About Prototype 12(P-12, or 12) Description Standing exactly 2 meters, the bare, smooth, navy blue skin of 12 is decorated with tracings in a bright neon green. If 12 is without a shirt, the label "Prototype 12" is visible in the same neon green. 12 is genderless, but solid. It moves quickly with purpose when required, fluidly if there's no urgency, and absolutely not at all if there's no reason to.
Background:
When twelve gained consciousness, one of the first things it saw was the reflection of the text "Prototype 12" in the glass in front of it. That phrase is on 12's torso, just below the left collarbone, but also on the right scapula. 12 was on a corporate ship, searching for new raw material sources. It's assigned task was exploration team security. 12 discovered that being in the Vast, seeing what else was out there, appealed. Providing security allowed 12 to continue to participate without having to learn all the technical things it still doesn't know.
The team has returned to Absalom station, and the scientific exploration team has returned to the laboratories to finish their evaluation of samples and documentation of the trip. 12 isn't scheduled to return to the stars with the corporation for months at best. That is unacceptable, and 12 is seeking another employment opportunity that will let it get back out there, back into the unknown and vastness between planets. Combat:
Init +3 [Dex +3]
Speed 25' (30' w/o Armor) Melee +3, Ranged +4, Thrown +3 (BAB +1, Str +2, Dex +3) Standard Attacks
Full Attacks
Sniper's Aim: Reduce (non-total) Cover penalties by 2 EAC 15 (10 + 3 + Dex 2)
Stamina 8 [1xSoldier 7 + 1xCon 1]
Fort +3 (Base 2 + Con 1)
Constructed: +2 racial bonus vs disease, mind-affecting effects, poison, and sleep
Skills:
4 + Int 1 = 5/Soldier Level
Bonus Skill Ranks+Class+Ability+Specified(+Conditional)[+Overridden]{Notes} + 7-Acrobatics 1+3+3+ACP + 6-Athletics 1+3+2+ACP - 1 Bluff 0+0-1 - 1 Diplomacy 0+0-1 - 1 Disguise 0+0-1 + 5 Engineering 1+3+1 - 1 Intimidate 0+0-1 + 0 Perception 0+0+0 {Darkvision & Low-Light} + 5 Physical Science 1+3+1 + 3 Piloting 0+0+3 - 2 Sense Motive 0+0+0-2 Flat Effect + 3-Stealth 0+0+3+ACP + 4 Survival 1+3+0 ACP: -2
Languages Known:
Abilities/Feats/Proficiencies:
**Abilities**
Constructed Exceptional Vision Flat Effect Upgrade Slot Sniper's Aim **Feats and Proficiencies**
Gear:
465 Hidden Soldier Armor (2/+3/+5/+2/-2/-5'/1/2) 425 Azimuth Laser Rifle (1/1d8F/120'/Burn 1d6/20 charges/1/1/-) x60 Spare Battery (1/20/-) 50 Credits on hand 3 Bulk Unencumbered is <=7 Bulk (By armor)
Android:
Ability Modifiers: +2 Dex, +2 Int, -2 Cha
Hit Points: 4 Size and Type: Androids are Medium humanoids with the android subtype. Constructed: For effects targeting creatures by type, androids count as both constructs and humanoids (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, androids do not breathe or suffer the normal environmental effects of being in a vacuum. Exceptional Vision: Androids have darkvision with a range of 60 feet and low-light vision. Flat Affect: Androids find emotions confusing and keep them bottled up. They take a –2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2. Upgrade Slot: Androids have a single armor upgrade slot in their bodies. Regardless of whether androids are wearing physical armor, they can use this slot to install any one armor upgrade that could be installed into light armor. Spacefarer:
Theme Knowledge (1st Level): You are obsessed with distant worlds, and you always mentally catalog everything you learn about new and strange places so you can recall it when you need it most. Additionally, you use your knowledge of biology and topology to inure yourself to alien hazards. Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5. Physical Science is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Physical Science checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.
Eager Dabbler (6th Level): In your journeys, you’ve picked up quite a few tricks about all sorts of things, even if you haven’t formally studied them, and you can often use this logic and intuition to your advantage. You gain a +2 bonus to skill checks if you don’t have any ranks in that skill. This ability does not allow you to attempt checks for trained-only skills (see page 134). Jack of All Trades (12th Level): You can do just about anything if you put your mind to it, and you never let lack of formal instruction stand between you and a task that needs handling. You can use all skills untrained, even if you could not normally do so, and when you roll a natural 20 while attempting a skill check for a skill in which you don’t have ranks, your bonus from eager dabbler increases to +4. Master Explorer (18th Level): Scientifically noting the even tiniest details about a new place—including everything from apparent colors and incline grades to barometric, seismic, and other delicate readings—is absolutely invigorating to you. Up to twice per day while on an unexplored planet (typically one that has had no contact with the Pact Worlds, though it doesn’t need to be one you discovered yourself), you can spend 10 minutes exploring, mapping, and documenting a new geographical feature to recover 1 Resolve Point; this doesn’t count as resting to regain Stamina Points. Soldier:
Hit Points: 7
Stamina Points: 7 Key Ability Score - Dex: Your Strength helps you attack up close in melee and carry heavier weapons and armor, while your Dexterity helps you fire weapons from a distance and dodge returning fire, so you should choose either Strength or Dexterity as your key ability score. Once made, this choice cannot be changed. A high Constitution score allows you to soak up more damage. Class Skills: Acrobatics (Dex), Athletics (Str), Engineering (Int), Intimidate (Cha), Medicine (Int), Physical Science (Int) [from Theme], Piloting (Dex), Profession (Cha, Int, or Wis), Survival (Wis). Skill Points at each Level: 4 + Int modifier.
Primary Fighting Style - Sharpshoot: The sharpshoot fighting style enables you to excel at making accurate attacks, usually with ranged weapons at a long distance. You can ignore cover and other impediments to your shots, and your attacks are improved by your intense focus. Sniper’s Aim (Ex) - 1st Level: When you make a ranged attack against a target with cover, reduce the AC bonus from cover by 2. You can’t use sniper’s aim against an enemy with total cover.
Combat Feat: At 2nd level and every 2 levels thereafter, you gain a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Whenever you gain a new bonus feat, you can also choose to replace one of the bonus feats you have already learned with a different bonus feat. The feat you replace can’t be one that was used as a prerequisite for another feat or other ability. You can change only one feat at any given level, and you must choose whether or not to swap the feat at the time you gain the new bonus feat. Gear Boost: At 3rd level and every 4 levels thereafter, you learn a trick called a gear boost that make you better with a particular type of weapon or armor. Choose from the gear boosts listed below. Some gear boosts require you to reach a certain soldier level to select them; this level is indicated in parentheses after the boost’s name. Weapon Specialization (Ex): You gain Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with. Secondary Fighting Style - ? Soldier’s Onslaught (Ex): When you make a full attack, you can make up to three attacks instead of two attacks. You take a –6 penalty to these attacks instead of a –4 penalty. Kill Shot (Ex): As a standard action, you can make a single attack against an enemy. If the attack hits and does not kill your enemy, you can expend 1 Resolve Point to force the creature to succeed at a Fortitude save or die. Once you’ve used this ability on a creature (regardless of whether or not you forced it to attempt a Fortitude save), that creature is immune to your kill shot for 24 hours.
Attributes:
Base Race Theme 10PTs Gear Lvl5 Lvl10 Lvl15 Lvl20 Final 10 +0 10 +0 10 +5 15 +0 15 +0 15 +0 15 +0 15 +0 15 Str 15 +2 10 +2 12 +0 12 +4 16 +0 16 +0 16 +0 16 +0 16 +0 16 Dex 16 +3 10 +0 10 +1 11 +1 12 +0 12 +0 12 +0 12 +0 12 +0 12 Con 12 +1 10 +2 12 +0 12 +0 12 +0 12 +0 12 +0 12 +0 12 +0 12 Int 12 +1 10 +0 10 +0 10 +0 10 +0 10 +0 10 +0 10 +0 10 +0 10 Wis 10 +0 10 -2 x8 +0 x8 +0 x8 +0 x8 +0 x8 +0 x8 +0 x8 +0 x8 Cha x8 -1 |