Half Contstruct: Does not eat, breathe or sleep, +2 vs. disease, mind-affecting, poison and exhaustion or fatigue effects, cannot be raised from the dead
[dice=Lay on Hands]3d6[/dice]
[dice=+1 Falcata]1d20+10-2[/dice], [dice=Damage]1d8+4+4[/dice]
[dice=+1 Falcata]1d20+5-2[/dice], [dice=Damage]1d8+4+4[/dice]
Physical Appearance:
Vincent Riker is a tall man with dark brown hair and a well-weathered complexion. While most of his body is living tissue, his extremities reveal his race's iconic augmentations.
The upper portion of his left arm is biological, but from the elbow down he has a slightly over-sized steel forearm with a sturdy four fingered vice-like hand at the end.
His other arm is nearly completely contructed of a dark blue metal, made with a sleek design complete with a finely articulated five fingered hand. Where the blue arm meets his shoulder, six thin cables spread across his breast and back a few inches before burrowing deeper into the flesh. Between the cables, his skin is marked with complex whorls of ink that occasionally twist into crystalline shapes. The upper section of the arm is also marked, with faintly glowing etched images of various colors resembling tiny gemstones.
Compared to his arms, his legs seem unremarkable, with simple augmentations in the back of the knee and ankle designed to better handle strenuous lifting as well as stabilizers to aid in asteroid to asteroid leaps.
Background and Motivation:
Vincent grew up in the Shattered Zone, hopping from asteroid to asteroid. Eventually, he caught a freighter heading to a proper planet to search for new ideas and new technology. Along the way he frequently stopped in towns to help the people in various ways, including repairing buildings, healing sick or injured villagers, or fighting off monster incursions.
Future Build plans:
Legendary Shield, Soul-bond-thingy, increased hardness and the auto-block shield power, Mythic Mercy, Flexible Counterspell, Component Freedom
Vincent Riker
Male auttaine paladin 6/sorcerer (tattooed sorcerer) 6/gestalt 6/Guardian 1 (Legendary Planet Player's Guide 2, Pathfinder Campaign Setting: Inner Sea Magic)
LG Medium humanoid (half-construct)
Init +2; Senses Perception +1
Aura courage (10 ft.)
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Defense
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AC 23, touch 13, flat-footed 21 (+6 armor, +1 deflection, +2 Dex, +2 natural, +2 shield)
hp 83 (6d10+23)
Fort +13, Ref +10, Will +10; +2 bonus vs. disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
Defensive Abilities hard to kill; Immune disease, fear
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 falcata +10/+5 (1d8+4/19-20/×3) or
. . cold iron dagger +9/+4 (1d4+3/19-20) or
. . warhammer +9/+4 (1d8+3/×3)
Ranged bolas +8/+3 (1d4+3 nonlethal) or
. . mwk composite longbow +9/+4 (1d8+2/×3)
Special Attacks channel positive energy 4/day (DC 18, 3d6), mythic power (5/day, surge +1d6), smite evil 2/day (+5 attack and AC, +6 damage), wild arcana[MA]
Spell-Like Abilities (CL 6th; concentration +13)
. . 3/day—dancing lights Paladin Spell-Like Abilities (CL 6th; concentration +13)
. . At will—detect evil
Sorcerer (Tattooed Sorcerer) Spells Known (CL 6th; concentration +13)
. . 3rd (4/day)—fireball (DC 18)
. . 2nd (6/day)—glitterdust (DC 17), invisibility, see invisibility
. . 1st (8/day)—ant haul[APG] (DC 16), feather fall, grease, identify, magic missile
. . 0 (at will)—detect magic, light, mending, open/close (DC 15), prestidigitation, read magic, spark[APG] (DC 15)
. . Bloodline Arcane
Paladin Spells Prepared (CL 3rd; concentration +10)
. . 1st—grace[APG], hero's defiance[APG], knight's calling[APG] (DC 16)
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Statistics
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Str 16, Dex 14, Con 14, Int 10, Wis 8, Cha 20
Base Atk +6; CMB +9; CMD 22
Feats Alertness, Arcane Armor Training, Dual Path[M], Power Attack, Quick Draw, Varisian Tattoo[ISWG]
Traits focused mind, seeker of the stars
Skills Acrobatics -1 (-5 to jump), Appraise +5, Craft (armor) +10, Craft (weapons) +6, Diplomacy +13, Handle Animal +10, Heal +3, Intimidate +9, Knowledge (arcana) +4, Knowledge (history) +4, Knowledge (nobility) +4, Knowledge (religion) +4, Linguistics +2, Perception +1, Profession (teacher) +10, Sense Motive +5, Spellcraft +9, Use Magic Device +13
Languages Common, Elali, Jagladine
SQ bloodline arcana (+1 DC for metamagic spells that increase spell level), bloodline tattoos, divine bond (weapon +1, 1/day), extra mythic feat[MA], familiar tattoo, half-construct, lay on hands 8/day (3d6), mercies (fatigued, sickened), metamagic adept (1/day), sudden block[MA]
Combat Gear cold iron durable arrow (30), cold iron durable arrow (20), lesser selective metamagic rod[APG], potion of cure light wounds (2), potion of remove disease, wand of cure light wounds, acid (3), alchemist's fire (3), holy water, tangleshot arrow (5); Other Gear spell storing mithral breastplate, light steel shield, mwk falcata[APG], bolas, cold iron dagger (2), mwk composite longbow (+2 Str), warhammer, handy haversack, traveler's any-tool[UE], backpack, bedroll, belt pouch, blacksmith anvil[APG], flint and steel, hemp rope (50 ft.), holy text (Reaching for the Eidos)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Haymot Steel-Arm, wrist sheath, spring loaded (2), 429 gp, +4084gp, 5 sp, assassin's band, +1 hide, admixture vial
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Special Abilities
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Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 6 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Half-Construct You do not breathe, eat, or sleep, but can drink potions and sleep to regain spells.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (3d6 hit points, 8/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Metamagic Adept (1/day) (Ex) Apply a metamagic feat without increasing the casting time of the spell.
Paladin Channel Positive Energy 3d6 (4/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Smite Evil (2/day) (Su) +5 to hit, +6 to damage, +5 deflection bonus to AC when used.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Sudden Block (Su) As an imm action, use 1 power to add +1 to own/adj ally AC vs. a melee att & foe must rolls 2x (take low). Make return att (bypass all DR).
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
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Morphic Nature: Each time you traverse an interplanetary gate, you automatically adapt and acclimate to a new world. Benefit: When passing through an interplanetary gate, you experience an instantaneous and permanent physical transformation to facilitate survival on a new world. This includes environmental compatibility with the local atmosphere (as determined by the planetary atmosphere at the time of the gate’s crafting, but not the ability to survive in a hard vacuum). You also acclimate to local diseases, such that you still prove susceptible to disease, but retain no special vulnerability to alien pathogens on other worlds. You also learn the rudiments of the local Common language, speaking, reading, and writing a passable dialect (though this may not become evident until interacting with a given world’s native inhabitants). When you pass through a gate to another planet, these benefits are lost or exchanged for acclimation to the new world.
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Seeker of the Stars: You’ve always been drawn to the stars– but one star in particular holds your primary interest. You always know the direction to one single, unchangeable star. When you’ve asked astronomers about it, none have any information on it, and it seems that as far as anyone else can tell, it doesn’t actually exist. Some astronomers have heard the same question from others, and they suspect anyone asking about it are asking about the same one, if it exists. By spending 10 minutes in meditation, you can mentally visualize a star chart for your location, regardless of where you are and the time of day. The star you’re drawn to always appears in this visualization, even if it wouldn’t appear in your current location. In addition, once per day you may cast know direction as a spell-like ability (CL 1st).
Concealed Weapon (2 RP): This artificial component provides an internal, deployable weapon contained within a single arm. It may only include a light melee weapon weighing less than 3 lbs, and the initial weapon cannot be made from any special materials. While internalized, the weapon receives a +4 bonus on Sleight of Hand checks to conceal it. The weapon can be changed with 4 hours of work and a new qualifying weapon.