The Illegitimate

Van, who goes forth alone's page

68 posts. Alias of Irnk, Dead-Eye's Prodigal.


Classes/Levels

'Male' Android Psychic 1 [ HP: 7/7 | AC: 11 T: 11 FF: 10 | F: +0 R: +1 W: +3 | Init: +1 Perc: +7, Darkvision 60', Low-light vision | Effects: none]

About Van, who goes forth alone

Origin:
Van's first conscious memory is of an interrogation by Technic League agents. Fortunately for him, these agents had no experience with the esoteric powers at his command & little more with the other Technological artifacts also present. This inexperience would allow him to escape their custody as a mob of seemingly enraged metal creatures assaulted them while making their way from the dig site to their camp.
Not long after, Van found himself in Torch. Though he has resided in the area for the majority of his time since then, Van has been impeded in any attempts to make a home for himself here by the need to 'disappear' any time the League made their presence felt as he has no doubts that they would not hesitate to snatch him up like so much merchandise.

Personality:
Unusual for an Android, Van is neither a stranger to, nor estranged from, his emotions. Indeed, if anything, he is even more attuned to & cognizant of his emotions than most individuals born to them. As a consequence, he possesses an openness of character which encourages others frequently to share more with him than they might ordinarily.

Appearance:
At first glance, Van's only physical peculiarity is his extreme pallor. Closer inspection reveals the tell-tale traceries of queer metallic patterns just beneath the skin common to all Androids.

Current Notes: 7/7 HP, 1st lvl. Psychic, Spells: 4/4

Van
Male Android
Psychic 1
Diety: none

NG Medium humanoid
Initiative: +1; Senses: Perception +7, Darkvision 60', low-light vision

Abilities
STR 10 (-) DEX 12 (1) CON 10 (-) INT 18 (4) WIS 13 (1) CHA 13 (1)

DEFENSE
AC 11, touch 11, flat-footed 10 (10 +1 Dex)
CMD 11 (10 +0 BAB +1 Dex)
Hit Points 7 (6 +1 Favored Class)
Fortitude 0 (0 Base)
Reflex +1 (0 Base +1 Dex)
Will +3 (2 Base +1 Wis)

OFFENSE
Speed 30 ft
Melee Dagger 0/1d4 P 20/x2 crit. (0 BAB)
Ranged telekinetic projectile +1/1d6 B 20/x2 crit. 25 ft. range (0 BAB +1 Dex)
CMB 0 (0 BAB)

Traits/Drawback:
Affable (Social {Champions of Purity, pg 13}): You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you. You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.
Against the Technic League (Campaign Trait, Iron Gods): Increase the save DC of your spells by 1 against targets you know are associated with the Technic League.

Skills (2 + 2 Background + Int)
Appraise: 4 (+4 Int)
Diplomacy: 5/7 (1 Rank +3 Class +1 Cha/+2 trait)
Knowledge (Engineering): 8 (1 Rank +3 Class +4 Int)
Knowledge (Local): 8 (1 Rank +3 Class +4 Int)
Linguistics: 8 (1 Rank +3 Class +4 Int)
Perception: 7 (1 Rank +3 Class +1 Wis +2 Racial)
Sense Motive: 7 (1 Rank +3 Class +1 Wis)
Spellcraft: 8 (1 Rank +3 Class +4 Int)
Languages: Androffan, Dwarven, Elf, Gnome, Hallit, Orc, Taldane (Common)

Feats:
Empathy (People of the Stars, pg 7.)

Racial Traits:
Exceptional Senses (Ex): Darkvision 60', Lowlight vision, +2 Racial bonus to Perception.
Constructed (Ex): For the purposes of effects targeting creatures by type, Androids are considered both humanoids & constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects*, paralysis, poison, and stun effects. Androids are immune to disease & sleep effects, and are not subject to fatigue or exhaustion. *Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.
*:Nullified due to Empathy Feat.
Emotionless (Ex): -4 to Sense Motive Nullified due to Empathy Feat.
Nanite Surge (Ex): Van’s body is infused with nanites. Once per day as an immediate action, he can cause his nanites to surge, granting him a bonus equal to 3 + Van’s character level on any one d20 roll; this ability must be activated before the roll is made. When Van uses this power, his circuitry-tattoos glow with light equivalent to that of a torch for 1 round.

Class Abilities:
Phrenic Pool (Su): 1/per day
Van has a pool of supernatural mental energy that he can draw upon to manipulate psychic spells as he casts them. The maximum number of points in Van's phrenic pool is equal to 1/2 his psychic level + his Wisdom modifier. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don't need to be consecutive. Van might be able to recharge points in his phrenic pool in additional circumstances dictated by his psychic discipline. Points gained in excess of the pool's maximum are lost.
Phrenic Amplifications: {Biokinetic Healing (Su)} (Occult Origins, pg. 16) When Van casts a linked spell from the transmutation school, he can spend 1 point from his phrenic pool to regain 2 hit points per level of the linked spell.
Psychic Discipline (Ex or Sp): Mindtech (Occult Realms pg.13)

Mindtech:
You are innately tied to and can communicate with electronic machinery and similar technological objects, through which you can funnel your psychic power like flowing water. You can amplify and focus your psychic energies using the technology that surrounds you—even certain kinds of technology that might not be obvious to others.
Phrenic Pool Ability: Wisdom.
Bonus Spells: Technomancy (Technology Guide 11; 1st), Protection from technology (Technology Guide 10; 4th), Irradiate (Technology Guide 9; 6th), MalfunctionUM (8th), Lightning arcUM (10th), Destroy robot (Technology Guide 8; 12th), Memory of function (Technology Guide 10; 14th), Prismatic wall (16th), Time stop (18th).
Discipline Powers: Your powers relate to uniting technology with psychic energy.
Synergized Energy (Su): Whenever you use a battery (Technology Guide 39), a generator (Technology Guide 62), or the ability described in the psychic battery psi-tech discovery (Occult Realms pg 13) to restore charges to any piece of technological equipment, you regain 1 point in your phrenic pool. The maximum number of points you can regain in your phrenic pool in this way per day is equal to your Wisdom modifier.
Attune Implants (Su): Starting at 5th level, you can spend a full-round action once per day to harness and channel the power of your cybernetic implants into your psychic spellcasting. This increases the saving throw DCs of your psychic spells by 1, and the increase lasts a number of minutes equal to your psychic level. You must have at least one piece of cybertech (Technology Guide 35) implanted in you to use this ability. Additional implants do not increase the duration or the number of uses of this discipline ability.
Dominate Technology (Sp): At 13th level, you can meld your mind with a piece of technology and temporarily control it, even if you had no hand in creating it or anything like it. Once per day, you can target one construct with control constructUM (as per the spell), except the DC of the Spellcraft check each round to maintain control of the construct is equal to 15 + the construct’s HD. If you must attempt opposed Spellcraft checks against the construct’s creator, you take a –5 penalty on your Spellcraft checks while you concentrate on this ability.

Gear:

Explorer's Outfit
Backpack
belt pouch
Bedroll
dagger

Money:
Gold 43
Silver 9