Race: Android (Chobit)
Type/Subtype: Construct (CAST subtype)
Align: Lawful Neutral
Size: Medium
Speed: 30 ft, Climb: 15 ft, Swim: 15 ft
Can move through difficult terrain at normal speed with no penaltiesClasses:
Ætherforge 10 //
Sniper 10
XP Have: 45,000 Need: 55,000
HD: 10d8+X
HP:
Æther: 18/18
Fast Healing = 1/3 Æther in poolSpider Climb SLA: 10/ 10 daily uses
Water Walk SLA: 5/5 daily uses
StatsAbility Scores Saving Throws
Score Mod Temp Mod Total = Base + Mod + Magic + Misc Other
Str: 10 +0 10 +0 Fort: 0 = 1 + 7 + 0 + 0
Dex: 18 +4 18 +4 Ref: 0 = 4 + 7 + 0 + 0
Con: 12 +1 12 +1 Will: 0 = 4 + 7 + 0 + 0
Int: 08 -1 08 -1 Initiative
Wis: 18 +4 18 +4 Total = Dex + Misc
Cha: 08 -1 08 -1 0 = 4 + 0
Special:Darkvision 60'
Blindsense 20'
(5 times wis mod)Trackless Step
Combat
Total Armor Shield Dex Size Nat Defl Misc
AC : 10 = 10 + 0 + 0 + 4 + 0 + 0 + 4 + 0
Touch: 10 Flat-Footed: 10
Deflection bonus to armor class equal to Wis Mod
Total Base Str Misc Total Base Dex Misc
Melee : 0 = 7 + 0 + 0 Ranged : 11 = 7 + 4 + 0
WEAPON AB DAM CRIT RNG WGHT SIZE TYPE PROPERTIES
Bullet Bow +11 1d6 x2 75ft - - P Buit-in wepon, BOW, Downfall
*BOW: Double this weapon's base damage die if the target is not standing on a solid inanimate object at least four size categories bigger than themselves.
In addition can "charge up" weapon as a move action 1/round, in which case also double its base damage die for its next shot.
Can charge for up for to 3 rounds after which you must release or the weapon breaks. If you move in any way while charging, even a 5-ft step/teleport/similar, the charge up is lost.
*Downfall: If the attack deals damage, Trip as a free action without provoking AoO. If hit a flying enemy, they instead fall 5 ft for each 5 damage taken.
(Range Increment is tripled)
On full attack or single standard action attack with a ranged weapon, add Wis Mod to attack roll and +5d6 to damage
ARMOR CHECK MAX SPELL
ARMOR TYPE BONUS PENALTY DEX FAIL SPEED WGHT PROPERTIES
Notes: Ranged attacks in melee don't provoke AoOs
Immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and sickened
Immune to flanking
25% chance to negate critical hits and precision damage.
LanguagesFeats1) XXX
1) Precise Shot (Sniper Bonus)
3) XXX
3) XXX (Bonus Metaforge Feat)
6) XXX
6) Darkstalker (Sniper Bonus)
7) XXX (Bonus Metaforge Feat)
9) XXX
FlawsTraitsRacial FeaturesUnlike other constructs, Androids need fuel to function. Specific fuel varies by model, but assume it works as food for a normal humanoid, including costs. An Android with Survival can scavenge for fuel sources from the enviroment. An Android can choose to hibernate for a pre-determined period of time, becoming completely helpless and losing all and any of its class abilities but not consuming fuel. An android can specificy other specific conditions besides time to come back online, but will needs 1d12 rounds before it's fully operational again.
-Unlike other constructs, Androids wear down and eventually stop working, giving them a lifespan of 1d12 times 1d100 years. They don't grow older while dormant however.
-Unlike other constructs, an Android has a Constitution score.
-Unline other constructs, an Android does not have low-light vision or darkvision.
-Unlike other constructs, an Android is not immune to mind-affecting spells and abilities.
-Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion and effects that cause the sickened condition.
-An Android heals damage twice as fast as a living creature thanks to advanced self-maintenance protocols.
-Unlike other constructs, Androids are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
-As CASTs, Android can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to an Android can be healed by a cure light woulds spell or a repair light damage spell, for example, and an Android is vulnerable to a disable construct spell and harm. Spells from the healing subschool and supernatural abilities that cure hit point damage provide their normal effect to an Android.
-An Android responds slightly differently from other living creatures when reduced to 0 hit points. an Android with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and are greater than -10, an Android is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert Android does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
-As a CAST, an Android can be raised or resurrected.
-An Android does not need to eat, sleep, or breathe, but he can stil benefit from the effects of consumable spells and magic items suchs as heroes' feast and potions.
-Although CASTs do not need sleep, an Android wizard must rest for 8 hours before preparing spells.
Integrated Weaponry: The Android chooses a level I Combat Weapon from the Arsenal, which can be changed at each level up, that can be retrieved/put away as a free action, and cannot be disarmed/sundered. Its directly connected to the Android's own energy core and maintenance systems thus never runs out of ammo or energy. Volatile weapons that would be destroyed instead need 1d12 hours of repair.
Class FeaturesProficiencies: Simple and Martial Weapons , the Hand Crossbow, the Boomerang, the Greatbow, and the Composite Greatbow all Non-Exotic Armor, and Shields (but not Tower Shields)
Ætherforge
Æthereal view (Ex): Darkvision 60'
Æthereal essence (Su): Fast healing equal to one third the number of æther units remaining in pool (and not bound to a forging) at any given time.
Æthereal transformation (Ex): Immune to poison and sleep effects.
Forged body (Ex): 25% chance to negate critical hits and precision damage.
Æthereal presence (Su): Deflection bonus to armor class equal to Wis Mod
Improved æthereal transformation (Ex): Immune to paralysis.
Æthereal awareness (Ex): Immune to flanking, and gains blindsense at a range of 5 feet times Wis Mod.
Sniper
Aim (Ex): When making a full attack or single standard action attack with any ranged weapon (including thrown weapons), add Wis Mod as a bonus to attack rolls (on top of Dex Mod). In addition, these attacks each deal 1d6 additional damage for every 2 Sniper levels (rounded up). This damage increase is not considered Precision Damage for the purposes of creature immunities, and it also is multiplied in the case of a successful critical hit. This ability counts as Point Blank Shot for the purposes of prerequisites.
Precise Shot: If target is in a grapple, on a successful attack roll always hit the target and don't need to roll to determine which grappler is hit.
Trackless Step (Ex): Leaves no trail in any surroundings and cannot be tracked, but may choose to leave a trail if desired.
Close Quarters Ranged Combat: Does not provoke an Attack of Opportunity by using a ranged weapon in melee.
Light Step (Ex/SpL): Can move through difficult terrain at normal speed with no penalties. In addition, can move at full speed with no penalty to Hide or Move Silently, and only takes a -10 penalty while running or charging. Gain Climb and Swim speeds equal to half base speed.
Can use Spider Climb once per day per Sniper level, with CL = class level. Can use Water Walk once per day per two Sniper levels, with CL = class level.
At 14th level, can use Fly once per day per three Sniper levels, except with a duration of 10 minutes per level, and with CL = class level. In addition, Climb and Swim speeds increase to be the same as base speed, and take no penalty to Hide and Move Silently while running or charging. Uses of Spider Climb, Water Walk, and Fly may target willing allies in addition to the Sniper, and are spell-like abilities. All other benefits of Light Step are extraordinary.
Rangefinder (Ex): The range increment of all ranged attacks is tripled, and at 12th level, the range increment is quadrupled. At 16th level, a sniper may attack anyone she can see with no range penalty, and no maximum range. This does not allow a Sniper to attack between planes (i.e. Scry to another plane), ignore Cover or Concealment, or shoot through solid objects without the appropriate Trick Shots.
Keen Perception: Add 1/2 Sniper level as an Insight bonus to Listen and Spot checks.
Practiced Shooter (Ex): All non-magical ammunition from a failed attack is recoverable. In addition, magical ammunition from a failed attack has a 75% chance of being recoverable.
Cunning Veil (Ex): Add Wis Mod as a bonus to Hide check.
Greater Snipe (Ex): When successfully hidden, may make a single ranged attack and then immediately Hide at no penalty. In addition, when successfully hidden and using full-round action to attack with a ranged weapon, the penalty to the subsequent Hide check is -10.
Æther forgingForging æther requires a standard action which provokes attacks of opportunity. The ætherforge can make a Concentration check (DC 15 + units of æther bound to the forging) to forge defensively. Units of æther remain bound to whatever forging they were used for, and return to the pool 1 round after the effect expires, available at that point to be used again. The ætherforge can unforge an effect with a non-instantaneous duration as a move action, ending the forging prematurely and returning the newly-freed æther to his pool 1 round later.
As supernatural abilities, forgings are not subject to spell resistance.
Forger Level: 10
Max Æther Bound: 5
(1/2 lvl)Save DC: 10+1/2 lvl + Wis Mod
Forgings KnownMinimum Æther - 1Ætherbeast - Form a construct out of æther to attack your enemies.
Æther Diffusion - Grant bonus to base speed.
Æther Probe - Identify magical auras and effects.
Æther Push - Bull rush an opponent.
Æther Shard - Hurl a shard of æther to damage opponent.
Minimum Æther - 2Æther Fog - Create a cloud of fog, decreasing visibility and granting concealment.
Æther Fortress - Fold æther into an extradimensional space that you and others can hide in.
Minimum Æther - 3Æther Jump - Teleport your target through the æther.
Æther Spy - Create a magical sensor out of æther to view a distant location.
Minimum Æther - 4Æther Cache - Access your own personal extradimensional cupboard.
Æther Redirection, Forced - Reverse target's gravity, making them fall upwards.
Minimum Æther - 5Æther Shear
Trick ShotsSkillsMax Ranks(13); CC Max Ranks(6.5); ACP(0)
Key Skill Ability Misc
Name Ability Mod Mod Ranks Mod
Balance* Dex 0 = 0 + 0 + 0
Bluff Cha 0 = 0 + 0 + 0
Climb* Str 0 = 0 + 0 + 0
Concentration Con 0 = 0 + 13 + 0
Diplomacy Cha 0 = 0 + 0 + 0
Escape Artist* Dex 0 = 0 + 0 + 0
Hide* Dex 0 = 0 + 13 + X (Wis Mod) [Can hide from blindsense, blindsight, scent, and tremorsense]
Intimidate Cha 0 = 0 + 0 + 0
Jump* Str 0 = 0 + 0 + 0
Listen Wis 0 = 0 + 13 + 5 (1/2 Sniper Level)
Move Silently* Dex 0 = 0 + 13 + 0
Search Int 0 = 0 + 0 + 0
Sense Motive Wis 0 = 0 + 0 + 0
Spot Wis 0 = 0 + 13 + 5 (1/2 Sniper Level)
Swim* Str 0 = 0 + 0 + 0
*Skill suffers armor check penalty (Penalty is doubled for Swim)Can move at full speed with no penalty to Hide or Move Silently, and only takes a -10 penalty while running or charging.If hidden, may make a single ranged attack and then immediately Hide at no penalty. A full attack incurs a -10 penalty. Equipment
Mundane Gear
Magical Gear
Valuables