Experiment J-12
Human (Kellid) fighter (cyber-soldier) 12 (Pathfinder Campaign Setting: Technology Guide)
N Medium humanoid (human)
Init +3;
Senses Perception +18
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Defense
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AC 29, touch 15, flat-footed 26 (+10 armor, +2 deflection, +2 Dex, +1 dodge, +2 natural, +2 shield)
hp 130 (12d10+60)
Fort +14,
Ref +8,
Will +6 (+3 vs. fear); +4 resistance bonus vs. blindness and visual effects
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Offense
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Speed 40 ft.
Melee +2 adamantine chainsaw +28/+19/+14 (3d6+33/15-20) or
. . slam +12 (1d6+9), slam +12 (1d6+9)
Special Attacks weapon training (heavy blades +1)
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Statistics
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Str 24,
Dex 14,
Con 18,
Int 12,
Wis 10,
Cha 7
Base Atk +12;
CMB +15;
CMD 34 (39 vs. trip)
Feats Advanced Weapon Training, Armor Focus, Dodge, Dreadful Carnage[APG], Exotic Weapon Proficiency (chainsaw), Furious Focus[APG], Greater Weapon Focus (chainsaw), Greater Weapon Specialization (chainsaw), Hurtful, Improved Critical (chainsaw), Intimidating Prowess, Power Attack, Weapon Focus (chainsaw), Weapon Specialization (chainsaw)
Traits bloody-minded, seeker
Skills Acrobatics +6 (+10 to jump), Climb +17, Intimidate +23, Knowledge (engineering) +16, Perception +18, Survival +9, Swim +12
Languages Aklo, Common, Hallit
SQ armor training 2, cybernetic combat, improved implantation
Other Gear +3 breastplate,
+2 adamantine chainsaw,
amulet of natural armor +2,
cloak of resistance +2,
cyberfiber muscles mark ii,
cybernetic arm,
cybernetic arm,
cybernetic eyes,
cybernetic legs,
ring of protection +2,
thoracic nanite chamber mark i, backpack, battery (9), bedroll, belt pouch, flint and steel, gravity clip, mess kit[UE], pot, soap, torch (10), waterskin, 43 gp, 5 sp
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Special Abilities
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Advanced Weapon Training You are specially trained to use your weapon skills in new ways.
Prerequisites: Fighter level 5th, weapon training class feature.
Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Cybernetic Combat +2 At 5th level, a cyber-soldier gains a +1 bonus on attack rolls and damage rolls with implanted weapons, cybernetic arms, and melee or thrown weapons wielded with a cybernetic arm. Weapons wielded with two cybernetic arms receive double the bonus, exc
Defensive Weapon Training (Weapon Training [Blades, Heavy] +1) (Ex) Gain shield bonus to AC based on chosen group's training bonus.
Dreadful Carnage If you reduce an enemy to 0 or fewer HP, you can make an intimidate check to demoralize all enemies within 30' as a free action.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hurtful Make melee attack against creature you have just demoralized as free action.
Improved Implantation (+6 implementation points) (Ex) You gain extra implantation points.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades