and 1 Positive Trait
Fear: Going offline, she hates not being conscious at all times
Flaw: Empathy, she lacks it, O she can act it, but really have it. Nope, it's why she lives by so many rules.
Positive Trait: She is lawful, will never break her word, or do another wrong if they keep their word.

BACK STORY:

Long long ago there was a tattoo shop, a shop in a world run by industrial-technological cultures, But none of that mattered, for Eleven there was just the shop and work. When there was no work, there was the Vox-set playing Vox shows of all manner of things. That is how she learned of the world outside the shop. Then one day the human workers did not come in, she was alone. There was a lot of noise outside and the power stopped. In the door, she looked out the window and saw the fires, the building fall. The air rafts dropping from the sky. She cleaned the shop, kept things tidy, and waited. Days become mouths, became Seasons became years, become decades became centers. Plants grow and shattered the walls, windows long gone, The couches rotted. She did her best but 1000s of years later all that was left was a space under a mountain. There she stayed until she a shaft opened up and she got out. Finding a whole new world.