Meyanda

Eyve's page

30 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Classes/Levels

Female Android Brawler 3|HP: 31/31 | AC:18, T 15, FF 12 | Fort: +4 Ref:+8 Will:+1 |CMB +6 (+9 grapple), CMD 19 (22 grapple) | Init+4 | Perc +5 | Martial Flex 4/day used : | Darkvision, Low light vision |Repairing nanites: 6hp 1/day

About Eyve

Female Android Brawler 3
NG Medium humanoid (Android)

Init +3; Senses Darkvision, Low light vision.; Perception +5
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Defense
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AC 18 (22 vs AoO), touch 15, flat-footed 10 (10 +4 Dex +1 Dodge +3 Armor) Armor : Masterwork Studded leather +3 Max Dex +6 APC: 0
hp31 (3d10+6) Current 31
Fort +5, Ref +7, Will +0
Defensive Abilities
+4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, not subject to fatigue or exhaustion, and immune to disease and sleep effects.
immune to fear effects and all emotion-based effects.
+4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
Auto heal 2x HD 1/day
Auto stabilize 1/day
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Offense
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Speed 30 ft.
Initiative +4
Melee Unarmed strike +8 1d6+4 Bludgeoning
Melee Silver punching dagger +7 1d4+2
Melee Cold Iron punching dagger +7 1d6+3
Melee Handaxe +7 1d6+3 x3

Ranged: 3 daggers +7 1d4+3 slashing/piercing

Special Attacks
Brawler’s Flurry +6/+6

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Statistics
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Str 16, Dex 18 , Con 14, Int 12, Wis 10, Cha 8
Base Atk +3; CMB +6 (+9 Grapple); CMD 19 (22 Grapple)

Feats
Unarmed Combatant, Weapon Focus (Unarmed Strike), Dodge (Includes Mobility), Endurance

Traits
Nanite Revival (Android)
You can instinctively activate your nanites to save your life.
Benefit(s) Once per day as an immediate action, you can command your nanites to stabilize you while you are dying, even while unconscious or helpless. This does not count as a use of your nanite surge ability.

Heavy Hitter
Benefit: You gain a +1 trait bonus on damage rolls made with unarmed attacks.

Skills (5 per level): Acrobatics +10 ,Climb +7 , Craft + , Escape Artist +8 , Intimidate -1, Knowledge Dungeoneering + , Knowledge Local +6 , Perception +5 , Ride +8 , Sense motive -1, Stealth +7 , Swim +8 ,
Background skills: Knowledge Engineering+5 , Knowledge Geography+5 , Linguistics+5 , Sleight of Hand+8

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.
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. Source PZO9280
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:

Brawler’s kit: backpack, a bedroll, a belt pouch, a flint and steel, rope, torches (10), trail rations (5 days), and a waterskin. Studded leather armor, silver punching dagger, cold iron punching dagger, handaxe, 3 daggers

Magical Gear
Armor
Belt
Body
Chest
Eyes
Feet:
Hands:
Head:
Headband
Neck:
Rings
Shoulders:
Wrists:

Slotless

Potions/Oils/Alchemical
2 potions CLW
Vanish

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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).
Bonus combat feats
Unarmed Combatant : Improved Grapple and Improved Unarmed Strike are combined into this feat. 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.
You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.

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
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.)

Appearance:

Eyve
Tattoos (like this but everywhere) Only glow when she uses her surge (technically NSFW but nothing serious)

While appearing human at a cursory glance, Evye 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 Evye does, sleek powerful lines and flowing curves that highlight both form and function.

Her short cut hair, often varying in color, complements flawless, coppery skin, a complex pattern of intricate tattoos lining her entire body, her silver eyes pupil-less, seeming to glow in dim light. Tall for a woman, she stands at six feet in height, her frame a perfect balance between power and gracefulness, her movements effortless in nature., yet bearing an unsettling degree of precision.

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Background:

Evye has no idea where she initially came from, though she has come to learn that is something many of her kind share. Found wandering naked and confused among the mangroves around Bloodcove, by a rare kindhearted family, she was taken in, lest she fall prey to the more unscrupulous pirate folk that tended to run the city.

Wealth: gp

Preferred Combat feats
Deft Maneuvers
Powerful Maneuvers
Combat Reflexes
Desperate Battler
Improved Initiative
Deflect arrows
Throw Anything