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Ignace (zerenza) Pathfinder Society

Updated: 6:54 AM 4 February, 2015 View: CHARACTER SHEET, text [stripped]

Name:   A#12-J, Ignition    Faction:           Alignment: Chaotic Nuetral
Race:   Android             Deity:   None      Class:     Living Armory 1
Age:    Unknown             Height:  5"10      Weight:    140
Gender: male                Size:    medium    Prestige:  
Exp:    /                   PFS#:    
He has a body covered in intricate tattoos, he has very long brown hair, he has strange starlight blue metalic eyes, and a printed tattoo on the back of his neck that says "#000 Ignition"

Str: 14  +2                   HP:          13/
Dex: 16  +3                   Initiative:  
Con: 16  +3                   Speed:       
Int: 12  +1                   BAB:          1   (BAB) (STR) (SIZE) (DEX)
Wis: 10  +0                   CMB:         +3  =  1    +2                         
Cha:  8  -1                   CMD:         16  =  1    +2           +3 

Fortitude:  5 = 2 +3 (con)  
Reflex:     3 = 0 +3 (dex)  
Will:       2 = 2 +0 (wis)  

 Attack      Totals  =  Base  Abil    Size  Misc                           
Melee          +3    =   1    +2(str)       
Ranged         +4    =   1    +3(dex)       

 Total AC       =  Base  Shield  Dex  Armour  Size   Misc                  
14 (standard)   =   10     +1    +3                    
13 (vs touch)   =   10     --    +3     --             
10 (flatfooted) =   10           --                     

 Weapons                  TAB     DMG     Crit    Rng  Size  Type          
+2 Gladius                1       1d6     19-20/x2 -      M    P or S

 Armour                         AC   Dex  ASF  ACP  Type                   
 Buckler                         +1        5%   -1        Wood?

 Combat Notes and Modifiers                                                
Extra Surge: you can use Nanite Surge one additional time a day, you can use it twice in a row and its effects will stack.

Godless Healing: You can once a day heal yourself for 1d8+class level of health if your hit-points drop below half or fewer than normal. You can take this feat more than once and can then use this feat more than once a day as a result.

 Skills                       Abil Mod  Abil  Rnk  Msc (details)           
#Acrobatics                   dex   4  = +3    1   
#Appraise                     int   1  = +1        
 Bluff                        cha  -1  = -1        
#Climb                        str   2  = +2        
 Diplomacy                    cha  -1  = -1        
#Disable Device               dex   4  = +3    1   
 Disguise                     cha  -1  = -1        
#Escape Artist                dex   3  = +3        
#Fly                          dex   3  = +3        
 Handle Animal                cha  -1  = -1        
#Heal                         wis   1  = +0    1   
 Intimidate                   cha  -1  = -1        
 Knowledge (arcana)           int   1  = +1        
#Knowledge (dungoneering)     int   1  = +1        
#Knowledge (engineering)      int   2  = +1    1   
#Knowledge (geography)        int   1  = +1        
 Knowledge (history)          int   1  = +1        
 Knowledge (local)            int   1  = +1        
 Knowledge (nature)           int   1  = +1        
 Knowledge (nobility)         int   1  = +1        
 Knowledge (planes)           int   1  = +1        
 Knowledge (religion)         int   1  = +1        
 Linguistics                  int   1  = +1        
#Perception                   wis   1  = +0    1   
 Perform                      cha  -1  = -1        
#Ride                         dex   3  = +3        
 Sense Motive                 wis   0  = +0        
#Sleight of Hand              dex   4  = +3    1   
 Spellcraft                   int   1  = +1        
#Stealth                      dex   3  = +3        
#Survival                     wis   0  = +0        
#Swim                         str   2  = +2        
#Use Magic Device             cha   0  = -1    1   

 Feats and Features                                                        
Armor and Weapon Proficiency's: A living armory is proficient with all weapons and shields exotic as well. A living armory must a have a weapon Tattooed to is body to use it this condition doesn't count for improvised weapons.
Tattooed Warrior Ritual: A Living Armory starts with 2 weapon's already attached to his body as tattoos as in any part of his body were he can have a tattoo(arms,legs, torso, neck, belly, hands,back and feet) however to add more he must first have the slots open to add another weapon and must go through this ritual, A living armory must meditate in a state of complete concentration for 24 hours he must have a tattoo kit on his person and afterwards must sleep for a full 8 hours or be fatigued until he does, he may also bind ANY magical weapon or item to his body but it takes 48 hours instead.
My body is my weapon: At level 10 you gain half your weapon's hit dice in temporary hit point's (1d6=3 2d6=3) but if that weapon shatter's while it's out of your body you take that weapon's hit dice in damage(1d6=6 2d6=6) in addition if the weapon is not in a tattoo you do not gain its temporary health, you must ritually remove a broken weapon from your body by erasing the tattoo by doing an eight hour cleansing ritual, finally these temporary points replenish every 2 days.
Living Magic: A living armory can craft magical weapon's that require certain spells as long as he 1. Has a spell caster of the spell's caster level near him the whole time during crafting or 2. has a scroll with the spell scribed into it. and 3. as long as he himself has an open slot on his body. Finally a living armory treats his own level as his castor level for using magical weapon's and their effects.
Weapon of War: A Living Armory, can dual wield weapons without taking the full penalty for two-handed combat as though he had the feat Two Handed Fighting(he can also count this as the prerequisite for a feat that requires two-handed fighting), at level 6 he takes no penalty for wielding multiple weapons unless otherwise stated by a different Feat or Class Skill.
Full Body Tattoo: A living armory starts with a full body tattoo that has 4 slots(or more depending on the tattoo) in it to carry weapon's and shields. This tattoo will grant effects at certain level's that help the combat style of the living armor. These tattoos are as follows.

Engine Tattoo: At level 1 you gain the ability to release small explosions from your body that deal 1d4 fire damage to an enemy that is on the side of were the explosion occurs and is within 5 feet of you, this damage increases to 2d4 at level 6 4d4 at level 12 and 8d4 at level 16 a successful reflex save will half the damage. In addition at level 4 you can spawn an engine from any slot on your body as long as its on the arm,legs or torso, this engine will add certain effect for constitution modifier hours that its in use these effects double at level 8 and every 4 levels there after. The effects are as follows, Arms, you gain +2 on attack rolls made with physical attacks and a +2 on damage, after the hours are up that arm and its slots become unusable for a day(you may sheath weapons that go in there but may not unsheathe for 24 hours) in addition if you attack with that arm you take a -2 on damage rolls.(this doesn't increase with level like the other bonuses). Legs, you have +30 movement speed and +2 dexterity bonus to your AC against attacks made on you, when your time runs out that legs slots become unusable. Back, you can fly for a few minutes at time (1d8+dex bonus) you can also charge an opponent from a distant for combat maneuver of bulrush, in addition when flying all other aspect of flying creatures or fighting while flying apply, when your time runs out(for using the one on your back) you become fatigued and must rest a full 8 hours to replenish your stamina(nothing can stop this fatigue even being a constructed android wont). You start with 4 slots and gain 3 at level four and every 4 levels there after maxing out at 18.

Armory's Quickdraw: At first level sheathing and redrawing a weapon is a full-round action but for you at level 4 it becomes a move action, at level 8 its a standard action, at level 12 its a free action then at level 16 its an instant action available while flat-footed for use with attacks of oportunity.
Finalizing: At level 20 you gain the finalized version of your tattoo with maximum slots and ability's plus the following upgrade based on your tattoo of choice.

Stardust Engine Tattoo: Your engine now runs off of the power of the stars and sun. You no longer take penalty's for your engines being used and can use summon all 5 up to your constitution modifier times a day then they will last 1d8+CON modifier hours and will each gain a +4 to each of their effects.However if you are not in sun or starlight for atleast 8 hours each week you will become helpless.

Living Armory, Android Class bonus:You get 1 bonus feat at level 1.(or at levels 1,8,16,20)

Human: Your durable human body honed for the pain of combat gives you a +2 armor bonus to your AC.
Feat and Skill Racial Traits

Androids gain a +2 racial bonus on Perception checks.
Emotionless: Androids have problems processing emotions properly, and thus take a ÃÆÃâÃâ Ã¢â¬â¢ÃÆââ¬Â Ã¢ââ‰â¢ÃÆÃââââ¬Ã¡ÃÆââ¬Å¡ÃââÃÆÃâÃâ Ã¢â¬â¢ÃÆââ¬Å¡ÃââÃÆÃâÃââÃÆââââ¬Ã¡ÃâìÃÆââ¬Â¦ÃâáÃÆÃââââ¬Ã¡ÃÆââ¬Å¡ÃâìÃÆÃâÃâ Ã¢â¬â¢ÃÆââ¬Å¡ÃââÃÆÃâÃââÃÆââââ¬Å¡Ã¬Ãâ¦Ã¡ÃÆââ¬Å¡ÃâìÃÆÃââââ¬Ã¦ÃÆââââ¬Å¡Ã¬Ãâ¦Ã¢â¬Å4 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 (2 RP.)

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 (3 RP.)

Worn (excluding arms and armor)
 Head      | Goggles(non tinted)
 Face      | 
 Throat    | Scarf, Pocketed(covers his mouth)
 Shoulders | 
 Body      | He wears shorts that go just bellow his knees resembling arab shorts.
 Torso     | A tattoo slot on his back
 Arms      | 1 tattoo weapon on each elbow
 Hands     | 
 Ring      | 
 Ring      | 
 Waist     | 
 Feet      | 1 tattoo slot on each ankle, Sandals

( 1) Gladius(tattooed to his left elbow)           ( 3ibs)
( 1) Buckler(tattooed to his right elbow)          ( 5ibs)
( 1) Scarf, Pocketed                               (1/2 ibs)
( 1) Goggles                                       (---------)

Carrying Capacity
 Light Load:  <=      70 
 Medium Load: <=     140 
 Heavy Load:  <=     210 

gp    92