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About M07KM07K
Skills:
(4 Class + 2 Int) x 2 = 12 ACP: -6 Class (2)Acrobatics (Dex) +7 ()Bluff (Cha) (2)Climb (Str) +8 ()Craft (Int) (2)Diplomacy (Cha) +5 ()Handle Animal (Cha) ()Intimidate (Cha) (2)Knowledge (engineering) (Int) +8 ()Knowledge (history) (Int) ()Knowledge (martial) (Int) ()Knowledge (nobility) (Int) ()Profession (Wis) ()Ride (Dex) ()Survival (Wis) (2)Swim (Str) +8 Non-Class
Modifiers:
-------------------- Gear:
--Equipped-- Spiked Heavy Steel Shield 50 Scalemail 50 --Backpack-- Fighter's Kit 9 Cure Light Wounds Potion 50 16
-------------------- Racial Abilities:
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. Size: Androids are Medium creatures, and they have no bonuses or penalties due to their size. Base Speed: Androids 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). See the Linguistics skill page for more information about these languages. Alert: Androids gain a +2 racial bonus on Perception checks. Emotionless: Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks (-1 RP) (Note: this trait is called Logical in the Book of Heroic Races: Advanced Androids.) 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. 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 (2 RP.) 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 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 circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round (3 RP.)
-------------------- Traits and Feats:
--Traits-- Numerian Archaeologist: Numeria is a land ripe for archaeological exploration, since so many of the strange technological dungeons have been either avoided by the superstitious barbarian tribes or have been locked down by the Technic League, leaving many of them untouched and ripe for exploration. You’ve studied the strange language associated with these eerie technological ruins, and are eager to start exploring them—you suspect that Torch’s namesake is in fact part of a larger buried ruin, and you hope to enter these ruins and learn their original purpose by exploring the caves below town. You gain Androffan as an additional language. In addition, you possess a knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result. Talk to your GM for more information about resolving glitches. Mathematical Prodigy: You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you. --Feats-- Improved Shield Bash: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.
-------------------- Warder Special Abilities:
Maneuvers: A warder begins her career with knowledge of five martial maneuvers. The disciplines available to her are Broken Blade, Golden Lion, Iron Tortoise, Primal Fury, and either Eternal Guardian or Piercing Thunder to her list of available disciplines. If she does not have that discipline’s associated skill as a class skill, she gains it as a class skill. Once she knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by warders is considered an extraordinary ability unless otherwise noted in its description. Her maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one. She learns additional maneuvers at higher levels, as shown on Table: The Warder. The warder must meet a maneuver’s prerequisites to learn it. See the Systems and Use chapter. Upon reaching initiator level 4th, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the warder can choose to learn a new maneuver in place of one she already knows. In effect, the warder loses the old maneuver in exchange for the new one. The warder need not replace the old maneuver with a maneuver of the same level. She can choose a new maneuver of any level she likes, as long as she observes her restriction on the highest-level maneuvers she knows. The warder can swap only a single maneuver at any given level. A warder’s initiation modifier is Intelligence. Maneuvers Readied: A warder can ready three of her five starting maneuvers, but as she advances in level and learns more maneuvers, she must choose which maneuvers to ready. She readies her maneuvers by going over battle tactics, through weapon drills, or spending time meditating in prayer for 10 minutes. The maneuvers she chooses remain readied until she decides to repeat this again and change them. Any given maneuver may only be readied once. Warders do not need to sleep or be well rested to ready their maneuvers; any time they spend 10 minutes in practice or meditation, they can change their readied maneuvers. She begins an encounter with all readied maneuvers unexpended, regardless of how many times she may have already used them since she chose them. When the warder initiates a maneuver, she expends it for the current encounter, so each of her readied maneuver can be used once per encounter (until they are recovered, see below). For a warder to recover expended maneuvers, she must take stock of her situation to plan for her next movement. By focusing entirely on a defensive position to prepare her next move, she is able to regain maneuvers expended to assist her to victory. By taking a full round action to plan her next move (activating her defensive focus class feature, see below), she recovers a number of expended maneuvers equal to her warder initiation modifier (minimum of 2). Alternately, she may take a brief pause in battle and recover a single maneuver of her choosing by spending a standard action on her turn. Stances Known: Warders begin play with knowledge of one stance from any discipline open to warders. At the indicated levels (see class table), the warder selects an additional new stance. Unlike maneuvers, stances are not expended, and she does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the warder cannot learn a new stance at higher levels in place of one she already knows. Defensive Focus (Ex): At 1st level, the defensive prowess of the warder is second to none, allowing her to focus her actions purely on defending himself and her allies in ways that cannot be replicated. The warder gains the Combat Reflexes feat as a bonus feat, using her warder initiation modifier in place of her Dexterity modifier to determine the number of additional attacks of opportunity she may make each round. When recovering warder maneuvers as a full round action, the warder sets up a defensive perimeter around herself to defend her allies, increasing her threatened area by 5 feet + 5 feet for every five initiator levels she possesses. Until the beginning of her next turn, she may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. She may move as part of these attacks of opportunity, provided her total movement before her next turn does not exceed her speed (his movement provokes attacks of opportunity as normal). Additionally, while using defensive focus, the warder adds her warder initiation modifier plus her class level to her CMD for the purposes of defending against enemies trying to use the Acrobatics skill to prevent her from getting attacks of opportunity against them. At 10th level, her defensive focus improves further. While her reach is increased by this ability, opponents treat her threatened area as difficult terrain. If a foe tries to move through a space within her reach, the movement through those squares costs double (x2). Additionally, while using her defensive focus to make an attack of opportunity, her movement does not provoke attacks of opportunity. Aegis (Ex): At 1st level, the warder’s defensive prowess extends to those who choose to stay near to him. Allies who are within 10 ft. of the warder’s position gain a +1 morale bonus to Armor Class and to Will saves under the warder’s defensive aegis, her presence bolstering and shepherding the defenses of her allies. This bonus improves to +2 at 5th level (+3 at 9th level, +4 at 13th level, and +5 at 17th level). The warder does not receive this bonus, but may receive the benefits of this ability from another warder. If the ally cannot see or hear the warder, then the ally does not gain the benefits of this ability (such as if the warder is concealed or invisible). At 6th level, her aegis’ range increases its effective area, growing to a 20 ft. radius. At 12th level, this increases again to 30 ft. Armiger’s Mark (Ex): At 2nd level, a warder is trained in how best to control her enemies and how they behave in battle, urging them to throw their all against the warder’s indomitable armor and unyielding shield. With a sharp blade, a clever taunt, or something that otherwise attracts her foe, the warder can direct the attention of enemies towards himself. Whenever the warder attacks a foe in combat and inflict at least 1 point of damage, as a free action she may mark them as her foe (he may even mark a foe during an attack of opportunity and may make the free action to do so, even though it is not her turn) and attempt to continue to force them to engage the warder only. The target is aware of being marked, and the mark remains for a number of rounds equal to her warder initiation modifier (minimum of 1). Marked targets suffer a -4 penalty to attack rolls against foes that are not the warder, and arcane spellcasters suffer an increase in arcane spell failure of 10% + 1% per two warder levels until the mark expires. The warder may only maintain a number of marks equal to 3 + her warder initiation modifier at a time, and she may make a number of marks per day equal to 1/2 warder level + warder initiation modifier. At 8th level, this penalty increases to -6, and it increases again to -8 at 16th level. This ability functions on creatures with an Intelligence score of 1 or more, allowing her to mark animals and other beasts as well as sentient beings, but not mindless creatures such as skeletons. Multiple armiger’s marks overlap (do not stack). At 9th level, the warder may expend two uses of her armiger’s mark to make a grand challenge to all enemies within a 30 ft. radius and mark them with her words alone. Creatures affected must make a Will save (DC 10 + 1/2 warder level + warder initiation modifier) against the warder’s mark ability or suffer the penalties of being marked for a number of rounds equal to her warder initiation modifier. This does not count against her normal marking limit. This is a language-dependent ability and does not effect creatures of less than 1 Intelligence. At 16th level, the armiger’s mark improves to allow her to recover an expended maneuver whenever she reduces a marked opponent’s hit points to 0 or less (this can only trigger once per marked opponent).
--------------------- Maneuvers:
Warlord Initiator Level: 2 Max level Maneuvers: 1st Maneuvers Known 6:
Broken Blade: Shards of Iron Strike - Strike - A piercing strike that potentially staggers an opponent with pain. Broken Blade: Flurry Strike - Strike - Make two quick attacks on a target enemy. Broken Blade: Pommel Bash - Strike - A vicious elbow strike, inflicting an additional 1d6 points of damage. Iron Tortoise: Throwing Shell - Strike - Hurl shield at target, inflicting shield bash damage and an additional 1d6 points of damage. Golden Lion: Encouraging Roar - Boost - For one round, all allies gain a +2 morale bonus to all attacks and damage. Maneuvers Readied 4:
Stances Known 2:
Running Hunter’s Stance - Stance - While in this stance, the disciple gains the scent special ability and a +10 ft. enhancement bonus to movement speed.
-------------------- Backstory:
--------------------- Appearance:
M07K is stunning example of the human form. His face is strong and sharp like chiseled stone with just the barest hint of stubble darkening his chin. His hair is shoulder length, an earthy brown, and always manages to stay out of his face. He is tall and lean like a swimmer, with veins of blue that glow brightly enough to be seen under bright light. The only thing that detracts from the aesthetic appeal of his physical form is the almost emotionless expression he wears at all times. And like all Protector variants, this is exactly as he was designed to be. |