Mannequin

Khaan's page

19 posts. Alias of Garbage-Tier Waifu.


Full Name

Khaan

Race

Stats: HP 4/10 AC 15 F-F 13 Touch 12 CMD 14 Fort +2 Ref +4 Will +2

Classes/Levels

Resources: Inspiration: 0/4

Gender

Perception +4 Init +2 Active Buffs: Body None

Size

Medium (4'7")

Age

???

Special Abilities

Aware

Alignment

Neutral Good

Location

Sarkeslion

Languages

Aklo, Draconic, Latis, Orc, Terran

Occupation

Guard

Strength 14
Dexterity 14
Constitution 14
Intelligence 16
Wisdom 10
Charisma 6

About Khaan

Background

Rediscovered roughly 50 years ago in a long forgotten tomb of house Barisks, Khaan was sealed in an iron vault. The moment the doors were pulled open, Khaan awoke seemingly without a shred of her own identity. Made of specifically treated steel fibers allowed to remain flexible yet retaining some of their durability, Khaan's body is a remarkable example of artifice, surgery and golemcraft combined. As flexible and pliable as living flesh, yet as durable and self-repairing as the real thing. For such an amazing feat, nobody can tell who its artisan was, nor who Khaan is either.

The family has long since concluded it must have been the work of their early ancestors, but the processes are far unlike any other. The combining of a flesh body to a golem outer shell was, if anything, thought utterly impossible. And yet Khaan exists.

Initially, the various scions and heads of the family were nervous of the presence of a creature potentially born from the machinations of one of their own, made from one of their own, and whether Khaan would remember who she was and reveal herself to be the true heir apparent to their lineage. But Khaan showed herself to be cordial and nonchalant, though quite blunt and lacking in the social graces of nobility. Her reactions are dull and her emotions almost nonexistant. She claims she feels pain, heat, cold and even hunger and thirst. But no one in the family has seen her sleep, or grow weary from a days labour, and have often wondered how she has such deep understandings of magical knowledge, having sought out arcane teachnigs on her own and taught herself the art of magic. Additionally, she is unusually capable as a warrior, despite little to no training. Khaan does not divulge if she knows the answers herself.

Her natural talents, incredible reflexes and ability to operate under pressure has pushed Khaan into the position of house protector. More importantly, as the bodyguard of a number of the family's higher members and scions. She also functions as occasional information runner and goods protection on long journeys. Khaan seemingly doesn't resent being forced into her role despite potentially being a true member of her family, though if she does have resentments it is impossible to determine.

In recent history, however, Khaan's situation grows tenuous. The current heads of the family, some of whom young and have never known a time without the families construct guardian looming over them, have grown concerned with Khaan's increasingly self-centered pursuits. She has begun taking more and more time away from duties for her own needs, making the family wonder what her intentions might be. Suspicions grew even greater when Khaan announced her intentions to fulfill an escort contract to Asadge. Some wished to have her thrown to the streets, though were promptly reminded that Khaan was never recognized as a member of the house, and such an action would insinuate otherwise and cause her to receive legal support a scion of the family. Others wanted her locked back into the vault, but given she was legally a free-agent and thinking creature, such an action would not only be immoral but illegal. The family did not want to rationalize to the council why they had thrown someone into a cage, or what investigations they might come under if it was demonstrated their family might have anything to do with the mysterious existence of Khaan, who has largely existed without scrutiny due to the presence of constructs already in the city.

With no way to stop her, more generous members agreed to support her assignment and provide her with a stipend towards the venture. After all, she had kept many of them alive for nearly 40 years without any apparent reward.

With apparent freedom to pursue her own goals, Khaan felt that her years of solemn servitude in a unknown world had finally paid off. And that she'd never have to return to such a terrible place again. A few people who knew her that saw her in the following days would note something they had never seen her do before or even realize she could do. She was smiling.

Statblock:

GENERAL
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Female android investigator (empiricist) 1
N Medium humanoid (android)

Init +2

Senses darkvision 60ft., low-light vision; Perception +4

DEFENSE
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AC 15 touch 12 flat-footed 13 (+3 armor, +2 Dex)

hp 10/10 (1d8+2)

Fortitude +2 Reflex +4 Will +2

Defensive Abilities constructed

Offense
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Speed 30 ft.

Melee sword cane +3 (1d6+2, 18-20/x2)

Ranged acid flask +2 (1d6), dagger +2 (1d4+2, 19/x2)

FORMULA BOOK
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CL1st

1st level (2 slots) ——— ant haul, comprehend languages, endure elements, monkey fish, shield, true strike

STATISTICS
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Strength 14
Dex 14
Con 14
Int 16
Wis 10
Cha 6

Base Atk +0 CMB +2 CMD 14

FEATS
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Artful Dodger

TRAITS
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Opportunity Seeker (Disable Device)

Rich Parents Your starting wealth increases to 900 gp.

DRAWBACKS
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Lonely You take a –2 penalty on Sense Motive checks and on Perception checks to see through disguises, and on saving throws against charm spells and spell-like abilities.

SKILLS
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Skill ranks 8 Background Ranks 2

Skills Acrobatics +6, Craft (alchemy) +8, Disable Device +10, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Perception +4, Spellcraft +7, Stealth +6
acrobatics 1 rank, Craft (alchemy) 1 rank, disable device 1 rank, knowledge (arcana) 1 rank, knowledge (dungeoneering) 1 rank, knowledge (engineering) 1 rank, Knowledge (geography) 1 rank, Perception 1 rank, spellcraft 1 rank, stealth 1 rank

Background Skills Appraise +7, Knowledge (nobility) +7
appraise 1 rank, knowledge (nobility) 1 rank

Racial Modifiers -4 Sense Motive

OTHER
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Languages Aklo, Draconic, Latis, Orc, Terran

Special Qualities arcane surge +4 (1/day), trapfinding +1, inspiration (4/day)

Favored Class rogue (+1 skill rank)

RACIAL TRAITS
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Ability Score Racial Traits Androids have swift reflexes and are very intelligent, but have difficulty relating to others. As a result, androids gain a +2 bonus to Dexterity and Intelligence, but suffer a –2 penalty to Charisma.

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.

Size Androids are Medium creatures, and they have no bonuses or penalties due to their size.

Base Speed Android have a base speed of 30 feet.

Languages Androids begin play speaking Common. Androids with high Intelligence can choose any languages they want (except secret languages, such as Druidic).

Emotionless Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.

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.

Arcane Surge Androids are infused with magic. Once per day as an immediate action, an android can cause her arcane core to surge, granting a bonus equal to 3 + the android’s character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her body glows with light equivalent to that of a torch in illumination for 1 round

Carried Equipment:

GEAR
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acid flask (2), alchemy crafting kit, masterwork backpack, a belt pouch, caltrops, chalk (10), dagger, a flint and steel, an iron pot, a mess kit, a mirror, pitons (10), soap, masterwork thieves’ tools, trail rations (5 days), and a waterskin, poncho, masterwork parade armor, masterwork sword cane, formula book, spell component pouch, traveler’s outfit, 95 gold, 7 silver

Carrying Weight 50
Light Encumbrance 66