Meyanda

Olimpia Beta II's page

1,319 posts. Alias of Skorn.


Full Name

Olimpia Beta II

Race

Android

Classes/Levels

Rogue 14, Magus (Spire Defender) 1| HP 165/165| AC 33| T 20 | F 292 | F +14/ R +21/ W+12, +4 vs mind affecting, paralysis, poison stun| Per +33/40traps | Init +10| CMB +11| CMD 33| Stealth +29

Gender

Female

Size

Medium

Age

2

Special Abilities

Android, Technologist

Alignment

CG

Deity

Desna

Location

Torch

Languages

Androffan, Common and Hallit, Kellish

Occupation

Scout

Strength 10
Dexterity 26
Constitution 16
Intelligence 12
Wisdom 12
Charisma 8

About Olimpia Beta II

Background:

Hunted by the Technic League since her self liberation Olimpia hates her previous owners and being considered property. Her only goal is stay away from them while she gains friends, influence, and power to avoid recapture. Olimpia will not hesitate to kill known members of the League but does not normally go out of her way to hunt them down. she has been conditioned to run or hide when she can and will only fight if these options are denied her or the stakes are very high indeed.

Appearance:

Standing exactly 5' tall, to three decimal places, and weighing in at 100 pounds without gear, Olimpia possesses an otherworldly look. She has purple hair covering about 2/3s of her scalp and where the hair seems to be shaved away an area of lighted blue lines can be seen under her somewhat translucent sin. Here eyes are almost all whites with no irises. The blacks of her eyes dilate and contract in a mechanical fashion.

Olimpia Beta II
Female android magus (spire defender) 1/unchained rogue (numerian scavenger) 14 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder Campaign Setting: Technology Guide 13, Pathfinder RPG Bestiary 5 19, Pathfinder RPG Ultimate Magic 9, Pathfinder Unchained 20)
CG Medium humanoid (android)
Init +10; Senses darkvision 60 ft., low-light vision; Perception +33 (+40 to locate mechanical or high-tech traps)

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Defense
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AC 33, touch 17, flat-footed 28 (+9 armor, +2 deflection, +3 Dex, +1 dodge, +1 insight, +3 natural, +4 shield) hp 165 (15d8+70)
Fort +14, Ref +21, Will +12; +4 vs. mind-affecting, paralysis, poison, and stun
Defensive Abilities constructed, danger sense +4, evasion; Immune disease, emotion, exhaustion, fatigue, fear, sleep

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Offense
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Speed 40 ft. (30 ft. in armor)
Melee
Melee +2 cold iron wakizashi w/Gravity Clip +22/+17/+12 (1d8+10/15-20) or
+3 adamantine wakizashi w/ +22/+17/+12 (1d8+10/15-20) or
+3 adamantine wakizashi +23/+ +23/+18/+13 (1d8+11/15-20) or
sap +19/+14/+9 (1d6+8 nonlethal) or
scorpion whip (aa) +15/+10/+5 (1d4) or
silver wakizashi +20/+15/+10 (1d6+7/15-20) or
stun baton +19/+14/+9 (1d6+8 electricity plus 1d8 electricity)

Ranged
+1 musket +20 (1d12+1/×4) or
arc pistol +19/+14/+9 (1d8 electricity) or
arc rifle +19/+14/+9 (2d6 electricity) or
flare gun +19/+14/+9 (1d8/×3) or
flare gun +19/+14/+9 (1d8/×3) or
javelin +19 (1d6)

Space 5 ft.; Reach 5 ft. (10 ft. with scorpion whip (aa))
Special Attacks arcane pool (+1, 2 points), robot slayer, sneak attack (unchained) +7d6, spell combat Magus (Spire Defender) Spells Prepared (CL 1st; concentration +2)
1st—shield, shield
0 (at will)—acid splash, detect magic, open/close (DC 11)

Wand of Magic missile (CL7. 10 charges)
Wand of Magic missile (CL7. 10 charges)
Wand of Grease. (11 charges)
Wand of scorching ray (16 charges)
Wand of scorching ray (16 charges)

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Statistics
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Str 10, Dex 28, Con 18, Int 12, Wis 14, Cha 8
Base Atk +11; CMB +11; CMD 33

Feats: Combat Expertise, Dodge, Exotic Weapon Proficiency (wakizashi), Improved Critical (wakizashi), Mobility, Spring Attack, Spring-heeled Reaping, Spring-heeled Sprint, Spring-heeled Style, Technologist, Two- weapon Fighting, Weapon Finesse, Weapon Focus (wakizashi)

Traits: against the technic league (weapons), reactionary

Skills:
Acrobatics +24 (27 to jump)
Appraise +6
Bluff +6
Climb +5
Diplomacy +3
Disable Device +28 (+32 vs. mechanical or high-tech traps, +30 vs. electronic devices)
Disguise +17
Escape Artist +26
Fly +11
Heal +2
Intimidate -1
Knowledge (Arcana) +6
Knowledge (Duneon) +7
Knowledge (local) +11
Knowledge (Planes) +10
Linguistics +6
Perception +33 (+38 to locate mechanical or high-tech traps)
Ride +13
Sense Motive +5
Sleight of Hand +12
Spellcraft +20
Stealth +30
Survival +1
Swim +4
UMD: +17
Racial Modifiers +2 Perception, -4 Sense Motive

Languages: Androffan, Common, Hallit, Kelish

SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, emotionless, exceptional senses, lucky glitch, Nanite surge, rogue talents (crippling strike, mfirearm training, resiliency, stalker talent, trap spotter, weapon training), technic training +7

Gear
Weapons:
+2 cold iron wakizashi with Gravity Clip
+3 adamantine wakizashi
Silver wakizashi
4 javelins
+1 musket
Arc Pistol (4 charges) with laser sight,
Flare gun X2
scorpion whip (aa)
Sap
Stun Baton

Armor:
+3 Shadow mithral chain shir

Magic Gear:
Hat of Disguise
Wirejacks +4 dex
ring of protection +1
+4 Cloak of Resistance
Belt of Mighty Con +2
+2 Amulet of Natural Armor
ring of protection +2
Ring of the Ram
Ring of Counterspells : ( )]
Ring of Invisibility
Eyes of the Eagle
Handy Haversack.
Slippers of Scampering (10r)
Boots of Striding and Springing - default footwear
Skillslot with Perception Skill Chip +4
dusty rose prism ioun stone (+1 AC)
blue e-pick

Mundane Gear:
backpack
chalk (10)
flint and steel
masterwork thieves' tools
silk rope (50 ft.)
waterskin
wrist sheath, spring loaded,
whetstone

Consumables
2 Alchemist's fires
2 Acids
1 Vermin Repelaent
2 alchemist's kindness
2 ntiplague
2 antitoxin
2 bloodblock
healer's kit,
smelling salts
2 soothe syrup
Potion of Cure LightX3
Potion of Cure Moderate Wounds
Potion of Cure Serious Wounds
Potion of Cat's Grace X4
Wand of Magic missile (CL7. 10 charges)
Wand of Magic missile (CL7. 10 charges)
Wand of scorching ray (16 charges)
Wand of scorching ray (16 charges)
wand of grease (11 charges)
5 batteries
bottle of strong brandy

Spellbook:

Dancing Darkness
Magic Missile
Shield,
True Strike
Vanish

Tech Gear:
Skillslot - for Skillchips - installed
Blue E-pick +6 to electronic traps
Two rolls of ion tape,
A zipstick
Green e=Pick )+4 vs tech locks and traps)

Timeworn proximity helmet with extra batteries (10 and 8):

Proximity helmet
Source Pathfinder #85: Fires of Creation pg. 61 (Amazon)
Price 4,000 gp
Slot head; Weight 2 lbs.
Capacity 10; Usage 1 charge/hour
Description
This open-faced, blue polymer helmet includes a nylon strap and adjustable tinted visor capable of hiding all but the wearer’s mouth and chin. The interior of the tinted faceplate provides a heads-up display when activated, with each charge providing enough power to function for 1 hour of continuous use. During this time, the helmet’s external motion sensors pick up on sudden movements and subtle visual cues, granting the wearer a +5 competence bonus on Perception checks to notice moving targets within 60 feet. A secondary setting on the helmet adds an audible alarm that creates a loud chirping sound near the wearer’s ear whenever a Small or larger corporeal creature approaches within 60 feet. Reduce this distance by 20 feet for each interposing closed door and by 20 feet for each substantial interposing wall. This noise is loud enough to waken the wearer from sleep, but not loud enough to awaken nearby sleepers.

zero grenade X2
arc grenade X4
emp grenades X4
Gas grenade
Flechette grenade
incendiary grenade
2 nanite canisters
3 full batteries
Gravity Clip

Flare Gun X2:

Price 300 gp; Type one-handed ranged; Proficiency exotic (firearms); Dmg (M) 1d8 fire; Dmg (s) 1d6 fire; Critical ×3; Range 240 ft.; Capacity 1; Usage disposable; Special slow-firing, touch; Weight 1 lb.

A flare gun looks like a wide-barreled pistol, and although it can be used in combat, the item’s primary use is to send signals. A flare gun and its ammunition (a small, rocket-propelled magnesium charge) are completely self-contained and disposable—once fired, a flare gun is useless. While a flare gun has excellent range, the flare tends to wobble and spiral in flight, incurring a 20% miss chance if it’s being used to target a specific point. The flare detonates once it hits a target or reaches its maximum range of 2,400 feet, bursting into a sphere of fire that illuminates a 120-foot-radius area for 1 minute as it drifts slowly back to the ground. Any creatures within 20 feet of the flare must succeed at a DC 12 Fortitude saving throw each round or be dazzled by the intense light for as long as they remain in the area. Creatures adjacent to a lit flare are also blinded for 1d4 rounds on a failed save. A creature struck by a flare takes 1d8 points of fire damage (1d6 points of fire damage from Small flare guns), and continues to take the same amount of fire damage each round until the flare is removed. Removing a flare is a full-round action.

Coin: 680.11

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Special Abilities
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Arcane Pool +1 (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Crippling Strike (Ex) Your sneak attacks do 2 points of Strength damage.
Danger Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-6 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-6 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Emotionless (Ex) Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Exceptional Senses Androids have darkvision to a range of 60 feet and low-light vision. They also gain a +2 racial bonus on Perception checks.
Hunter's Surprise (1/day) (Ex) Against chosen adjacent foe, all attacks are sneak attacks for 1 rd.
Immunity to Disease You are immune to diseases.
Immunity to Emotion (Ex) You are immune to all emotion effects.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Lucky Glitch +14 (Ex) When rolling for a glitch roll twice and pick effect, add level to rolls.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Nanite Surge +18 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.
Resiliency (1/day) (Ex) When brought to 0 Hp or less, gain 28 temporary Hp for 1 min.
Robot Slayer (Ex) When dealing sneak attack to robots, ignore hardness.
Sneak Attack (Unchained) +7d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Spring-Heeled Reaping When use spring-heeled style can attack twice when spring att/shot on the run.
Spring-Heeled Sprint When use spring-heeled style can move up to 2x speed when spring att/shot on the run.
Spring-Heeled Style When move 10 ft gain +2 to att and add Mobility AC bonus when reload or fire ranged weapon.
Sure-Footed (Ex) Use Acrobatics/Stealth at full speed with no penalty. Move full speed through diff terrain.
Technic Training +7 (Ex) +7 to Perception and Disable Device vs. mechanical or high-tech traps. Technologist You are familiar with the basic mechanics of technology.
Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological su
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.