Android

Hekau's page

306 posts. Alias of Aldizog.


Full Name

T-872 "Hekau"

Race

Android

Classes/Levels

Wizard (Spell Sage) 2 | HP 15/15 | AC 13 (Touch 13, FF 10, CMD 16) | F +2 R +3 W +3 | Per +3 | Init +3 | Active: 4 NL

Size

M

Alignment

N

Deity

Nethys

Languages

Common, Hallit, Orc, Draconic, Elven, Androffan

Strength 14
Dexterity 16
Constitution 14
Intelligence 18
Wisdom 10
Charisma 8

About Hekau

Background:
The android’s first memories are hazy. Unit damaged. Electrical collar impairing nanite function. Probable captor: scavenger. Probable destination: Technic League.
Salvation came in the form of Khonnir Baine. The wizard’s Color Spray blasted the scavenger into unconsciousness. He freed the android, left the scavenger alive with a skin of water, and took the android back to Torch.
Whatever earlier memories the android might have had, they did not return. The android bore a marking of “T-872,” which he took to be his name. The android watched Khonnir’s magical studies, picking up the fundamentals quickly. He learned of Nethys and began to worship him. T-872 was as fascinated by Khonnir’s magic as Khonnir was by the android’s construction. Khonnir was a compassionate mentor to T-872, undertaking no unwanted investigations or examinations. From time to time, T-872 would develop a malfunction, and Khonnir would be able to help a bit.
Khonnir and Val took great pains to keep T-872 safe. They taught him to disguise himself as a human, and even so kept him generally at home and out of sight. The android learned the Disguise Self spell for short interactions.
Finally, the android decided he needed a proper name. Somehow or other he settled on Hekau… somewhere in his mind, he recognized this as an ancient word of magic from a distant world.

Personality:
Hekau is highly intelligent and analytical, though somewhat awkward around people. He uses the Magical Epiphany feat (or, at level 2, the Spell Study ability) to quickly sift through the possible options and prepare the right spell for the situation.
Hekau does not experience fear, but is rationally aware that the Technic League poses a danger to him.
Hekau does not experience love, but is rationally aware that Khonnir Baine’s knowledge and protection, as well as Val’s assistance, have helped him survive and prosper.
Something in his programming let him know that he was supposed to have a primary function, but that purpose has been lost. Accordingly, he took one of his own at Khonnir Baine’s suggestion: to master magic, understand the interaction of magic and technology, and use this knowledge to protect peaceful sentient life. This “primary function” serves as his conscience, more or less, though without the emotional component.

Role and Build:
The Spell Sage is a very versatile archetype, able to access spells from the cleric, bard, and druid lists (at level 2). In addition, the Magical Epiphany feat lets Hekau prepare a spell as a standard action, once per day. I have thought these would be really interesting options to try out in PbP.
The Spell Sage gets fewer spells than other wizards, due to the lack of bonus school spells and the lack of a bonded item, but with the Focused Spell ability they can “overclock” for +4 CL 1/day. The lower spells/day compared to a specialist wizard becomes less of a discrepancy at higher levels.
I envision Hekau going into Technomancer in the future.

Character Sheet:

Hekau
Android Wizard 2 (Spell Sage)
N Medium Humanoid/Construct
Deity: Nethys
Init +3; Perception +3
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DEFENSE
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AC 13, touch 13, flatfooted 10 (Dex +3)
HP 15 (2d6+6)
Fort +2, Ref +3, Will +3
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OFFENSE
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Speed 30 ft.
Melee Dagger +3 (1d4+2/19-20)
Ranged Light Crossbow +4 (1d8/19-20)
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STATISTICS
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Str 14, Dex 14 (16), Con 14, Int 16 (18), Wis 10, Cha 10 (8)
BAB +1; CMB +3; CMD 16
Feats Skill Focus (Knowledge-Engineering), Scribe Scroll (B)
Traits Magic is Life, Local Ties (Knowledge-Engineering)
FCB Wizard +2 HP
Skills (6 per level)
Knowledge (Arcana) 1 +8
knowledge (Engineering) 1 +12
Knowledge (Dungeoneering) 1 +8
Knowledge (Local) 1 +8
Knowledge (Nature) 1 +8
Knowledge (Religion) 1 +8
Knowledge (Planes) 1 +8
Spellcraft 1 +8
Appraise 1 +8
Perception 1 +3
Linguistics 2 +9
Languages Common, Hallit, Orc, Draconic, Elven, Androffan, Undercommon
Special Alert (+2 Perception), Emotionless (-4 Sense Motive), Exceptional Senses (Darkvision, Low-Light Vision), Constructed (Humanoid and Construct: +4 vs mind-affecting, paralysis, poison, and stun; immune to fatigue, exhaustion, disease, sleep, emotion, morale); Nanite Surge 1/day (+5); Cantrips, Scribe Scroll, Spell Study
Spells Known Mage Armor, Shield, Shocking Grasp, Thunderstomp, Vanish, Burning Hands, True Strike, Feather Fall, Liberating Command
Spells Prepared Open/Close, Detect Magic, Light, Disrupt Undead, Burning Hands, Feather Fall, Liberating Command
Equipment Starting Gold: 120
Light Crossbow (35)
10 Bolts (1)
10 Cold Iron Bolts (2)
Cold Iron Dagger (4)
Spell Component Pouch (5)
Spellbook
Backpack (2)
Traveler’s outfit
Waterskin (1)
Journal (10)
Inkpen (0.1)
Ink (8)
Club (0)
Whip (1)
Scribed Scroll of Shield (12.5)
Scribed Scroll of True Strike (12.5)
Scribed Scroll of Thunderstomp (12.5)
Remaining: 9 SP