Aldronard

White Knight II's page

80 posts. Alias of TawnyKnight.


Classes/Levels

HP: 14 Temp 65/65 | AC 25 ( 21 touch, 15 flat-footed) | CMD 25 | Fort 8, Ref 8, Will 6 | Speed 30' | Sense Motive 0; Perception +12 (Darkvision & Low Light Vision 60') | Initiative +16 | Arcane Pool 5/8 | Active Effects: Mage Armor

About White Knight II

White Knight II
Male android magus (kensai) 7 (Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9)
NG Medium humanoid (human)
Init +16; Senses Perception +12
--------------------
Defense
--------------------
AC 21, touch 21, flat-footed 11 (+1 deflection, +5 Dex, +5 dodge)
hp 65 (7d8+21)
Fort +8, Ref +8, Will +6
Defensive Abilities canny defense +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 spell storing scimitar +12 (1d6+6/18-20) or
. . mwk cold iron scimitar +12 (1d6+5/18-20)
Special Attacks arcane pool (+2, 8 points), magus arcana (familiar[UM], spell blending [2 spells of lower level][UM]), spell combat, spellstrike
Magus (Kensai) Spells Prepared (CL 7th; concentration +12)
. . 3rd—greater magic weapon
. . 2nd—false life, false life, mirror image
. . 1st—mage armor, shield, shocking grasp, true strike, vanish[APG] (DC 16)
. . 0 (at will)—arcane mark, detect magic, mage hand, prestidigitation
--------------------
Statistics
--------------------
Str 9, Dex 20, Con 14, Int 20, Wis 10, Cha 6
Base Atk +5; CMB +4; CMD 25
Feats Dervish Dance[ISWG], Improved Familiar, Improved Initiative, Intensified Spell[APG], Weapon Finesse, Weapon Focus (scimitar)
Traits magical lineage, reactionary
Skills Acrobatics +12 (+16 to move through a threatened square or enemy's space), Craft (calligraphy) +13, Craft (weapons) +13, Fly +15, Knowledge (arcana) +15, Knowledge (dungeoneering) +10, Knowledge (planes) +10, Perception +12, Perform (dance) +0, Spellcraft +15, Swin +3, Use Magic Device +8
Languages Aboleth, Auran, Common, Common, Draconic, Elven, Terran
SQ chosen weapon, iaijutsu, perfect strike
Combat Gear pearl of power (1st level) (3), quick runner's shirt[UE]; Other Gear +1 spell storing scimitar, mwk cold iron scimitar, belt of tumbling[UE], cloak of resistance +1, eyes of the eagle, headband of vast intelligence +2, ring of protection +1, bandolier[UE], bandolier[UE], weapon cord[APG], wrist sheath, spring loaded, 1 pp, 68 gp, 8 sp, 8 cp
--------------------
Special Abilities
--------------------
Feat and Skill Racial Traits

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)
Senses Racial Traits

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.
Other Racial Traits

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.
Factual: While most androids have difficulty processing emotions, others instead have an inability to imagine things outside of physical and factual reality, making it difficult for them to deceive others. Such androids suffer a –4 penalty on Bluff checks. This racial trait replaces logical.
Nanite Surge: Once per day as an immediate action, an android can cause his 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
Arcane Pool +2 (8/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +5 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
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.
Iaijutsu (Ex) May draw chosen weapon and make attacks of opportunity when flat footed.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.

--------------------

White Pawn VIII
Earth mephit (Pathfinder RPG Bestiary 202)
N Small outsider (earth)
Init +2; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 24, touch 14, flat-footed 21 (+3 armor, +2 Dex, +1 dodge, +7 natural, +1 size)
hp 32 (3d10+3); fast healing 2
Fort +6, Ref +5, Will +5
DR 5/magic
--------------------
Offense
--------------------
Speed 30 ft., fly 40 ft. (average)
Melee mwk cold iron ranseur +8 (1d6+1/×3) or
. . 2 claws +2 (1d3)
Special Attacks breath weapon
Spell-Like Abilities (CL 6th; concentration +8)
. . 1/day—enlarge person (self only), soften earth and stone, summon (level 2, 1 mephit of the same type 25%)
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 12, Int 13, Wis 11, Cha 14
Base Atk +5; CMB +5; CMD 18
Feats Dodge, Flyby Attack
Skills Acrobatics +9, Bluff +8, Craft (armor) +5, Craft (calligraphy) +9, Craft (weapons) +9, Fly +14, Knowledge (arcana) +8, Knowledge (dungeoneering) +3, Knowledge (history) +2, Knowledge (nature) +2, Knowledge (planes) +6, Knowledge (religion) +2, Perception +10, Sense Motive +6, Spellcraft +8, Stealth +12, Use Magic Device +9
Languages Common, Ignan, Terran
SQ improved evasion
Combat Gear wand of ray of enfeeblement (15 charges), wand of true strike (50 charges); Other Gear mwk studded leather, mwk cold iron ranseur, whetstone, folding shovel
--------------------
Special Abilities
--------------------
Breath Weapon (DC 13) (Su) Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.

A cone of rocks that deals 1d8 bludgeoning damage.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Enlarge Person (self only, 1/day) (Sp) As the spell. DC 14, caster level 6th.
Fast Healing (if underground) 2 (Ex) Heal damage every round unless you are killed.
Flight (40 feet, Average) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Soften Earth and Stone (1/day) (Sp) As the spell. DC 14, caster level 6th.
Summon (level 2, 1 mephit of the same type 25%, 1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr

Appearance:

At first the pale slender figure seems to be a statue, he stands motionless, save for a silk black and white chequered cloak stirring gently with the breeze. His skin is white with a faint metallic sheen, and even his armaments, clothing, helm, and scimitar, are predominantly white giving him a ghostly appearance. Emblazoned upon his chest is a black horse head resembling the Knight chess piece. His pale hairless features are perfectly symmetrical, but more harsh than handsome, and the letters WKII are embossed upon his forehead.

At the pale warrior's feet sits a small winged humanoid creature, with a comically spherical head, that seems to have been roughly hewn from white granite. This one has WPVIII seemingly chiseled into his forehead, and is humming a jaunty little tune. Pausing it looks up,

"What's going on boss? Poor old Pawny don't remember a thing."

The White Knight frowns, "I am unsure Pawn, we do not appear to be in our place. This troubles me."

"Oh right? So what are we doin' then?"

"I suppose we must find others and ask them... Ask them where we belong? We are... Incomplete, part of a set, yes?"

"Don't know nothing about that, but if you say so boss."

Personality:
White is decisive and aggressive, in the heat of them moment, but when he has time to make a decision he has a habit of getting bogged down analysing every last possible variable. He struggles with personal interactions, both finding them a little pointless, and being fascinated by them. Most of all he feels lost, and finds freedom both exhilarating and terrifying, despite not knowing his past he feels he had a purpose. He is aware that Knights are expected to abide by codes of honour and chivalry, and largely tries to follow these guidelines, seeing them as an important part of his identity, despite finding them very limiting.

Pawn is an easy going pragmatist with a great deal of affection, and a cheerful contempt for his boss. Mostly he wants to sleep and eat as much as possible.

Skill Breakdown:

Acrobatics +12 (+7 Ranks +5 Dex) (+4 to move through a threatened square or enemy's space Tumblers Belt)
Background
Craft (calligraphy) +8 (+7 Ranks +5 Int, +3 Class, -2 no Tools) Background
Craft (weapons) +8 (+7 Ranks +5 Int, +3 Class, -2 no Tools)
Fly +15 (+7 Ranks +, +5 Dex, +3 Class)
Knowledge (arcana) +15 (+7 Ranks, +3 Class +5 Int)
Knowledge (dungeoneering) +10 (+2 Ranks, +3 Class +5 Int)
Knowledge (planes) +10 (2 Ranks, +3 Class +5 Int)
Perception +12 (7 Ranks, +5 Competence Bonus Eyes of the Eagle) Perform (dance) +0 (+2 Ranks -2 Cha)
Spellcraft +15 (+7 Ranks +3 Class +5 Int)
Swim +3 (+1 Rank +3 Class -1 Str)
Use Magic Device +8 (+7 Ranks +3 Class -2 Cha)

Pawn

Acrobatics +9 (+7 MRanks +2 Dex)
Bluff +8 (+3 Ranks +2 Cha +3 Class)
Craft (armor) +9 (+3 Ranks +1 Int +3 Class -2 no Tools)
Craft (calligraphy) +9 (+7 MRanks +1 Int +3 Class, -2 no Tools) Background
Craft (weapons) +9 (+7 MRanks +1 Int +3 Class, -2 no Tools)
Fly +14 (+7 MRanks +2 Dex +3 Class +2 Size)
Knowledge (arcana) +15 (+7 Ranks, +3 Class +5 Int)
Knowledge (dungeoneering) +10 (+2 Ranks +3 Class +5 Int)
Knowledge (planes) +6 (2 MRanks +3 Class +1 Int)
Knowledge (religion) +2 (1 Rank +1 Int)
Perception +10 (7 MRanks)
Perform (dance) +4 (+2 MRanks +2 Cha)
Sense Motive +6 (+3 Ranks +3 Class)
Spellcraft +8 (+7 MRanks +1 Int)
Stealth (+3 Ranks +2 Dex +3 Class +4 Size)
Swim +2 (+1 MRank +3 Class -1 Str)
Use Magic Device +9 (+7 MRanks +3 Class +2 Cha)