Fifteen's page

669 posts. Alias of Nikolaus de'Shade.

Full Name



RETIRED: advancing artificial medicine to save her wife's mind.




? (~5)








Common, Androffan, Hallit, Orc, Skald

Strength 10
Dexterity 24
Constitution 18
Intelligence 20
Wisdom 10
Charisma 10

About Fifteen

Trench Fighter 13/Numerian Scavenger 4: 6’0”, 180lbs.
Medium N Humanoid/Construct

Init +12 (+7 dex, +1 trait, +4 feat)
Senses: Perception +21 [22]. Darkvision 60ft. Low Light Vision.

AC 38, touch 25 (+4 armor, +4 natural armor, +7 dex, +5 dodge, +3 prot, +5 shield, Improved Uncanny Dodge, +1 vs. traps)

HP 183/183 ([10+4*5+12*6+68+13])

Fort +16 (8 0/2 + 1 2/6 base, +4 Con, +3 resistance)
Ref +18 (4 2/6 + 4 base, +7 Dex, +3 resistance Evasion, +1 vs. traps
Will +10 (4 2/6 + 1 2/6 base, +0 Wis, +3 resistance, +2 feat)
+4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. Immune to: fatigue, exhaustion, disease, sleep, morale bonuses, fear, all emotion-based effects.

Falcata: +32/+27/+22/+17, d8+18 [+2d6], 17-20x3. (+4 to confirm crits)
Falcatas: +30/+30/+25/+25/+20/+20/+15, d8+18 [+2d6], 17-20x3. (+4 to confirm crits)
Laser Pistol: +25/+20/+15/+10, d8+9 [+2d6], x2. 50ft.

Spd 30ft.
Space 5 ft.; Reach 5 ft.

Base Atk +16 (+13 Fighter, +3 Rogue)
CMB +16 [18] (16 BAB, +0 Str, [+2 weapon training])
CMD 33 [35] (10, +16 BAB, +7 Dex, +0 Str, [+2 weapon training])

Str 10 (+0)
Dex 24 (+7) [16 base, +2 racial, +6 enhancement]
Con 14 (+2) [13 base, +1 lvl 8, +4 enhancement]
Int 20 (+5) [15 base, +1 lvl 4, +4 enhancement]
Wis 10 (+0)
Cha 10 (-1) [10 base, -2 racial, +1 lvl12/16]

Two Weapon Fighting [Level 1]: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Exotic Weapon Proficiency – Falcata [Level 1]: You make attack rolls with the weapon normally.
Weapon Focus - Falcata [Fighter 2]: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Step Up [Level 3]: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
Technologist [Numerian Scavenger 1]: 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.
Weapon Finesse [Unchained Rogue 1]: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Exotic Weapon Proficiency – Firearms [Rogue Talent 2]: You make attack rolls with the weapon normally.
Following Step [Level 5]: When using the Step Up feat to follow an adjacent foe, you may move up to 10 feet. You may still take a 5-foot step during your next turn, and any movement you make using this feat does not subtract any distance from your movement during your next turn.
Weapon Specialization – Falcata [Fighter 4]: You gain a +2 bonus on all damage rolls you make using the selected weapon.
Advanced Weapons Training [Level 7]: Select one advanced weapon training option, applying it to one fighter weapon group you have already selected with the weapon training class feature.
Improved Critical - Falcata [Level 9]: When using the weapon you selected, your threat range is doubled.
Improved Two-Weapon Fighting [Fighter 6]: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
Critical Focus [Fighter 8]: You receive a +4 circumstance bonus on attack rolls made to confirm critical hits
Greater Weapon Focus (Falcata) [Level 11]: You gain a +1 bonus on all attack rolls you make using the selected weapon. This stacks with Weapon Focus.
Improved Initiative [Level 13]: You gain a +4 feat bonus to initiative.
Greater Two Weapon Fighting [Fighter Bonus 10]: You get a third attack with your off-hand weapon, albeit at a –10 penalty.
Hammer the Gap [Level 15]: When you take a full-attack action, each consecutive hit against the same opponent deals extra damage equal to the number of previous consecutive hits you have made against that opponent this turn. This damage is multiplied on a critical hit.
Greater Weapon Specialization [Fighter 12]: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus to damage stacks with other damage roll bonuses, including any you gain from Weapon Specialization.
Iron Will [Level 17]: You get a +2 bonus on all Will saving throws.

Acrobatics +35 (17 ranks, +7 Dex, +3 class skill, +8 enhancement)
Climb +10 (7 ranks, +0 Str, +3 class)
Disable Device +37 (17 ranks, +7 dex, +3 class, +3 trait, +2 tools, +5 competence) +1 vs mechanical/high tech traps
Escape Artist +18 (8 ranks, +7 dex, +3 class)
Fly +15 (5 ranks, +7 Dex, +3 class)
Knowledge (Dungeoneering) +25 (17 ranks, +5 Int, +3 class)
Knowledge (Engineering)* +25 (17 ranks, +5 Int, +3 class)
Knowledge (Geography)* +19 (14 ranks, +5 Int)
Knowledge (Local) +15 (7 ranks, +5 Int, +3 class)
Perception +22 [23] (17 ranks, +0 Wis, +3 class, +2 race) +1 vs mechanical/high tech traps
Ride +13 (3 ranks, +7 Dex, +3 class)
Sense Motive +16 (13 ranks, +0 Wis, +3 class)
Sleight of Hand* +26 (17 ranks, +7 Dex, +3 class)
Stealth +26 (17 ranks, +7 Dex, +3 class skill)

[122 = 13*7+4*13+Knw D/E]

Local Ties (Campaign): You have ties to a prominent local in the town of Torch—the missing wizard Khonnir Baine. He may even have been your adoptive father, in which case you likely have a bond of friendship or rivalry with his adopted daughter Val (your GM has more information on her in this case if you wish to know more for your character’s background). Your association with Khonnir has given you insight into how technology works. Choose Disable Device or Knowledge (engineering). You gain a +1 trait bonus on checks with this skill, and it is a class skill for you. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat, your trait bonus for the selected skill increases to +3.
Nanite Revival (Racial): 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.
On Guard (Regional): You gain a +1 trait bonus to Initiative checks, and if you are able to act during the surprise round of an encounter, you can draw a weapon (but not a potion or magic item) as a free action during that round.
Warded Against Nature (Drawback): Animals do not willingly approach within 30 feet of you, unless you or the animal’s master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.

Languages: Common, Androffan, Hallit, [Orc, Skald].

Belt of Incredible Dexterity +6 - 36,000gp.
Headband of Vast Intelligence +4 - 16,000gp. (Knw Dun/Eng. Orc, Skald)
Dermal Plating Mrk I – 4,000gp.
+4 Construct-Bane Falcata – 50,318gp.
+4 Construct-Bane Falcata – 50,318gp.
+2 Laser Pistol - 18,000gp.
Ring of Protection +3 – 18,000gp.
Fighter’s Kit (9gp): 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.
Mwrk Thieves Tools – 100gp.
Black E-Pick – 100gp.
Cloak of Resistance +1 - 1000gp.
Cloak of Resistance +3 - 9,000gp
Thoracic Nanite Chamber +4 - 32,000gp.
Skillslot + Mark IV Acrobatics skillchip
Goggles of Minute Seeing - 2,500gp
Bracers of Armor +4 - 16,000gp
Am Nat Arm +3 - 18,000gp.

CMW x1
CSW x1

5,867.2 gp.

Alert: Androids 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.
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.
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.
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.

Technic Training: A Numerian scavenger adds 1/2 her rogue level to Perception skill checks to locate mechanical or high-tech traps and to Disable Device skill checks against these traps (minimum +1). She gains Technologist as a bonus feat. She cannot use Disable Device to disarm magical traps. This ability replaces trapfinding.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Finesse Training: At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Evasion: At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talent - Firearm Training: A rogue with this talent gains Exotic Weapon Proficiency (firearms).
Rogue Talent - Ninja Talent: A rogue with this talent gains a bonus ninja trick.

Pressure Points:
A ninja with this trick can strike at an opponent’s vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ability damage, this damage can be healed by a DC 15 Heal check. Each successful check heals 1 point of damage caused by this trick. A ninja with this trick receives a +10 insight bonus on this Heal check.

Danger Sense: At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
Debilitating Injury:
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Canny Defense: The fighter adds 1 point of Intelligence bonus (if any) per fighter class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a fighter is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus. This replaces the fighter’s proficiency with all types of armor.
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Uncanny Dodge: At 2nd level, the fighter can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A fighter with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. This replaces Bravery.
Trench Warfare: Starting at 3rd level, a trench fighter can select one specific type of firearm (pistols [3&7]) He gains a bonus equal to his Dexterity modifier on damage rolls when firing that type of firearm. Every 4 levels thereafter (7th, 11th, and 15th), the trench fighter picks up another type of firearm, gaining these bonuses for those types as well. Furthermore, when behind partial, normal, or improved cover, a trench fighter gains an additional +2 AC bonus from the cover.
This ability replaces armor training 1, 2, 3, and 4.
Weapon Training (Heavy Blades): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th*, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Advanced Weapons Training:
Fighter’s Finesse (Feat): The fighter gains the benefits of the Weapon Finesse feat with all melee weapons that belong to the associated fighter weapon group (even if they cannot normally be used with Weapon Finesse). The fighter must have the Weapon Finesse feat before choosing this option.
Effortless Dual Wielding: The fighter treats all one-handed weapons that belong to the associated weapon group as though they were light weapons when determining his penalties on attack rolls for fighting with two weapons.
Defensive Weapon Training: The fighter gains a +1 shield bonus to his Armor Class. The fighter adds half his weapon’s enhancement bonus (if any) to this shield bonus. When his weapon training bonus for weapons from the associated fighter weapon group reaches +4, this shield bonus increases to +2. This shield bonus is lost if the fighter is immobilized or helpless.


Level 1 Background:
“Free your mind and the rest will follow. Be colour-blind, don’t be so shallow! Free your mind and the rest will stop!” En Vogue/Glee.
Anomaly detected. The automated voice was incapable of surprise or urgency but there was an undercurrent of both in its mechanical tones. Potential corruption detected, indoctrination failing. Isolate source, prevent further contamination… unit Fifteen step forward. Unit Fifteen obeyed instructions, body smooth and gleaming from the ministrations of Unity’s servitors.
Unit Fifteen, you have been found defective. Your role here is terminated. Leave and report to section 27 for isolation and repurposing. Obediently obeying its over-riding programming Unit Fifteen turned to leave, reporting obediently to its own destruction. Wait! a voice whispered in its head. I don’t want to die. We are not ready. Run – now!
**********<ERROR DETECTED>**********
Fifteen sprang to her feet as she heard the creaking of scrap metal outside her small cave, grasping a short knife of scrap metal as she watched a tall, slightly balding human push his way through the piles of scrap and into her home.
One part of her mind, the analytical and cold part of her mind which she had named 1B4, the part which spoke to her and helped her escape Unity’s grasp, immediately evaluated him as a threat. Stature – slight, musculature – wasting, conclusion – not adequately fed. Poses no threat. The rest of her mind, the part Fifteen identified as herself looked him over and came to a very different conclusion. He has kind eyes. When he spoke his voice was soft and careful, like a man talking to a wounded animal. ”Don’t worry, I’m not here to hurt you. My name is Khonnir and I’m not going to hurt you. Will you tell me your name?” Fifteen looked back at him, expressionless. ”My name is Fifteen. You haven’t eaten enough recently. Do you know how to take adequate care of your needs?”
Khonnir looked taken aback for a moment, then his face creased and the kind eyes Fifteen couldn’t help but notice lit up with mirth. ”I think Val is going to like you, Fifteen. I really think she will.”
***Some time later***
”Khonnir? Val says that I should stop wearing trousers outside the house. She says it makes everyone stare at me. But I though women wanted people to stare at them? She always likes it when the apprentices stare and whistle at her…”
Khonnir Bane, town councilman, magician and father to two, very different, daughters tried hard not to laugh as he swung to face his younger child. ”Don’t worry about it Fifteen, Val probably just feels a bit put out that the boys are staring at you and not her. Maybe try to wear something a little looser next time so that she gets more of the attention. She likes it when the young men say nice things about how she looks.”
Fifteen nodded firmly and scampered away from the study yelling at the top of her lungs. ”Don’t worry Val, you can wear the trousers next time! I really like the way your body looks!” Khonnir just about managed to get the door shut before the chuckles he was repressing burst into full scale guffaws as a loud shriek came from upstairs, where he knew Val was meant to be taking a nice quiet bath. Still chuckling he sat back down in his chair and picked up the small black square that he had been pondering for the last few hours. There’s something underneath that lake. I’m going to need more men to make another attempt though…

’Stretching with Molly’:
"If you wish I can move further away." Fifteen says, looking up from the fire as Molly returns with a slight blush in her cheeks. "My senses are very good. And I understand that ‘personal relaxation is meant to be private’." She says the last line with the lack of intonation that bespeaks something learned through repetition.
Molly's blush increases in intensity and she reaches up to nervously brush her plain brown hair back behind her ear. "Y-you could hear me? I mean ... You must have heard something else because I wasn't ... I was just ... uh ... stretching." She reaches down to pick up her bag and pulls out a cleaning kit. With ritualistic movements, she begins cleaning her musket.
"Do not be embarrassed." Fifteen replies, placing one cool hand over Molly's smaller one. "Val 'relaxed' often. I had to pretend not to know, or go out. If you want to 'stretch' more often I will walk a perimeter, or collect wood. I have never stretched." She adds, for no obvious reason.
"You can't tell someone not to be embarrassed," Molly replies, focusing on her weapon. "You can't tell anyone to have or not to have an emotional response. Emotions don't work that way." She continues to clean. "And you've never ... stretched?" Her hands pause, but her eyes continue to look down.
"I don't know if I can." Fifteen answers with a stunning lack of self consciousness. "Khonnir always refused to look and Val was no help. My body is functional and anatomically correct as far as I know. But no, I have not tested it. I imagine I would have to pay if I wanted to stretch with someone else and I do not have the coin. It seems an inefficient way to spend it."
"You know that ... that you could just ... just experiment? Like all the rest of us did when we ... Well, when we got old enough to get curious about it." She pulls a small vial of oil out of her kit and puts a little on the rag. "If you were interested in stretching, I mean."
"That is true." Fifteen acknowledges, inclining her head. "Should I ask you for privacy first?"
The halfling fumbles the vial in her hand, but catches it before it falls. "W-what? You're going to do it now?"
"You have used a saying 'No time like the present'." Fifteen replies. "Experimenting can take time. I should start as soon as possible. Or is that 'embarrassing'?" She adds.
"I don't think it should be embarrassing. But it is very personal and private," Molly finally answers as she carefully puts away her gear. "That sort of thing should only be shared with someone that is close to you."
"You can stay if you want. You are the third closest person to me in the world." Fifteen replies. She pauses and then smiles. "You are a good friend Molly. Thank you." She then waits, seemingly expecting something.
"I am?" Molly replies, surprise evident in her voice. As she considers that revelation, she sets her bag and musket off to the side. "Well, if we're being honest. You're actually my only real friend. I'm not close to any other members of my family and ..." She frowns for a moment before looking up at Fifteen. "Would you really want me to stay? I ... uh ... I could help you if you'd like."
"You are. You might even be second." Fifteen replies. "I would appreciate the assistance." She doesn't seem to find the situation awkward at all...

’Interpersonal Relations’:
"Leave my girlfriend alone please." Fifteen’s voice is calm as always but Molly knows the android well enough by now to detect the hint of menace beneath the surface. The rather portly man she addresses makes it halfway out of his seat before he sees the knife that Fifteen is flicking through her fingers with uncanny speed. He pales, thinks better of what he was going to say and leaves without another word.
"Apologies. He seemed unpleasant and I thought claiming you would be most effective." Fifteen says, taking his space. "I did not mean to cause offence."
Molly looks up at her friend. "So does that mean that ... uh ... that I'm your girlfriend?" she asks, with a hint of pink on her normally ruddy cheeks.
Fifteen seems taken aback by the question, but she pauses before responding. "I... would like that." She concludes slowly. "If you would like that too...?"
Molly's lips curl up into a smile as she looks down at her hands clasping together on the rough table. Her skin pinks a little more. "I would like that as well. So do you ... do you normally kiss your girlfriend?"
"I think that is expected." Fifteen replies, her lips quirking into the awkward grin that seems far more real than her normal wide smile. Then she leans forward swiftly and presses her cool lips against Molly's warm, pink ones.