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About Unit_0 "Lorelei"Statistics:
LG Medium Humanoid (android) Init +7; Senses Perception +8, Darkvision 60ft, Low Light vision ------------------------------ DEFENSE ------------------------------ AC 15, touch 15, flat-footed 12 (+0 armor, +3 dex, +0 shield + 2 Wisdom) hp 9 Fort +2, Ref +5, Will +4 ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Melee White hair- Attack +3 Damage D4 +Intelligence, free action grapple attempt on success Ranged
Alert: Androids gain a +2 racial bonus on Perception checks. 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 Nanite Surge: An android's body is infused with nanites. Once per day as an immediate action, an android can cause her 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 Anomaly: Sometimes, a particularly volatile soul can overwhelm the technology of an android body, making the resulting individual subject to emotions, and greatly so. Anomalous androids suffer a –2 racial penalty on saving throws against all mind-affecting effects, emotion effects, and fear effects but can gain the benefits of morale bonuses and suffer no penalty on Sense Motive checks. Additionally, Bluff and Sense Motive are always class skills for them. This racial trait modifies constructed and replaces logical. Against the Technic League
Feats Spell Focus (enchantment) Stunning Fist Improved Unarmed strike Improved Grapple
Acrobatics 3 Appraise 3 Bluff -1 Climb 7 Craft Diplomacy -1 Disable Device Disguise Escape Artist 3 Fly 3 Handle Animal -1 Heal 2 Intimidate 3 Knowledge (Arcana) 7 Knowledge (Dungeoneering) Knowledge (Engineering) Knowledge (Geography) Knowledge (History) 7 Knowledge (Local) Knowledge (Nature) Knowledge (Nobility) Knowledge (Planes) Knowledge (Religion) Linguistics 4 Perception 8 Perform Profession Ride 3 Sense motive 6 Sleight of hand 3 Spellcraft 7 Stealth 3 Survival 2 Swim 7 Use magic device -1 Languages Hallit, Taldane Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ White Hair (Su) At 1st level, a white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage (1d3 for a Small witch) plus the witch’s Intelligence modifier. In addition, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair as a free action* without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. When a white-haired witch grapples a foe in this way, she does not gain the grappled condition. At 4th level and every four levels thereafter, a white-haired witch’s hair adds 5 feet to its reach, to a maximum of 30 feet at 20th level. The hair cannot be sundered or attacked as a separate creature. In addition, a white-haired witch further improves her ability to control her hair as she progresses in level, gaining the following abilities: Constrict (Ex): At 2nd level, when the white-haired witch’s hair successfully grapples an opponent, it can begin constricting her victim as a swift action*, dealing damage equal to that of its attack. Trip (Ex): At 4th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to trip the creature as a swift action*. Pull (Ex): At 6th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to pull the creature 5 feet closer to her as a swift action*. Strangle (Ex): At 8th level, when the white-haired witch’s hair is grappling with an opponent, that creature is considered strangled, and cannot speak or cast spells with verbal components. Graceful Grappler (Ex) A tetori uses his monk level in place of his base attack bonus to determine CMB and CMD for grappling. At 4th level, he suffers no penalties on attack rolls, can make attacks of opportunity while grappling, and retains his Dexterity bonus to AC when pinning an opponent or when grappled. At 8th level, a tetori gains the grab special attack when using unarmed strikes, and can use this ability against creatures his own size or smaller by spending 1 point from his ki pool, or against larger creatures by spending 2 points from his ki pool. At 15th level, a tetori gains the constrict special attack, inflicting his unarmed strike damage on any successful
Patron Spells At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide. Enchantment: 2nd—unnatural lust, 4th—calm emotions, 6th—unadulterated loathing, 8th—overwhelming grief, 10th—dominate person, 12th—geas, 14th—euphoric tranquility, 16th—demand, 18th—dominate monster. Witch's Familiar (Ex) Greensting Scorpion At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section. A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual. Spells:
------------------------------ Spells ------------------------------ 0th (at will) Arcane Mark
Bleed
Dancing Lights
Detect Magic
Detect Poison
Guidance
Light
Mending
Message
Putrefy Food and Drink
Read Magic
Resistance
Spark
Stabilize
Touch of Fatigue
1st (2/day) Charm Person Command Cure Light Wounds Hypnotism Sleep Mage Armor Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Money 0 GP 0 SP 0 CP
Background:
UNIT Zero, self named Lorelei. awoke in a small tribe she decided to protect. The village chief a wise old man, taught her most everything she knows. Unlike many Androids, she has no problems with emotions though hers can be rather volatile, leading to her being overcome by them. Being seen as an Anomaly among androids the Technic league is hunting her. She left her village to protect them from harm. She does not seek them out but has little no problems killing them or anyone who supports them. Her pet Scorpion Ari, grants her magic from an unknown force who supports her plans. Though this magic much like her is dark and shunned or dislike by most. Appearance and Personality:
Lorelei is an honorable traditionalist, she follows what she believes is the just path. For her that usually means scaring people off the path of evil. She can be cold and straightforward, doing very little to dress up what she says. She believes dark is not evil and light is not good, that good and evil aren't inherent in either. She has a certain tolerance for lawbreakers, so long as they have unselfish reasons for there action. She has zero tolerance for greed and injustice. She wears dark clothing, usually purples and blacks
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