Android

Erissa Baine's page

40 posts. Alias of The Emerald Duke.


Full Name

Eri-a'lath-ma'ssa; A.K.A. Sister Mercy

Race

Android

Classes/Levels

Cavalier (Dune Drifter/Construct Rider: Android) 2 | AC 17 T 13 F 14 | HP 16/22 | F +5 R +3 W +2 (All +4 higher vs mind-affecting effects, paralysis, poison, & stun effects) | Grit 1/1 | Init +3 | Perc +2

Gender

Female

Size

Medium

Age

30

Special Abilities

Immune to fear and emotion-based effects, disease, and sleep effects.

Alignment

CN

Deity

Brigh

Languages

Common, Androffan, Hallit, Skald, Orcish, Gnomish

Strength 13
Dexterity 16
Constitution 14
Intelligence 16
Wisdom 14
Charisma 10

About Erissa Baine

Description:

Hair: Shoulder length black with an almost unnatural blue tinge (think someone who used cheap black hair dye) that tends to glow a bit at times. Almost always kept down.
Eyes: Green
Height: 5'7"
Weight: 166 LBs
Skin Color: Pale white, almost porcelain in color.
Other features: Strange blue green tattoos cover her from head to toe, forming odd patterns that almost look tribal. When activated they glow bright blue.

Skills:

  • Craft: Firearms (Bonus = 8)
  • Craft: Mechanical (Bonus = 8)
  • Handle Animal (Bonus = 5)
  • Knowledge: Arcana (Bonus = 8)
  • Knowledge: Engineering (Bonus = 8)
  • Knowledge: Geography (Bonus = 8)
  • Knowledge: History (Bonus = 8)
  • Knowledge: Religion (Bonus = 8)
  • Linguistics (Bonus = 9)
  • Ride (Bonus = 8)


Feats:

Weapon Proficiencies: Dune Drifters are proficient with all simple and martial weapons, the whip, all firearms, the Aldori Dueling sword, and with light armor.
Amatuer Gunslinger: Although you are not a gunslinger, you have and can use grit.
Prerequisite: You have no levels in a class that has the grit class feature.
Benefit: You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature. At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your CHA modifier (minimum 1). You can regain grit using the rules for the gunslinger's grit class feature (see page 9). You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items.
Special: If you gain levels in a class that grants the grit class feature, you can immediately trade this feat for the Extra Grit feat.
Gun Training: Starting at 1th level, a gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. Every four levels thereafter (5th, 10th, 15th, and 20th), the gunslinger picks up another type of firearm, gaining these bonuses for those types as well. (Pepperbox Rifle chosen lvl 1.)
Technologist: You are familiar with the basic mechanics of technology.
Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.
Normal: You treat all skill checks made against technology as if they were untrained skill checks. This may mean that you cannot attempt certain skill checks, even if you possess ranks in the skill in question.

Traits:

Local Ties: +1 Trait bonus to Knowledge: Engineering checks, Knowledge: Engineering is always a class skill, and treated as if possessing the Technologist feat for resolving checks associated with Knowledge: Engineering. If you gain Technologist feat, trait bonus increases to +3.
Veteran of the Waste Wars: You’ve already been around the cactus a few times and have seen things that would stop most men’s tickers. Gain 1 point of Grit whenever you have been shot by an enemy and remained upright (not in zero or negative HP situation after sustaining damage). This Trait is only usable once per day.
Nanite Revival: You can instinctively activate your nanites to save your life. Once per day as an immediate action, you can command your nanites to stabilize you when you are dying, even while unconscious or helpless. This does not count as a use of your nanite surge ability.
Grim Servant o’ Death: Your hero’s a killer. His family’s probably pushing daisies, his enemies are worm food, and even a few of his friends have holes in them that are suspiciously the same caliber as his very own shootin’ iron. You gain +1 damage on all damage rolls when using a Gun, but any confirmed critical miss on attack roll strikes an ally dealing ½ max damage.

Class Traits:

Challenge (Ex): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.
Mount (Ex): A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.
A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability.
A cavalier's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves.
Order (Ex): At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.
A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.
Have Gun: At 1st level, the Dune Drifter gains Amateur Gunslinger and Gun Training as bonus feats. The Dune Drifter uses his CHA modifier (minimum 1) in place of his WIS modifier when determining his maximum grit points and for any other abilities that use grit. Additionally, he also gains a battered gun identical to the one gained by the gunslinger. This replaces tactician.
Class Skills: A construct rider gains Knowledge: Engineering as a class skill, but loses Sense Motive as a class skill.
Craft Mount (Su): A construct rider is able to construct and maintain a lifelike android mount to serve as his chosen steed. Medium cavaliers may select a camel or horse, small cavaliers may select a pony or wolf (or a boar or a dog if he is at least 4th level). The GM may approve other animals as mounts.
This construct mount acts in most ways as a druid animal companion, using the character’s cavalier level as his effective druid level. Like an android, an android mount counts as both a construct and an animal of the appropriate type for the purposes of ranger's favored enemy. An android mount is a construct, but uses the appropriate animal companion’s statistics, gaining Hit Dice, skills, feats, and Strength and Dexterity adjustments as the cavalier advances in level. An android mount has a Constitution score, and does not gain bonus hit points appropriate for a construct of its size. It has an Intelligence score (and skill points), a lower base attack bonus, and better saving throws than a normal construct of its Hit Dice. The mount has all the immunities of a construct (except immunity to death effects, since like an android it counts as a living creature). A construct rider can use Handle Animal for all purposes involving his construct mount, though the check still takes a –5 penalty due to the construct mount’s unusual nature.
To create and maintain an android with a mind and body that are constantly changing and improving, the construct rider must manufacture vast quantities of clockwork or animating reagents. As such, the construct rider can never gain the expert trainer ability, even from another class. Additionally, all order abilities are gained one level later than normal, representing the time and effort devoted to keeping the mount functioning.
The bond between mount and master grows over time, allowing both to understand each other better the longer they are together. At 4th level, the penalty to Handle Animal checks is reduced to -2. At 8th level, the penalty is further reduced to 0.
Should the construct ever die, the rider can replace the body for it. This is a serious undertaking that requires a week's time and costs 200 g per cavalier level. Unlike a normal cavalier replacement mount, this new mount is presumed to be a new body for the soul of the last one. As such, all normal benefits (such as link, evasion, devotion, and improved evasion) are restored once the process is complete.
This ability modifies the Mount and order ability features of the class, and replaces the expert trainer ability.
Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action. (Granted from Amateur Gunslinger.)

Order:

Order of the Tome: Knowledge is the stepping stone of both truth and power. The members of this order devote themselves to the preservation of knowledge. Most would protect written knowledge at all costs, but there are members that believe there is such thing as knowledge too dangerous to be allowed to exist, and seek to destroy it.
Edicts: An order of the tome cavalier must protect written knowledge (or at least approved knowledge) at all costs. Some are also devoted to the destruction of proscribed knowledge and are equally zealous in the pursuit of its destruction. Most of these cavaliers believe that the preservation of a written work is more important than a single life, even their own, as it ensures future generations benefit from its wisdom.
Challenge: Whenever an order of the tome cavalier issues a challenge, he receives a +2 bonus on all saving throws against spells or spell-like abilities cast by the subject of his challenge and a +2 bonus on all Bluff and Sense motive checks involving the subject of his challenge.
Skills: An order of the tome cavalier adds Knowledge (arcana), Knowledge (religion), and Linguistics to his list of class skills. Furthermore, he can use Linguistics untrained. If he has ranks in Linguistics, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Race Specific:

+2 DEX, +2 INT, –2 CHA: Androids have swift reflexes and are very intelligent, but have difficulty relating to others.
Medium: Androids are Medium creatures and receive 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: 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.
Emotionless: Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
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.
Languages: Androids begin play speaking Common. Androids with high Intelligence can choose any languages they want (except secret languages, such as Druidic).

Starfall:

Type: Android Horse (counts as both construct and horse for purposes of ranger's favored enemy)
Size: Large
Speed: 50 FT
AC: 19
Touch: 11
F-F: 18
HP: 26/26
HD: 3d8
BAB: 2
MAB: 5
Saves: (Immune to fear and emotion-based effects, disease, and sleep effects)
F: 5
R: 4
W: 2
Primary Attack: Bite (1d4)
Secondary Attack: Hooves (2) (1d6)
Stats:
STR: 16
DEX: 13
CON: 15
INT: 2
WIS: 12
CHA: 6
Skills: Acrobatics (Bonus = 5); Perception (Bonus = 5)
Feats: Armor Proficiency (Light), Run, Power Attack
Armor Proficiency (Light) You are skilled at wearing light armor.
Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Normal: A character who is wearing armor with which he is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving.
Run: You are swift of foot.
Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.
Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.
Power Attack: You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Bonus Tricks: Combat Trained (Attack, Come, Defend, Down, Guard, Heel), Stay
Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Come (DC 15): The animal comes to you, even if it normally would not do so.
Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard (DC 20): The animal stays in place and prevents others from approaching.
Heel (DC 15): The animal follows you closely, even to places where it normally wouldn't go.
Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
Special Qualities: Link, Low-light Vision, Scent
Link: A cavalier can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The cavalier gains a +4 circumstance bonus on all Handle Animal checks made regarding an animal companion.
Low-Light Vision: Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light.
Scent: This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.
A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

Random Crunch:

Hit Points: 16/22
Hit Dice: 2d10
Armor Class: 17
Touch Armor Class: 13
Flat-Footed Armor Class: 14
Saving Throws: (+4 vs mind-affecting effects, paralysis, poison, & stun effects)
Fortitude: 5
Reflex: 3
Will: 2
Initiative Bonus: 3
Base Attack Bonus: 2
Melee Attack Bonus: 3
Ranged Attack Bonus: 5
CMB: 3
CMD: 16
Grit: 1 / 1
Spell Resistance: Immune to fear and emotion-based effects, disease, and sleep effects.
Speed:
Base Speed: 30
Armored Speed: 20
Lift/Push:
Light Load: 50 lbs or less
Medium Load: 51 lb - 100 lb
Heavy Load: 101 lb - 150 lb
Lift Over Head: 150 lb or less
Lift Off Ground: 300 lb or less
Drag or Push: 750 lb or less
Experience Points: 0
Hero Points: 0

Wealth and Goods Owned:

1200G
-60G (Leather Lamellar)
1140G
-300G (200 Metal Cartridges)
840G
-240G (Leather Lamellar Barding)
600G
-4G (Saddlebags)
596G
-20G (Military Saddle)
576G
-55G (MWK Artisan's Tools: Craft Mechanical)
521G
-0G 1S (Bedroll)
520G 9S
-1G (Belt Pouch)
519G 9S
-1G (Flint and Steel)
518G 9S
-3G (Cooking Kit: Iron Pot, Iron Skillet, ladle, skewer, wooden cutting board, cutting knife, iron tripod, packet of tinder, small selection of spices.)
515G 9S
-0G 2S (Mess Kit)
515G 7S
-10G (Silk Rope)
505G 7S
-2G (Bit & Bridle)
503G 7S
-0G 5S (Blanket)
503G 2S
-2G (Backpack)
501G 2S
-1G (Bandolier x2)
500G 2S
-2G (Canteen, Metal)
498G 2S
-40G (Chronicler's Kit: map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, 1 lb fine ink drying powder, 20 foot measuring cord.)
458G 2S
-3G (Coffee Pot)
455G 2S
-10G (Compass)
445G 2S
-15G (Gunsmith's Kit)
430G 2S
-0G 1S (Hammock)
430G 1S
-0G 1S (Weapon Cord)
430G
-30G (Courtier's Outfit)
400G
-50G (Jewelry: Jeweled Pendent, two rings, earings)
350G
-0G 2S 5C (Animal Feed, 5 days)
349G 7S 5C
-0G 2S 5C (Coffee beans, 5 lbs)
349G 5S
-2G 5S (Trail Rations, 5 days)
347G
-20G (Oldlaw Whiskey, 1 lbs)
327G
-1G (Mortar & Pestle)
326G
-1G (Waterproof Bag x2)
325G
-1 (Grooming Kit)
324G
-300G (Upgrade starting gun to MWK)
24G

Free Items:
Pepperbox Rifle (MWK) (Worth 1000G)
Explorer's Outfit (Worth 10G)


Tentative Backstory:

Erissa, like many of her race, has no real memories prior to awakening on Golarian 30 years ago. Enough fragments from that lost time nag at her, like the last fleeting glimpses of a vivid dream upon waking, that she suspects she was been intended to be a surveyor or scout. This is supported by the fact that a horse she instinctively named Starfall awoke the same time that she did, its mouth perfectly measured to fit the bit and bridle that was in her hands. Further she has found herself plagued with an almost compulsive desire to learn. This has extended from practical subjects (like engineering, geography, and languages) to the more esoteric (including knowledge pertaining to faiths, the gods, and the arcane).
Mounting up as if from instinct, Erissa rode to the small town of Torch by chance. Val Baine took her in and effectively adopted her, helping to teach her local customs, the basics of engineering, and how to shoot and maintain a rifle. After a few years, she adopted the last name of Baine, with Val's blessing. Two years later she left town to aid in the war in the Wastes.
For the next 20 years she spent fighting the forces of the Tyrant in the wreckage of what once was Ustalov. Not directly associated with the armies of the Freedlands, the Technic League Forces, or the token armies from Brestov, she mostly assisted whatever force happened to be close by providing scouting information and fire support. While none of the companies she fought with could deny the accuracy of the information she provided, or the value of her marksmanship, few were willing to take her with them for long. After all, many referred to her as Sister Mercy, and her four shot rifle as Pharasma's Kiss: foe or friend alike had tickets to the boneyard punched by the muzzle of Erissa's gun. When the war finally ended, Erissa contemplated returning to Torch, but has remained in the Wastes instead. Part of her is unwilling to stop her crusade against the holdouts from the Tyrant's invasion. Part of her is dreading facing Val again after so much blood and ichor has been spilled by her hand.