Robot Head

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Aballon is the planet closest to the sun in Golarion’s solar system, a planet inhabited by machine intelligences. Since I have a well known weakness for fantasy space games I decided to not only debut with a Mythic character, but also one that partakes of the more exotic realms in the core setting.

The being known as Either / Or is an Aballonian native. A self evolving machine who walks the Mythic path of the Trickster while pursuing his desire for stories by traveling across the stars in the Mythic ship known as the Silver Maiden.

Surprisingly, Either / Or is not only a keen observer of his fellow life forms but also an ardent student of their humor. While the idea of a machine telling jokes to a rapt audience is hardly intuitive it does tend to help set new passengers at ease.

Either / Or    CR 17/MR 2
XP 102400
Invincible Aballonian Bard 10/Trickster 3
N Medium construct
Init +3; Senses darkvision 60 ft., low-light vision; Perception +24


Defense


AC 29, touch 13, flat-footed 26 (+3 Dex, +16 natural)
hp 173 (10d10+10d8+45)
Fort +6, Ref +15, Will +13; +4 vs. bardic performance, sonic, and language-dependant effects
Defensive Abilities block attacks, hard to kill; DR 10/epic, 5/adamantine; Immune construct traits; Resist acid 15, cold 15, electricity 15, fire 15, second save
Weakness sunlight dependency


Offense


Speed 30 ft., climb 20 ft., fly 30 ft. (clumsy)
Melee 2 claws +23 (1d8+5/19-20/×2 plus grab) and
unarmed strike +22/+17/+12/+7 (1d3+5/×2)
Ranged other ranged natural attack +20 (/×2)
Special Attacks bardic performance, bardic performance: countersong, bardic performance: dirge of doom, bardic performance: distraction, bardic performance: fascinate, bardic performance: inspire competence, bardic performance: inspire courage, bardic performance: inspire greatness, bardic performance: suggestion, mythic power (0/day, surge +1d6), spark
Bard Spells Known (CL 10th; concentration +15):
4th (2/day)—lend path
3rd (4/day)—invisibility sphere, dispel magic, arcane concordance, aura of the unremarkable (DC 18)
2nd (5/day)—codespeak, reveal true shape (DC 17), blood biography (DC 17), honeyed tongue, suppress charms and compulsions
1st (7/day)—expeditious retreat, cause fear (DC 16), comprehend languages, charm person (DC 16), detect charm
0 (at will)—boost, open/close (DC 15), know direction, mage hand, detect magic, mending, read magic, decipher


Statistics


Str 20, Dex 16, Con —, Int 20, Wis 13, Cha 20
Base Atk +17; CMB +22 (+26 grapple); CMD 35
Feats Combat Casting, Dual Path [M], Eschew Materials, Experimental Caster, Improved Critical (claw), Iron Will, Lightning Reflexes, Mythic Spell Lore [M], Power Attack, Weapon Focus (claw)
Skills Acrobatics +16 (+20 when jumping), Appraise +6, Autohypnosis +2, Bluff +28, Climb +26, Diplomacy +17 (+22 to influence the attitude of creatures), Disable Device +6, Disguise +20, Escape Artist +4, Fly -4, Handle Animal +6, Heal +2, Intimidate +28, Knowledge (Ancient History/Unhuman War) +15, Knowledge (arcana) +16, Knowledge (engineering) +23, Knowledge (Factions and Guilds) +15, Knowledge (planes) +16, Linguistics +15, Perception +24, Perform (act) +20, Perform (comedy) +28, Perform (oratory) +27, Ride +4, Sense Motive +12, Sleight of Hand +18, Spellcraft +21, Stealth +16, Survival +2, Swim +6, Use Magic Device +22; Racial Modifiers +4 Acrobatics when jumping
Languages Aboleth, Aegyptos, Hellenic, Midani, Koine Sophias, Elven, Lower Planar Trade Tongue, Trade Tongue of Law, Celestial, Tir, Rilmani, Digital, Yithian; shortwave
SQ bardic knowledge, jack of all trades: trained skills, lore master, masterpieces (stone face, the dumbshow of gorroc, the winds of the five heavens), rune of agony, rune of imprisonment, versatile performance abilities (acting, comedy, oratory), well versed
Combat Gear Conduit rod (1/day); Other Gear Autonomous cartographer, Bag of holding III (12 @ 12 lbs), Book of perfect jokes, Bookmark of deception, Bottle of messages, Dyso’s travel canopy, Extraction scarificator (1/day), Haykali’s House of Cards, Ioun torch, Mithral rose, Pact parchment, Pact parchment, Rune of the inscrutable one, Silver Maiden, Book of letters (SIGIL), Chronicler’s kit, Cypher books, Entertainer’s kit


TRACKED RESOURCES


Bardic Performance (move action) (27 rounds/day) – 0/27
Block Attacks (1/round) (Ex) – 0/1
Bottle of messages – 0/1
Conduit rod (1/day) – 0/1
Extraction scarificator (1/day) – 0/1
Hideous Laughter (3/day) – 0/3
Lore Master (1/day) (Ex) – 0/1
Mythic Power (0/day, Surge +1d6) – 0/0
Rune of Agony (1/day) – 0/1
Rune of Imprisonment (1/day) – 0/1


Special Abilities


Arcane Surge (Su) Use 1 power, cast known/mem arcane spell for free, non-mythic save 2x (take low) & roll 2x vs SR.
Bardic Knowledge +5 (Ex) Add +5 to all knowledge skill checks.
Bardic Performance (move action) (27 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Dirge of Doom (Su) Enemies within 30′ are shaken.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (4 targets) (DC 20) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +3 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Inspire Greatness (1 allies) (Su) Grants allies 2 bonus hit dice, +2 to attacks and +1 to fort saves.
Bardic Performance: Suggestion (DC 20) (Sp) Make a Suggestion to one Fascinated creature.
Block Attacks (1/round) (Ex) When hit by an attack, if you succeed with a melee attack at your highest bonus vs. the attack result, the attack misses.
Climbing (20 feet) You have a Climb speed.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Reduction (10/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Damage Reduction (5/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Throw (Ex) As a swift action, use 1 power to draw & throw a weapon with no AoO. Roll twice and add +1, taking higher.
Energy Resistance, Acid (15) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (15) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (15) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (15) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Flight (30 feet, Clumsy) You can fly!
Grab: Claw (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Jack of All Trades: Trained skills (Ex) You may use all skills untrained.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mythic Power (0/day, Surge +1d6) Use this power to perform your mythic abilities.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Second Save (Ex) If you fail a save against an effect with a duration > 1r, save again each turn
Shortwave (100 ft., other Aballonians) (Ex) An Aballonian can communicate with nearby Aballonians via invisible waves. This functions as telepathy 100 ft., but only with other Aballonians. In combat, if any allied Aballonians within range can act in a surprise round, all of them can.
Spark (Ex) As a standard action, an Aballonian can launch an arc of electricity at a nearby creature. This attack has a range of 20 feet with no range increment. In addition, whenever an Aballonian makes a check to maintain a grapple, it can use its spark attac
Stone Face Your antics can soften even the hardest visage. Prerequisite: Perform (comedy) or Perform (oratory) 7 ranks. Cost: Feat or 3rd-level bard spell known. Effect: You tell an old and humorous tale about a woman who refused t
Sunlight Dependency (Ex) Aballonians gain their energy from light. In areas of darkness, they gain the sickened condition.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.
The Dumbshow of Gorroc Your acting conjures hellfire and salt to destroy plants. Prerequisite: Perform (act) or Perform (comedy) 6 ranks. Cost: Feat or 2nd-level bard spell known. Effect: This pantomime tells the tale of Gorroc, a fool
The Winds of the Five Heavens You control the wind by telling a tale demonstrating the hubris of mortals. Prerequisite: Perform (act) or Perform (oratory) 10 ranks. Cost: Feat or 4th-level bard spell known. Effect: This short monologue te
Versatile Performance (Acting) +20 (Ex) You may substitute the final value of your Perform: Act skill for Bluff or Disguise checks
Versatile Performance (Comedy) +28 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks
Versatile Performance (Oratory) +0 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.

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Exceptional Gear

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Autonomous cartographer Upon command, this item draws your surroundings, out to the limits of your normal vision, rendering them as if depicted by a competent but unexceptional artist. It does not record any details you cannot see. The autonomous cartographer creates the map as needed to fit upon a 1-foot-by-4-foot parchment or scroll contained within the item. A second command erases the scroll, allowing you to use it again. You may insert or remove a scroll as a full-round action. Construction Requirements Craft Wondrous Item, erase, prestidigitation; Cost 1,000 gp

Bottle of messages This green glass bottle has a tiny winding key on its elongated stem that, if turned, causes a shadowy cork to slowly become substantial over a 1-round period. Anything the owner of the bottle speaks into the bottle during this time (up to 25 words) gets trapped inside it once the cork fully manifests. As soon as the cork is removed or the bottle is smashed, this message is released exactly as if the owner had spoken the words at that moment. Once the bottle releases its message, it shatters. Construction Requirements Craft Wondrous Item, magic mouth; Cost 150 gp

Conduit rod (1/day) +1 CL for electricity spells & activate to teleport anywhere in electricity spell’s area.

Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on). Construction Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp

Rune of Agony (1/day) DC 17 Fort or -4 penalty on attack rolls, skill checks, and ability checks for 1 minute.

Rune of Imprisonment (1/day) DC 22 Will or be inprisoned in the gem

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