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GM Wombat Goblin's page

3 posts. Alias of Capt Wombat.


About GM Wombat Goblin

Advancement Choices:

1st: Class (archetype)/Gestalted class; abilities, feats, traits, etc

Name: Aannra Blake

Sex Female Race Elf (Clone) (Nationality) Class (Archetype) Age: 4

LN Medium Type (Subtype)

Init +5; Senses Sight+DarkVision 60' (light sensitivity); Perception +6

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DEFENSE
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AC 19/23/27/29, touch 19/23*25(grit), flat-footed 10/14/16/18 (+5 Dex, +0 armor +1Feat +3Class)

HP 18 (1d8+0) +2 FC-Levels.

Fort +3, Ref +8, Will +5

Race
Elemental Resistance 5 Fire.

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OFFENSE
--------------------

Speed 30 ft.

Melee
BAB +1 / AB+3 Str

Cold Iron Dagger TH+3 DMG 1d4+2 19/20/x2
Unarmed Strike TH+3 1d6+2 X2

Ranged
BAB+1 / AB+6 Dex
MW Revolver TH+7 [Touch Attack] 1d8 20/x3 R7 RoF 1/r
Cold Iron Dagger TH+6 DMG 1d4+2 19/20/x2 [Thrown]
Sling TH+6 1d4+2 20 x2

Space 5 ft, Reach 5 ft

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SPECIAL ABILITIES
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STATISTICS
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Str15,+2Dex 20,+5 Con 10,+0 Int 20,+5 Wis16,+3 Cha 12,+1

Base Atk +1; CMB +6 (misc mods +3 Class);
CMD 10 BAB+1 +2Str +5 Dex +0 size +3Class +21

Feats:

Levels
1: Amateur Gunslinger (Combat)

Gunslinger’s Dodge (Ex):
At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Grit Pool 1/3 [Max 3 Day]

Monk
Dodge +1AC
Evasion (Ex)
Combat Reflexes (Combat) 6 OoA/round
Improved Unarmed Strike

Psion
Psicrystal Affinity Psionic
Improved evasion.-> [Psicyrstal]

Traits:

1: Mutant-eye
Benefit: +2 trait bonus on Sense Motive checks that increases to +4 on checks to notice whether a character is under a mind-affecting effect. However, the eye is unsettling, and you take a –1 penalty on Bluff and Diplomacy checks against humanoids who can see it.

2: 1: Rich Parents [Social Trait]
Benefit: Your starting cash increases to 900 gp.

3: Nomadic
Benefit: You gain a +1 trait bonus on Knowledge (geography) and Survival checks, and one of these skills (your choice) is always a class skill for you.

Drawback:

Tronic Corporation Ties
Effect(s) When a Tronic Corporation [Staff] member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom- and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.

Skills:

Skill Points [4+5x2] 18

+10 Acrobatics(+5dex, 2rank) <
+5 Appraise(+5int, 0rank)
+8 Autohypnosis* (+3Wis 2Rank)<
+6 Climb(+2str, 1rank) <
+* Craft(+5int, 0rank)<
-- Disable Device (+4int, 0rank)
+1 Disguise(+1cha, 0rank)<
+9 Escape Artist(+5dex, 1rank)<
+6 Heal (2wis 1rank) <
+1 Intimidate (+1Cha 0Rank)<
+9 Knowledge (Dungeoneering) (+5int, 1rank)<
+9 Knowledge (Engineering) (+5int, 1rank)<
+10 Knowledge (Geography) (+5int, 1rank +1trait)<
+5 Knowledge (History) (+5int, 0rank)<
+5 Knowledge (Local) (+5int, 0rank)<
+9 Knowledge (Nature) (+5int, 1rank)<
+5 Knowledge (Nobility) (+5int, 0rank)<
+5 Knowledge (Planes) (+5int, 0rank)<
+9 Knowledge (Psionics/Arcana) (+5int, 1rank)<
+5 Knowledge (Religion) (+5int, 0rank)<
+10 Linguistics(+4int 1rank 2Race)<
+8 Perception(+2wis, 1rank +2race)<
+2 Ride (+2Str 0ranks)<
+1 Perform (+1Cha 0Rank)
+11 Sense Motive(+3wis, 1rank +2Race +2Trait)<
-- Sleight of Hand(+5dex, 0rank)
+9 Spell/Psionic craft(+5int, 1rank)<
+9 Stealth(+5dex, 1rank)<
+10 Survival(+3Wis 1rank +1 trait +2Item)<
+2 Swim (+2 Str 0rank)<
+0 Use Magic/Psionic Device(+1cha, +0rank)<

Concentration +10 (2ML+5INT+3Item)
Psionic Focus and taking 15

Autohypnosis*

Race:

Racial Modifiers:

Standard Racial Traits

Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.

Size:
Elves are Medium creatures and thus receive no bonuses or penalties due to their size.

Type:
Elves are Humanoids with the elf subtype.

Base Speed:
Elves have a base speed of 30 feet.

Languages:
Elves begin play speaking Common and Elven. Elves with high
Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Elemental Resistance: Elemental resistance 5 Fire.
Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits

Envoy:
Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf's level. This racial trait replaces elven magic.

Offense Racial Traits

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Darkvision:
Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.

Languages:
Common + 5 more.

Class Monk:

Alignment: Lawful

Class Skills

The monk's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Weapon Proficiency:
Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.

Armor and Shield Proficiency: Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex) +3 AC
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex)
Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus. A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage. 1d8

Bonus Feat
At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list:

Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.

Stunning Fist (Ex)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Evasion (Ex)
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Class TPL2 :

2nd Level Psion Egoist (Psychometabolism)

BAB+1
Saves +0/+0/+3

Powers
11pp/Day
5/power know
1st/max power level
Max PP spend per use 2pp

The Difficulty Class: 10+1+5 DC16
for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier.

Detect psionics/Magic At Will

0 Level
1: Psionic Repair

1st Level
1: Force-screen
2: Inertial-armor
3: Metamorphosis Minor
4: Natural Healing
Discipline Talents

1: vigor [5+1] 6THP 2/rounds
2: Thicken Skin+2 AC NA 2/rounds

Discipline Talents (Ps)

Choose two powers from the following list: hammer, synesthete, [/b]thicken skin[/b], and vigor.

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. Add half your psion levels to the temporary hit points gained from vigor. Synesthete, thicken skin, and vigor last for a number of rounds equal to your psion level. The damage of hammer is reduced to 1d4 (rounds?).

Metabolic Healing (Su)
At 2nd level, as long as you maintain psionic focus, you gain fast healing 1 when you manifest any psychometabolism power on yourself. This fast healing lasts for a number of rounds equal to the level of the power manifested. The fast healing increases by 1 for every four psion levels thereafter.

Companion Drone Unit:

Psicrystal looks like Tiny had sized insect, its sits in a fine cage and hangs on a chain around the neck. The chain and Cage are Mithral 20gp It can get out and most of the time, or climes and hooks itself on the left best over the hart, it can talk and dos so.

A psicrystal is a fragment of a psionic character’s personality, brought into physical form and a semblance of life (via the Psicrystal Affinity feat). A psicrystal appears as a crystalline construct about the size of a human hand

A psicrystal is a fragment of a psionic character’s personality, brought into physical form and a semblance of life (via the Psicrystal Affinity feat). A psicrystal appears as a crystalline construct about the size of a human hand

Personalitis 1
Single-minded = (+3 bonus on Concentration checks)

Abilities:
Str 1*, -5
Dex 15* +2
Con Ø, **
Int 8, -1
Wis 10, +0
Cha 10 +0
FO
R2
W5

*With self-propulsion ability activated.

Size/Type: Diminutive Construct**
Alignment: As master
Hit Dice: As master’s HD (hp ½ master’s)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft.*
Armor Class: 16* (+4 size, +2 Dex*), touch 16, flat-footed 14 (*change with powers)
DR/8 (+1 N-Amor +8Hardness)
Base Attack/Grapple: +0/-17
Attack: —
Full Attack: —
Space/Reach: 1 ft./0 ft.
Special Attacks: Shared Powers.
Special Qualities:
Construct traits,
hardness 8
Psicrystal abilities
Alertness, improved evasion, personality, self-propulsion, share powers, sighted, telepathic link.

Saving Throws: A psicrystal uses its owner’s base saving throw bonuses and ability modifiers on saves, though it doesn’t enjoy any other bonuses its owner might have (from magic items or feats, for example).

Skills: A psicrystal has the same skill ranks as its owner, except that it has a minimum of 4 ranks each in Perception and Stealth. (Even if its owner has no ranks in these skills, a psicrystal has 4 ranks in each.) A psicrystal uses its own ability modifiers on skill checks.

Class Skills <
18 point spend

+7 Acrobatics(+2dex, 2rank)<
-1 Appraise(-1int, 0rank)
+7 Autohypnosis* (+1Wis 2Rank)<
+* Craft(-1int, 0rank)<
-- Disable Device (-1int, 0rank)
+6 Escape Artist(+2dex, 1rank)<
+2 Heal (0wis 2rank)
-1 Knowledge (ALL) (-1int, 0rank)<
+* Linguistics(-2int 0rank)
+7 Perception(0wis, 4rank)<
-5 Ride (-5Str 0ranks)
+0 Perform (0Cha 0Rank)
+5 Sense Motive(0wis, 2rank)<
-- Sleight of Hand(+2dex, 0rank)
+9 Stealth(2dex, 4rank)<
+2 Survival(1Wis 1rank)

A construct is an animated object or artificially created creature.

A construct has the following features.

d10 Hit Die.
Base attack bonus equal to total Hit Dice (fast progression).
No good saving throws.
Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. However, most constructs are mindless and gain no skill points or feats. Constructs do not have any class skills, regardless of their Intelligence scores.
Traits: A construct possesses the following traits (unless otherwise noted in a creature's entry).

No Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having

a score of 10 (no bonus or penalty).
Low-light vision.
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning. Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality. Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.A construct cannot be raised or resurrected.A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table. Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Proficient with no armour. Constructs do not breathe, eat, or sleep.

GEAR/POSSESSIONS:

Location: On Persons

Hip: MW Revolver** 700gp [in holster] 4lb
Leg: Cold Iron Dagger 4gp [leg Strap] 1lb
Boot: Cold Iron flick knife 4gp [lHidden in boot] 1/2 lb
Clothing: Sling -- [Hidden in clothing] --lb
ST=-708gp

Armor: None
body: Survival clothing.
Legs: Dagger scabbard 5sp
Feet: Combat Boots + Sheath for Knife 2sp
Belt: Gun Holster _ Weapon cord sprinted 10gp 1/2 lb
Eyes Shaded Goggles. 5gp
Wrist: Compos/Watch +Bio-PSIONIC SLEEVES OF MANY GARMENTS 250gp
ST= -276

Wast: Gun belt + Holster 20gp 1lb
Inc->
Small kit gunsmith 15gp 2lb
Snub silencer 10gp [halves range]
Rounds
Metal Cartridge 30/30 45gp
Bullets Cold iron 12/12 24gp
Bullet-Adamantine 2/2 12gp 4sp
Bullet-silver 4/4 10gp
ST= -126

MW Combat Back pack Light. 50gp
traveler's any tool 250gp 2lb
Kit Antidote 100gp 3lb
Kit MW Survival 50gp 5lb
Small Grooming set 1gp
Signal whistle x2 16 sp --lb
Small note book and water proof case + pen 2gp --lb
Metal Cartridge 100/100 150gp
Shaded Goggles x2 10gp
Field Food Rations X 10 20gp
Medical Kit 10/10 50gp
Water Proff Sack 1gp
ST= -570gp

**Nagant M1895 Revolver:
This firearm is identical in operation to the advanced firearms revolver, though it has a capacity of 7 instead of 6. Range increment 40'

Gold 1890 - 1690 = 200gp
[In Plat+Gold]

Carrying Capacity
light 0-66 lbs. or less
mid 67–133 lbs.
Heavy 134–200 lbs.

Total Weight: lbs.


===================================================
Background:

Aannra is a Blake Unit Named so after the head of the Tronic Corporation Bio-Cloning RnD team that created them.

Blake Units are leased from Tronic Corporation and used by all meaner of organisations. The Aannra model is a Hostile environment combat unit used for insertion support.

Tech sheet outline.
Skilled in hand to hand combat.
Energy and fire Arms used.
Implanted with active leaning personality.
High Capacities for memory and adaption.
Advanced Bio-Mechanical Body.
Fitted with new Bio-PSIonic_TM systems.
Built-in Self repairing systems
Breading capable.
Fitted with assistant Drone unit.

Your Tronic Corporation Annra Unit is build to help races survive the in hostile riggers and hardships of hazardous environments. This top guilty unit is made to last and grow to fit your needs . Let your Tronic Corporation Annra Unit take the strain.

Warning: This unit is light sensitive.

Please read terms and conditions.

UNIT ACTIVATION CODE: ROSE-298-JSY-177 [Status Ativated]

Personality:

Cold, Quick, ruthless;

Aannra Blake has no clear memory's of a past, only implanted experience and leaning from others. But this implanted past its like a film, a long list of other lives edited into one. She knows she is a 'Replicant' and knows her obligation is to help her owners safe and well as best she can. But she was dumped in a pod with out any clear ownership. Now she is confused, She knows she cost a lot to make and it make, and her feel bad to wast so much money. [where that feeling comes from she dos not know.] so she must find a function, but what! It's all very confusing.

She is well spoken and seems knowledgeable. Active in combat she will do her best to save lives. Fundamentally she is good, seeking to help where she can. But a little gullible having a memory of a thing is not the same as understanding that thing.

Description:

Ht: 5' 10"
Wt: 78 lbs
Age: 4
Hair: White
Eyes: Black x3
Skin: Pale

Reference Image

A Normal looking female elf, she was designed to be such. She moves with grace and when she acts, acts decisively. her clothing is Psionily Bio engineered to change form when needed, as is her body to a limited amount of time. .

Game Notes:

5d6 ⇒ (4, 6, 1, 2, 6) = 19 = 16
5d6 ⇒ (6, 1, 4, 6, 5) = 22 = 17
5d6 ⇒ (4, 2, 4, 2, 5) = 17 = 12
5d6 ⇒ (3, 3, 1, 6, 1) = 14 = 12
5d6 ⇒ (6, 6, 5, 2, 6) = 25 = 18
5d6 ⇒ (2, 3, 3, 1, 6) = 15 = 12 Dropped
5d6 ⇒ (6, 2, 6, 4, 6) = 24 = 18