Android

lavdi's page

263 posts. Alias of bigrig107.


Full Name

Iavdi, Hand of the Pyre

Race

Android

Classes/Levels

HP 49/52 (nonlethal: 0) / AC 20 (11 touch, 19 flat) / CMB +8 / CMD 19 / F- +6 R- +2 W- +4 / Init- +3 / Percep- +8

Size

Medium

Age

21

Alignment

LE

Deity

None

Languages

Common, Abyssal, Celestial, Infernal, Draconic, Taldane

Strength 18
Dexterity 12
Constitution 14
Intelligence 19
Wisdom 10
Charisma 8

About lavdi

Iavdi:
Iavdi, Armiger of the Order of the Pyre
Occultist (Battle Host) 5/Cavalier (Honor Guard, Emissary) 5/Gestalt 5

Init-+3
Perception- +8, Darkvision 60 feet, Low-Light Vision

Favored class bonus- +3 hp

==Defense==
AC 20 (+9 armor, +1 Dex) ff 19, touch 11
HP 65 (5d10+15)
Fort- +6 Ref- +2 Will- +4
(+4- mindaffecting effects, paralysis, poison, and stun)
CMD- 20

Immune- fatigue, exhaustion, disease, sleep, fear, emotion-based effects.

==Offense==
speed- 30 ft. 20 ft. in armor

Melee:
Mast. Cold Iron Glaive- +9 (1d10+6/x3/reach)
Mast. Cold Iron Armor Spikes- +9 (1d6+4/x2)

BAB- +5
CMB- +9

==Abilities==

Occultist:
-Panoply Bond (Hellknight Plate)- immune to broken, counts as implement for all schools.
-Mental Focus- level + Int mod/day (7)
-Implement Schools- Transmutation and Evocation.
-Transmutation (4 points of focus invested) (0/4 spent)
-Resonance- Physical Enhancement- +2 enhancement/3 points of focus, max 2/6 levels.
-Base Focus- Legacy Weapon- standard action, +1 enhancement bonus (+1/6 levels), special abilities available, stacks with weapon.
-Focus-
-Sudden Speed- swift action, expend one point of focus, increase base speed by 30 feet, 1 minute.
-Size Alteration- standard action, touch, enlarge person or reduce person, 1 rd/level.
-Evocation (3 points of focus invested) (0/3)
-Resonance- Intense Focus- evocation spells/focus powers +1 damage for every 2 points (max: 1+1/2 levels).
-Base Focus- Energy Ray- spend one point, standard action, 30 foot ranged touch. 1d6 + 1d6/2 levels after 1st. Acid, cold, electricity, or fire.
-Battle Skill- +1/2 level- UMD with armor, weapons, and shields.
-Battle Reading- Object Reading (from Occultist), but only with armor, weapons, and shields.
-Bonus Feat (combat)- Power Attack

Cavalier:
Order: Order of the Dragon.

-Challenge (2/day)- swift action, allies +2 attack, +4 damage. -2 AC except from target of challenge.
-Mount (horse)- druid animal companion. Counts as combat trained, gains Light Armor Prof.
-In or Out of the Saddle- Mounted Combat as bonus feat. Move at full speed in medium armor.
-Sworn Defense- during challenge, select one ally, while adjacent, take -1 AC, ally gains +1 AC.
-Order Skills- +1/2 level to Survival for finding food/water or protecting from weather.
-Order Ability- Aid Allies- aid another bonuses increases to +3.
-Intercept- Bodyguard (bonus feat); aid another for AC increases by +1.
-Expert Trainer

==Spells==

Occultist: (CL 3, Conc. +6)
Per Day-
1- 0/4
2- 0/2

Spells known-
0- (DC 14)
-Message, Spark
1- (DC 15)
-Expeditious Retreat- standard action, 1 min/level, +30 base land speed.
-Burning Hands- standard action, 15-foot cone, 1d4 fire damage/level, reflex half.
2- (DC 16)
-Spider Climb
-Sound Burst

==Feats==
-Mounted Combat- 1/round, ride check=greater than attack, it misses
-Combat Reflexes- +Dex mod AoO's
-Bodyguard- use of AoO, improve adjacent ally's AC when attacked
-Hellknight Obedience (Order of the Pyre)- 1/day, immediate action, gain fire resist 10 for 10 minutes.
-Power Attack- -2 attack/+4-+6 damage

==Gear==
-Masterwork spiked Hellknight Plate (+9 AC, +1 Max Dex, -4 ACP, 20 ft.)
-Hellknight Leather (+3 AC, +5 Max Dec, -1 ACP)
-Masterwork cold iron glaive
-Masterwork cold iron armor spiked
-cavalier's kit
-branding iron (Order of the Pyre)
-1517 gp, 6 sp, 8 cp

==Skills==
ACP- -4, skill points (8/level): 32 total.

Appraise- +4 (+4 Int)
Bluff- -5 (-1 Cha, -4 race)
Climb- +4 (+1 rank, +3 class, +4 Str, -4 ACP)
Craft (weapons)- +11 (+4 background rank, +4 Int, +3 class)
Craft (armor)- +11 (+4 background ranks, +4 Int, +3 class)
Diplomacy- -1 (-1 Cha)
Intimidate- +11 (+4 rank, +4 Int,+3 class)
Know (arcana)- +11 (+4 rank, +4 Int, +3 class)
Know (engineering)- +8 (+1 rank, +4 Int, +3 class)
Know (history)- +8 (+1 rank, +4 Int, +3 class)
Know (local)- +8 (+1 rank, +4 Int, +3 class)
Know (planes)- +11 (+4 rank, +4 Int, +3 class)
Know (religion)- +11 (+4 rank, +4 Int, +3 class)
Linguistics- +8 (+1 rank, +4 Int, +3 class)
Perception- +9 (+4 rank, +0 Wis, +3 class, +2 race)
Ride- +6 (+2 rank, +1 Dex, +3 class)
Spellcraft- +10 (+3 rank, +4 Int, +3 class)
Swim- +5 (+2 rank, +3 class, +4 Str, -4 ACP)

==Traits==
-Machine of the Crusade- 1/day, reroll failed save against possession or mental incapacitation from a demon.
-Reactionary- +2 init
-Bruising Intellect- Int instead of Cha for intimidate.

-Provincial- You have only one way of looking at things: the right way. You take a –2 penalty on Diplomacy checks and Sense Motive checks made against all creatures whose religion or alignment differs from your own.

Igneous:
Igneous, Animal Companion 1
N animal

Perception- +5, low-light vision, scent

==Defense==
AC 15 (+4 natural, +1 Dex)
HP 33 (3d8+3+6)
Fort- +5 Ref- +4 Will- +2

==Offense==
Speed: 50 feet.

Melee:
Bite- +4 (1d6+3)
2 hooves- +4 (1d6+3)

BAB- +2

==Skills==
(3 skills)
Acrobatics- +5
Perception- +5
Swim- +7

==Feats==
Toughness- +3 hp.
Endurance.

Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6.
Trained for Combat (Ex) The warhorse treats its hoof attacks as primary attacks. It knows the tricks attack, come, defend, down, guard, and heel.

Race Traits:
+2 Dexterity, +2 Intelligence, –2 Charisma: Androids have swift reflexes and are very intelligent, but they have difficulty relating to others.
Medium: Androids are Medium creatures, and they have no bonuses or penalties due to their size.
Normal Speed: Androids have a base speed of 30 feet.
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.
Constructed (Ex): For the purposes of effects targeting creatures by type (such as bane weapons and a ranger’s favored enemy ability), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mindaffecting 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.
Nanite Surge (Ex): An android’s body is infused with nanites. Once per day as an immediate action, an android can cause his nanites to surge, granting him 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, his circuitry-tattoos glow with light equivalent to that of a torch for 1 round.
Languages: Androids begin play speaking Common. Androids with high Intelligence scores can choose any languages (except secret languages, such as Druidic).

Background:
Dangerous knowledge has a way of corrupting the minds of mortals, and no one understands that better than the Hellknights of the Order of the Pyre. They collect, file, and destroy any heretical material they believe too dangerous for the world to have access to, while storing and guarding any that could be used against the witches and hereticals they hunt.

A particularly interesting piece of information has been unearthed and studied by the Pyre recently, ripped from the bookshelves of a coven of dangerous witches on the border of Numeria: one of the many secret paths of creating androids.
This particular creation process involved binding part of an outsider's unique soul to a specially prepared android body, inviting the soul to combine with the conscience of the body to form a complete the android.

The Pyre studied this knowledge, and elected to attempt to create their own machine using the process, and attracted a devil to use as the outsider catalyst. The result was deemed an impressive success, and called itself Iavdi.

Since then, the Pyre has sent Iavdi on many successful missions, and has decided collectively to deploy him to the Worldwound with a contingent of other Hellknights. His primary mission is to focus on eliminating the cultists of Deskari and Baphomet that plague the region, although he is certainly not forbidden from laying low any demon or other agent of chaos he comes across.

Arriving in Kenabres with his Brothers in Flame, Iavdi has steeled himself for the coming crusade. He is ready, and he will not fail.

Personality:
As an android, Iavdi has no emotion. This means no empathy, no sympathy, no fear. He cannot be swayed by the words of heretics, nor by the promise of wealth and power.
He is a bastion of lawfulness in a sea of chaos, and knows that there is little chance of him succumbing to corruption.

So that means that he is best suited to fight this incursion of chaos, and he knows it. He constantly puts off an air of superiority, and makes sure that everyone is quite aware that he knows he's better than his surroundings. The exception to this is other Hellknights, as he sees his brethren as equals.

The one place Iavdi dispenses of his ego, however, is on the battlefield. He is a strategic leader, and is able to coordinate the efforts of all the soldiers under him regardless of who they are actually commanded by. His cold logic processes often lead to conflict, as his android brain sees winning at any cost acceptable, and Pyrrhic Victories as deeds worth loud praise.

Appearance:
Iavdi appears to me a male human in his early 20's, with long black hair and fair skin. The similarities between him and humans end there, however, as his bright blue eyes and glowing purple veins clearly distinguish him as more than human.

When wearing his full armor, the only part of him that is not covered is his head, and his horned helm covers that when he enters battle.
As he does not need sleep, he is rarely seen without his signature plate, although he does remove it when the situation calls for less armor. In such situations, he always dresses neatly, preferring a red and black color scheme.

Order of the Dragon Edict:
The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.

Tenets of the Pyre:
Hellknights of the Order of the Pyre seek to combat outlandish faiths and beliefs, preventing them from gaining purchase in the Inner Sea region. They are cult hunters first and foremost, but also fight to repress other philosophies they deem dangerous. These Hellknights hate and vocally condemn cultists, priests of rare religions, and followers of mystical orders. Order of the Pyre Hellknights work to uphold the following tenets.
• I will not tolerate the weight of unfit gods upon mortal shoulders.
• My fire will burn those thickets of philosophy that crowd the path of progress.
• Blasphemy knows no borders—land or sea. I will pursue it where I must, and where I find it, I will be relentless.
• Zealots walk the path of destruction, regardless of the names on their lips.
• I will not mistake clever trickery for power or power for divinity.
• Manipulators of divine magic and esoteric eldritch powers must prove their trustworthiness to me, for trust breeds dangerous complacency.
• I will focus my iron scrutiny on any faith I find appealing. Whatever I worship must be worthy of me.