Seltyiel

Richard Mithril's page

684 posts. Alias of Kobash.


Classes/Levels

Android Rockstar | HP 59/59 | AC 23 F 23 T 14 | F +5 R +13 W +4 | Init +4 | Perc +13

About Richard Mithril

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DESCRIPTION: Richard is a lithe figure with silver hair and pale grey eyes. His features are elegant, but almost too perfect, something he often hides beneath a hood.

RACE: Android
CLASS/LEVEL:
Archaeologist Bard 5
Mysterious Stranger Gunslinger 1
Inspired Blade Swashbuckler 1
ALIGNMENT: CG
INIT: +4
AC: 21/23 [F: 23 T: 15]
FOR: +5 REF: +13 WIL: +4
HP: 59

STR 10 DEX 16(18) CON 14 INT 12 WIS 10 CHA 16(18)
Ability Increases: 4th-Con

BA +5 CMB +8 CMD 20
+1 Pepperbox Pistol +10 (1d8+1, x4)
*RS/PBS/DA +6/+6 (1d8+6, x4)
+1 Autograpnel +10 (1d8+7, x3)
*PBS & DA +8 (1d8+12, x3)
Stungun +9 (1d8, 19x2)
*PBS & DA +7 (1d8+5, 19x2)
*RS/PBS/DA +5/+5 (1d8+5, 19x2)
Mwk Rapier +11 (1d6, 18x2)

SKILLS:
Acrobatics 4 (+11)
Bluff 1 (+8)
Diplomacy 4 (+12)
Disable Device 6 (+16/+18)
Disguise 1 (+8)
Escape Artist 1 (+8)
Knowledge Arcana 1 (+7)
Knowledge Engineering 6 (+12)
Knowledge Dungeoneering 1 (+7)
Knowledge Local 1 (+8)
Knowledge Religion 1 (+7)
Linguistics 1 (+5) *Androffan
Perception 7 (+13)
Perform - Strings 1 (+8/+10)
Perform - Sing 1 (+8)
Sense Motive 1 (+4)
Spellcraft 3 (+7)
Stealth 2 (+9)
Use Magic Device 1 (+8)

Languages: Common (Taldane), Hallit, Androffan

FEATS: (*always available) *agile maneuvers, *catch off guard, *deadly aim, *point blank shot, *throw anything, *weapon finesse, emotions, weapon focus (rapier), rapid shot, precise shot, technologist
TRAITS: local ties (+1 disable device and it can be used as if the character has the technologist feat), fate's favored (+1 to luck bonuses), friend in every town (+1 diplomacy and knowledge local)
SPECIAL: android racial abilities, bardic knowledge (+2), clever explorer (1/2 level to perception and disable device), uncanny dodge, trap sense +1, grit, gunsmith, gunslinger and swashbuckler deeds, pinache, rogue talent (precise shot), lore master (1/day)

Archaeologist's Luck (+3): 8 rounds/day - Remaining: 4
Grit/Panache: 6 - Remaining: 5

Bard Spells (CL 5 DC 14+)
0 – read magic, detect magic, prestidigitation, ghost sound, dancing lights, message
(4/day - Used: 0) 1 – cure light wounds, silent image, vanish, hideous laughter
(3/day - Used: 1) 2 – invisibility, heroism, mirror image

WEALTH and EQUIPMENT:

Richard's Gunbelt *belt of dexterity +2 plus beneficial bandolier
Headband of Alluring Charisma +2
Endless bandolier
+1 pepperbox pistol
+1 Autograpnel (15 charges)
+1 Mithril Shirt
+1 Buckler
Ring of protection +1
Amulet of natural armor +1
Handy haversack
Wand of cure moderate wounds (34)
Wand of technomancy (44 charges)
Stungun (1 charges)
Masterwork Rapier
Mwk dragon pistol
Powder x25
20 cold iron bullets
16 handfuls of pellets
9 adamantine bullets
5 Alchemical cartridges (pellets)
Timeworn Veemod with black Veemod (8/10 charges)
Masterwork boots
Masterwork thieve's tools
Buckler
Dagger
Cold iron sickle
Light crossbow
Crossbow bolts (5)
Cold iron bolts (10)
Scroll case
Scrivener's kit
50' silk rope with grappling hook
Sunrods (2)
Antitoxin x2
Bottled lightning x2
Flasks of acid x3
Oil of magic weapon x2
Potion of cure light wounds
Potion of invisibility
Potion of lesser restoration
Scroll of bull's strength
Scroll of allegro x2
Scroll of identify
Scroll of haste

CURRENT Wealth -

Android Traits:

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.

Archaeologist Bard Archetype:

Bardic Performance: Archaeologists do not gain the bardic performance ability or any of its performance types.

Archaeologist's Luck (Ex): Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune's favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist's luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.

Clever Explorer (Ex): At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps. This ability replaces the versatile performance ability.

Uncanny Dodge (Ex): At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name. This ability replaces well-versed.

Trap Sense (Ex): At 3rd level, an archaeologist gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level.

Rogue Talents: At 4th level, an archaeologist gains a rogue talent. He gains an additional rogue talent for every four levels of archaeologist gained after 4th level. Otherwise, this works as the rogue's rogue talent ability.

Evasion (Ex): At 6th level, an archaeologist gains evasion, as the rogue ability of the same name.

Advanced Talent: At 12th level, and every four levels thereafter, an archaeologist can choose an advanced rogue talent in place of a rogue talent.

Swashbuckler Inspired Blade Archetype:

Inspired Panache (Ex): Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier.
Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier. This ability alters the panache class feature.
Inspired Finesse (Ex): At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat. This ability replaces swashbuckler finesse.
Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.

Gunslinger Mysterious Stranger Archetype:

Gunsmith: At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

Grit (Ex): A mysterious stranger is a force to be reckoned with. Instead of using her Wisdom to determine the number of grit points she gains at the start of each day, she uses Charisma. This ability works in all other ways like the gunslinger's grit class feature.
Focused Aim (Ex): At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack. This deed replaces the quick clear deed.
Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Gunslinger's Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.