Imrijka

Kallia Redtooth's page

12 posts. Alias of DBH.


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I'm dropping out as well.


Here's DBH with my Brawler/Alchemist (Beastmorph).

Crunch:

Female Half-Orc (Kellid) brawler 3/Alchemist (Beastmorph 3)
NG medium humanoid (orc, human)

Init +2; Senses Darkvision (60 ft.), Perception +5,

Languages Abyssal, Common, Draconic, Hallit, Orc

AC 15, touch 12, flat-footed 13, hp 37 (3HD)

Fort +5, Ref +5, Will +1, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol

Defensive Abilities Orc Ferocity,

Speed 30 ft. (6 squares)
Ranged light crossbow +5 (1d8/19-20)
Melee brawler's flurry +4/+4 ()
.
Base Atk +3; CMB +6 (+7 disarm); CMD 18 (19 vs disarm)

Atk Options Blind-Fight,

Special Qualities Alchemy, Beastform Mutagen, Brew Potion, Discoveries, Formulae, Infusion, Intimidating, Mutagen, Orc Blood, Poison Use, Weapon Familiarity,

Special Actions Bomb, Brawler's Flurry, Throw Anything,

Prepared Spells Prepared Spell List
Alchemist (CL 3rd):
1st - bomber's eye (DC ) , cure light wounds (DC 13) , endure elements (DC 13) , touch of the sea (DC 13)

Abilities Str 16, Dex 14, Con 14, Int 15, Wis 10, Cha 12

Special Qualities Bonus Feats, Brawler's Cunning, Intimidating, Martial Flexibility, Martial Training, Orc Blood, Weapon and Armor Proficiency, Weapon Familiarity,

Feats Blind-Fight, Combat Reflexes, Fast Learner, Improved Unarmed Strike

Skills
*Acrobatics +7,
Appraise +2,
Bluff +1,
*Climb +6,
*Craft (Alchemy) (Create item) +11,
Diplomacy +1,
*Disable Device +6
Disguise +1,
*Escape Artist +5,
Fly +1,
*Heal +5,
Intimidate +3,
*Knowledge (Arcana) +6,
*Knowledge (Dungeoneering) +6,
*Knowledge (Local) +6,
*Knowledge (Nature) +7,
*Perception +5,
*Profession (Butcher) +4,
*Profession (Cook) +5
*Sense Motive +4,
*Sleight of Hand +6, *
Spellcraft +8,
Stealth +2,
*Survival +4,
Swim +6,

Possessions studded leather armor; traveler's any-tool; brawler's flurry; Light Crossbow ; Handy Haversack [ Alchemist's Kit; Cooking Kit; Grooming Kit; Mess Kit; Survival Kit (Masterwork); Winter Blanket; Canteen; Bedroll; ]; Canteen ;

Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +3 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.

Beastform Mutagen At 3rd level, a beastmorph's mutagen causes him to take on animalistic features-whether those of an animal, a magical beast, an animal-like humanoid (such as a lizardfolk), or a monstrous humanoid. For example, when the beastmorph uses his mutagen, he may gain a furry muzzle and pointed ears like a werewolf, scaly skin like a lizardfolk or sahuagin, or compound eyes and mandibles like a giant insect. The beastmorph also gains his choice of one of the abilities listed in the alter self spell, which persists as long as the mutagen. He may select a different ability each time he creates a mutagen. This ability replaces swift alchemy.

Bomb (Su) You can use 5 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+2 points of fire damage. Your bombs also inflict an additional 1d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (4). Those caught in the splash damage can attempt a DC 13 Reflex save for half damage.
Brew Potion (Ex) You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat.

Bonus Feats At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat. Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat 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 brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.

Discoveries The following discoveries complement the beastmorph archetype - feral mutagen, grand mutagen, greater mutagen, infuse mutagen, mummification**, spontaneous healing**, tentacle**, and wings**.

Brawler's Cunning (Ex) If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

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. You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes, weapons from the close fighter weapon group or monk weapons. You may substitute any of these attacks for a disarm, sunder or trip combat maneuver. You cannot use Brawler's Flurry with natural weapons.

Formulae An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Infusion When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

Intimidating Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Maneuver Training (Ex) A brawler can select combat maneuvers to receive additional training. You gain +1 to CMB and CMD to disarm combat maneuvers.

Martial Flexibility (Ex) The brawler can use a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The brawler must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 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, any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.

Martial Training (Ex) 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.

Mutagen (Su) You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 30 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 13 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Mutagen (Prime Stat Selection)

Orc Blood Half-orcs count as both humans and orcs for any effect related to race.

Orc Ferocity Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Poison Use (Ex) You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.

Scrapper A childhood spent scrabbling for every possession and scrap of food has made you fierce and wary. You receive a +1 trait bonus on all Intimidate checks made to demoralize opponents and a +1 trait bonus on all Perception checks to avoid being surprised.

Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Weapon and Armor Proficiency 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).

Weapon Familiarity Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.

And a little background.

Background:

Kallia’s tribe had for years tried to find the secrets of their enemies strengths through the traditional method of eating defeated creatures. It took a wandering Alchemist named Samsil Grenedy from Numeria who introduced the tribe to the method of brewing extracts and mutagens to transform themselves into bestial warriors.

He also introduced them the the joy of explosions, and setting your enemies on fire while you laughed. Something the entertainment starved tribesmen took to with relish.

Already regarded as not quite right in the head the tribe was soon regarded as completely insane due to the explosions, scars and missing body parts from the constant experiments to find bigger and better ways to transform themselves.

Like many of her tribe Kallia has chosen the young woman’s custom of wandering off to strange lands looking for ingredients to experiment with, and strong enemies to fight. Something the Worldwound has in great quantities.


Fem Female Half-Orc (Kellid) brawler 3/Alchemist (Beastmorph 3) . AC 15, t 12, f-f 13. hp 37. Fort +5, Ref +5, Will +1. Init +2. Perception + 5

2019 has come down on me like a hammer, and I don't have the free time I had in the past. So sadly I'm dropping most of the games I"m playing in to concentrate on those I'm running.

Thanks for accepting me into your game and I hope it continues to be fun for those still playing.


Fem Female Half-Orc (Kellid) brawler 3/Alchemist (Beastmorph 3) . AC 15, t 12, f-f 13. hp 37. Fort +5, Ref +5, Will +1. Init +2. Perception + 5

Kaede is still holding ready. Preferring not to get into dagger range of the Sahugin if possible.

Anyone need a CLW just call out.


Fem Female Half-Orc (Kellid) brawler 3/Alchemist (Beastmorph 3) . AC 15, t 12, f-f 13. hp 37. Fort +5, Ref +5, Will +1. Init +2. Perception + 5

Kaede makes a mental note that she needs an underwater crossbow, she has nothing that can reach the disgusting Sahugin, so she holds herself ready to aid anyone who needs it.


Fem Female Half-Orc (Kellid) brawler 3/Alchemist (Beastmorph 3) . AC 15, t 12, f-f 13. hp 37. Fort +5, Ref +5, Will +1. Init +2. Perception + 5

Since Sahaugin 1 hasn't gone Kaede concentrates on him and wishes him ill.

Misfortune Hex. DC16 will save or roll every action 2x and take the worst roll.


Fem Female Half-Orc (Kellid) brawler 3/Alchemist (Beastmorph 3) . AC 15, t 12, f-f 13. hp 37. Fort +5, Ref +5, Will +1. Init +2. Perception + 5

It's not a problem, I'm away from home myself looking after my father for a few weeks. So my posting has been erratic and often I have no time at all to post.


Fem Female Half-Orc (Kellid) brawler 3/Alchemist (Beastmorph 3) . AC 15, t 12, f-f 13. hp 37. Fort +5, Ref +5, Will +1. Init +2. Perception + 5

Kaede will follow along, keeping her mouth shut and her eyes open.
Perception: 1d20 + 15 ⇒ (17) + 15 = 32


Fem Female Half-Orc (Kellid) brawler 3/Alchemist (Beastmorph 3) . AC 15, t 12, f-f 13. hp 37. Fort +5, Ref +5, Will +1. Init +2. Perception + 5

Kaede has also left her Familiar waiting out of the water.

Kaede lets the Half-elf use his magic, her healing can wait for more urgent times.

She looks around curiously, wrinkling her nose at the Sahaugin. "What do you call ten dead Sahaugin? A good start!"


Fem Female Half-Orc (Kellid) brawler 3/Alchemist (Beastmorph 3) . AC 15, t 12, f-f 13. hp 37. Fort +5, Ref +5, Will +1. Init +2. Perception + 5

Thanks for selecting me, I look forward to much larceny and loot with you.

A couple of questions. Kaede is CG, though being Shackles born and bred her definition of good is probably a lot looser then other places. Should I change it to CN to fit her in better?

As I said in the application Kaede covers Healer, cook and crew. What role did she have on your ship prior to her moving up to the way team?


DBH here with my Life Shaman Kaede. Her wandering spirit is Waves.

Crunch:

KAEDE

Female Human (Tian-Shu) shaman 6. CG medium humanoid (human)

Init +2; Senses Perception +15,

Languages Aquan, Common, Polyglot, Tien

AC 18, touch 13, flat-footed 16. hp 45. Fort +4, Ref +5, Will +9

Abilities Str 10, Dex 14, Con 12, Int 14, Wis 16, Cha 14

Speed 30 ft. (6 squares)

Ranged masterwork crossbow, light +7 (1d8/19-20), within 30 ft. +8 (1d8+1)
Melee dagger +1 (alchemical silver) +5 (1d4/19-20)
Ranged dagger +1 (alchemical silver/thrown) +7 (1d4+1/19-20), within 30 ft. +8 (1d4+1)
Melee dagger (cold iron) +4 (1d4/19-20)
Ranged dagger (cold iron/thrown) +6 (1d4+1/19-20), within 30 ft. +7 (1d4+1)
.
Base Atk +4; CMB +4; CMD 17

Special Actions Misfortune, Wave Strike,

Prepared Spells Prepared Spell List
Shaman (CL 6th):
3rd - dispel magic , fly (DC 16) , water breathing (DC 16)
2nd - cure moderate wounds (DC 15) , flame blade , hold person (DC 15) , restoration (lesser) (DC 15)
1st - bless , cure light wounds (DC 14) , monkey fish (DC ) , protection from evil (DC 14)
0th - create water , dancing lights , detect magic , stabilize (DC 13)

Special Qualities Bonus Feat, Channel (3d6, DC 15, 3/day), Familiar's Alertness ability active, Healing, Hex, Life (Spirit), Orisons, Skilled, Spirit, Spirit Animal, Spirit Magic, Wandering Hex, Wandering Spirit, Water Sight, Waves (Wandering Spirit), Weapon and Armor Proficiency,

Feats Alertness, Fast Learner, Point-Blank Shot, Precise Shot, Selective Channeling

Skills
Bluff +5,
Craft (Untrained) +2,
Diplomacy +10,
Fly +6,
Handle Animal +7,
Heal +12,
Knowledge (Nature) +10,
Knowledge (Planes) +8,
Knowledge (Religion) +8,
Perception +15,
Ride +6,
Sense Motive +5,
Spellcraft +11,
Stealth +2,
Survival +10,
Swim +10,

Possessions ring of protection +1; mithral shirt +1; cloak of resistance +1; pirate clothes (basic); dagger (cold iron); Masterwork Crossbow, Light ; Handy Haversack [ Alchemist's Kit; Grooming Kit; Healer's Kit; Survival Kit (Masterwork); Waterproof Bag (x2); Oldlaw Whiskey (Bottle) (x2); Stove Can; ]; Waterproof Bag [ Coffee (Cup); Honey (Jar); Coffee Pot; Chocolate (Bar) (x2); Powdered Milk; ]; Wrist Sheath, Spring Loaded [ Dagger +1 (Alchemical Silver); ]; Belt Pouch [ Sewing Needle; String (50 ft.); Wire Saw (Adamantine); ];

Bonus Feat Humans select one extra feat at 1st level.

Channel (Su) You can unleash a wave of positive energy. You must choose to deal 3d6 points of positive energy damage to undead creatures or to heal living creatures of 3d6 points of damage. Creatures that take damage from channeled energy receive a DC 15 Will save to halve the damage. You can use this ability 3 times per day.

Familiar's Alertness ability active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.

Healing (Su) A shaman soothes the wounds of those she touches. This acts as cure moderate wounds, using the shaman's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours.

Hex A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. Using a hex is a standard action that doesn't provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is 16.

Life (Spirit) Spirit Magic Spells: detect undead (1st), lesser restoration (2nd), neutralize poison (3rd), restoration (4th), breath of life (5th), heal (6th), greater restoration (7th), mass heal (8th), true resurrection (9th)

Misfortune (Su) The shaman causes a creature within 30 feet to suffer grave misfortune for 1 rounds. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A successful Will saving throw (DC 16) negates this hex. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.

Orisons Shamans can prepare a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Spirit (Su) A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features. If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform.

Spirit Animal (Ex) A shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch's familiar does, the spirit animal serves as her conduit to divine power. If a shaman's spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.

Spirit Magic A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell.

Touched by the Sea You've always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you're as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1. You came to Port Peril in search of your destiny, and after a few drinks at a tavern called the Formidably Maid, you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you.

Wandering Hex A shaman can temporarily gain the use of one of the hexes possessed by either one of her spirits. She must make this selection each day when she prepares her spells. For the purposes of this ability, she can select any hex possessed by her spirit or wandering spirit. If she selects it from her wandering spirit, she loses the hex immediately if she bonds with another spirit, although she can then select a different hex to gain using this ability, from either her spirit or her new wandering spirit. This ability otherwise functions as the hex class feature.

Wandering Spirit (Su) A shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature. She must make this selection each day when preparing her spells. While this feature is active, she gains the spirit ability granted by the spirit. She also adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She does not add the hexes from her wandering spirit to her list of hexes that she can choose from with the hex class feature.

Water Sight (Su) The shaman sees through fog and mist without penalty as long as there is enough light to otherwise allow her to see normally. She can use these abilities for 6 rounds per day, but these rounds do not need to be consecutive.

Water Sight (Wandering)

Waves (Wandering Spirit) Spirit Magic Spells: hydraulic push (1st), slipstream (2nd), water breathing (3rd), wall of ice (4th), geyser (5th), fluid form (6th), vortex (7th), seamantle (8th), tsunami (9th)

Wave Strike (Su) As a standard action, the shaman can perform a melee touch attack that drenches a creature and pushes it away. The opponent takes 1d6+3 points of nonlethal damage and is pushed 5 feet directly away from the shaman. This movement does not provoke attacks of opportunity. A shaman can use this ability 5 times per day.

Weapon and Armor Proficiency A shaman is proficient with all simple weapons, and with light and medium armor.

NALA

Male Familiar Viper animal 1

None tiny animal/magical beast (familiar, augmented magical beast, familiarbase)

Init +3; Senses Low-Light Vision, Perception +14, Scent,

Communication Empathic Link, Speak with Master,

AC 19, touch 15, flat-footed 16. hp 22 (1HD), Fast Healing 1
Fort +1, Ref +5, Will +6

Speed 20 ft. (4 squares) Climb 20 ft. Swim 20 ft.

Melee bite +9 (1d3-3)

Base Atk +4; CMB +5; CMD 12

Special Actions Poison,
Abilities Str 4, Dex 17, Con 8, Int 8, Wis 13, Cha 2

Special Qualities Alertness, Deliver Touch Spells, Deliver Touch Spells, Empathic Link, Fast Healing 1, Improved Evasion, Intelligence Score, Low-Light Vision, Natural Armor Bonus, Scent, Share Spells, Speak with Master, Spirit Animal,

Feats Weapon Finesse

Skills Acrobatics +3, Acrobatics (Jump) -1, Appraise -1, Bluff -4, Climb +17, Craft (Untrained) -1, Diplomacy +1, Disguise -4, Escape Artist +3, Fly +11, Handle Animal -2, Heal +7, Intimidate -4, Knowledge (Nature) +4, Knowledge (Planes) +2, Knowledge (Religion) +2, Perception +14, Perform (Untrained) -4, Ride +4, Sense Motive +1, Spellcraft +5, Stealth +15, Survival +5, Swim +20,

Possessions

Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.

Deliver Touch Spells (Su) If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Deliver Touch Spells (Su) Your spirit animal can deliver touch spells or hexes for you. If you and the spirit animal are in contact at the time you cast a touch spell, you can designate your animal as the "toucher." The spirit animal can then deliver the touch spell just as you would. If you cast another spell before the touch is delivered, the touch spell dissipates. If you activate a hex, your spirit animal can be used to make the touch; you don't have to be in contact with the animal to use this ability with hexes.

Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Fast Healing (Ex) You regain hit points at 1 hit points per round. You regain hit points at 1 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.

Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Intelligence Score

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Natural Armor Bonus

Poison (Ex) Injury; Save Fort DC 9; Frequency 1/round for 6 rounds; Effect 1d2 Con damage; Cure 1 save.

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Speak with Master (Ex) If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Spirit Animal (Su) The spirit animal appears to be a beautiful and very healthy version of its species, and seems especially vibrant and full of life.

Background:

Background.

Growing up on Shenchu bay in the Shackles is a good preparation for a life of piracy. Kaede showed early signs of being gifted in the art of healing and as soon as she was able enlisted as a ship’s surgeon on the Golden kiss.

Kaede served well until the Kiss went down off the Devil’s arches after a running battle with two Chelaxian pirate hunters. The crew managed to get the dying ship close enough that the survivors were able to reach the shore alive.

Kaede has been hiring on as ship’s surgeon with anyone who needs a good healer since then. Though she avoids ships with a reputation for cruelty. Being Shackles born Kaede regards piracy as a normal part of life, but she thinks evil acts are needless and wasteful.

Kede is a short, slender Tien woman, her long black hair kept back in a braid and tied up when she’s working. She is pleasant company socially, likes a drink and a bit of fun. When working she’s no nonsense and pragmatic. A career of dealing with the wounds and injuries of pirates means she’s seen a lot of blood and gore.

Kaede is built as a ships surgeon, though she can also cover cook and work as crew if needed. Her spells are healing and buffing.

Any problems or questions let me know?


Ok. Here is my Android Rogue.

Always wanted to try one, and Iron Gods. Sadly most of my group object to tech in their fantasy.

Mara:

MARA SIX

Female Android rogue 1, NG medium humanoid (android)

Init +3; Senses Darkvision (60 ft.), Low-Light Vision, Perception +6,

Languages Common, Draconic, Dwarven, Hallit

AC 16, touch 13, flat-footed 13, hp 9 (1HD)

Fort +1, Ref +5, Will +0, +4 vs mind-affecting, paralysis, poison and stun.

Immunities Disease, Emotion, Exhaustion, Fatigue, Fear, Sleep,

Speed 30 ft. (6 squares)

Melee rapier (cold iron) +3 (1d6+1/18-20)
Melee dagger +3 (1d4/19-20)
Ranged dagger (thrown) +3 (1d4+1/19-20)

Base Atk +0; CMB +1; CMD 14

Atk Options Sneak Attack 1d6,
Special Actions Nanite Surge

Abilities Str 13, Dex 16, Con 12, Int 16, Wis 10, Cha 12

Special Qualities Constructed, Emotionless, Finesse Training, Trapfinding, Two-Weapon Fighting, Weapon Finesse,

Feats Two-Weapon Fighting, Weapon Finesse

Skills Acrobatics +6, Appraise +3, Artistry +3, Bluff +1, Climb +4, Craft (Untrained) +3, Diplomacy +1, Disable Device +7, Disguise +1, Escape Artist +6, Fly +2, Intimidate +1, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Perception +6, Perception (Trapfinding) +7, Perform (Act) +5, Perform (Untrained) +1, Ride +2, Sleight of Hand +6, Stealth +6, Swim +4,

Possessions rapier (cold iron); dagger; studded leather; outfit (explorer's); thieves' tools; Belt Pouch ; Backpack, Common [ Bedroll; Blanket (Winter); Soap (per lb.) (x2); Survival Kit (Common); ];

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.

Finesse Training (Ex) 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.

Immunity to Disease (Ex) You are never subject to disease effects.

Immunity to Emotion Effects (Ex) You are never affected by emotion-based effects.

Immunity to Exhaustion (Ex) You can never be exhausted.

Immunity to Fatigue (Ex) You can never be fatigued.

Immunity to Fear (Ex) You are never subject to fear effects.

Immunity to Sleep (Ex) You are never subject to sleep effects.

Nanite Surge An android's body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus of +4 on any one roll which must be activated before the roll is made. This ability causes the android's circuitry tattoos to glow equivalent to a torch for 1 round.

Skills
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Two-Weapon Fighting You can spend any number of stamina points to reduce the penalty from Two-Weapon Fighting on attacks made with a weapon in your primary hand by 1 for every 2 stamina points you spent. This benefit lasts until the start of your next turn. You can't reduce the penalty below 0.

Weapon Finesse You can spend 2 stamina points to negate the penalty on attack rolls from your shield's armor check penalty until the start of your next turn.

background:
Mara awoke in an abandoned ruin in the wilds of Numeria. Unsure of anything except that she was 'Number Six'. And that she was required to find something.

Her knowledge of what she was to find was maddeningly incomplete though.

Since then Mara has wandered Numeria, thinking that something or someone will trigger her mission and she can complete it.

She has learned to conceal her Android nature, seemingly a pleasant young woman, though this is fake. Mara has simply learned that it is easier to travel if she can pass as a human.

She acts normal, even though she still has great difficulty understanding peoples emotions and motivations.

Her constant explorations, and searching of ruins has given her valuable skills at trapfinding,stealth and lockpicking.

Hearing that the flame has gone out in Torch Mara considers this an interesting disruption in normal routine, perhaps something has changed, or emerged that can help her discover her mission?