Android

Rur Capek's page

41 posts. Alias of Lord Kakabel.


Full Name

Rur Capek

Race

Android

Classes/Levels

Gestalt Seeker Inquisitor 1/Fighter 1, hp 8 / 12 (used repairing nanites)

Gender

Male

Size

Medium

Alignment

NG

Deity

The Final Cause

Location

Torch

Languages

Common, Hallit

Occupation

Seeker of the Final Cause

Strength 16
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 14
Charisma 6

About Rur Capek

Rur Capek
5'3", 145 lb

Background:
I awoke knowing how to kill. These skills were useful almost immediately, as I was set upon by wild beasts after leaving the strange cave in which I awoke. A quick scan of the area revealed what must surely be a settlement, and I headed towards it. In this town I would later learn is called “Torch,” the need for more information drew me towards the local library. Others of my kind were there, also seeking answers. They told me of their philosophy--the Final Cause--and their words rang true. In exchange for the necessities of life, I volunteered at the library, gaining knowledge from both the visitors and the manuscripts therein.

One of these visitors was Khonnir Baine. His was a keen intellect, his focus on magic and alien devices. He took great interest in me, and from him I became even more interested in my own origins, purpose, and the fact I am derived from the magic known as “technology.” My insights have recently allowed me to manifest magical effects of my own: I know when I encounter magic, can gain momentary insights that allow me to read and understand any language, and I even have the ability to heal the wounds of myself and others. I have determined that these gifts have been granted to me for fulfilling my part of the Final Cause, and will use them to help others so we may all grow.

Yet I am haunted; while I have learned so much since my awakening, I continue to unlock memories containing more efficient means of bringing harm. I was attempting to suppress these urges, but now that news has reached my audio receptors that Master Baine has gone missing, I find my nanites surge when I have thoughts of vengeance. I will attempt to master these urges, and assimilate them into useful tools in an effort to help my friend.

This android awoke knowing his designation was “Rur.” His time among humans caused him to adopt a surname to better “fit in.” He chose the name “Capek,” for strange markings on the sole of his right foot bear a striking resemblance to the characters of that word in Hallit. He strives to find purpose and help others find theirs, although his instincts constantly instruct him on how best to combat everything he meets. As such, he finds his initial interactions with others are awkward; he gives them a studied glance, and they feel unnerved. However, those who find their way past Rur’s judging countenance find a friend who is genuinely interested in their endeavors and willing to stand-up for them. Not a master of the social graces, even his closest friends find the android’s insistence on saying, “my good chum” at the end of almost every sentence an annoying idiosyncrasy.

Despite Rur’s slight, sleek build, he is deceptively strong, easily wielding his longsword and shield. He is not satisfied with his shortbow--as he is far too strong for it--but he cannot yet afford a more viable solution [a compound longbow]. He instead relies on thrown weapons when a target is at range. He has been able to counter his primary attack subroutines to compensate for any friendly targets that may be engaged in melee with a foe he is attacking at range [the Precise Shot feat].

Male android gestalt seeker inquisitor 1/fighter 1
NG Medium construct & humanoid (android)
Init +3; Senses Darkvision 60', low-light vision, Perception +7

—DEFENSE—
AC 20, touch 13, flat-footed 17 (+5 armor, +2 shield, +3 Dex)
hp 12
Fort +3, Ref +3, Will +4
Defensive Abilities +4 racial saves vs mind-affecting effects, paralysis, poison, and stun effects; Immune fatigue, exhaustion, disease, sleep effects, fear effects, and emotion effects; repairing nanites

—OFFENSE—
Speed 20' run x4 (base 30')
Melee longsword +4 1d8+3
Ranged javelin +4 1d6 +3
Special Attacks judgment 1/day
Inquisitor Spells Known (CL 1st, concentration +3)
1st (2/day, DC 13)--comprehend languages, cure light wounds
0th (at will, DC 12)--detect magic, guidance, read magic, stabilize
Inquisition Conversion
Stamina Pool 2

—STATISTICS—
Str 16, Dex 16, Con 12, Int 12, Wis 14, Cha 6
BAB +1; CMB +4; CMD 17
Traits Local Ties, Memory Banks
Feats Combat Stamina, Point-Blank Shot, Precise Shot
Skills (3 = 3 class ranks +0 ½ Int mod)
Acrobatics -3 (+3 Dex -6 chk)
Athletics -3 (+3 Str -6 chk)
Finesse -3 untrained (+3 Dex -6 chk)
Influence +6 (1 rank +3 class +2 Wis)
~Bluff +2 (-4 factual)
Nature +2 (1 rank +1 Int)
~Knowledge (geography) +3 (1 rank +1 Int +2 Wis)
Perception +7 (1 rank +3 class +1 racial +2 Wis)
Performance -2 (-2 Cha)
Religion +1 untrained (+1 Int)
Society +1 untrained (+1 Int)
~Knowledge (history) +3 untrained (+1 Int +1 trait +1 seeker’s memory)
Spellcraft +1 untrained (+1 Int)
~Knowledge (arcana) +2 untrained (+1 Int +1 seeker’s memory)
Stealth -3 (+3 Dex -6 chk)
Survival +2 (+2 Wis)
Background Skills (2 per level)
Knowledge (engineering) +8 (1 rank +3 class +1 Int +2 Wis +1 trait, can use as Technologist feat)
Profession (librarian) +6 (1 rank +3 class +2 Wis)
Languages Common, Hallit
SQ Constructed (cannot gain morale bonuses), factual
Combat Gear longsword, morningstar, javelins x5, hurlbats x3, shortbow (20 arrows, 20 blunt arrows), scale mail, heavy wooden shield; Other Gear explorer’s outfit, inquisitor’s kit, hempen rope, 2 gp [175 gp starting gold]

—SPECIAL RULES—

Repairing Nanites:
Some androids cannot prompt their nanites to aid them in any endeavor, but instead find that their nanites stitch their wounds together. The first time each day that such an android has taken an amount of damage greater than or equal to twice her Hit Dice, the nanites automatically activate, without an action. Her circuitry-tattoos glow with light equivalent to that of a torch for 1 round and she heals a number of hit points equal to twice her Hit Dice. This racial trait replaces nanite surge. [PCS:ISR]

Factual:
While most androids have difficulty processing emotions, others instead have an inability to imagine things outside of physical and factual reality, making it difficult for them to deceive others. Such androids suffer a –4 penalty on Bluff checks. This racial trait replaces logical. [JBE:BoHR:AA]

Local Ties:
(Campaign trait): You have ties to a prominent local in the town of Torch—the missing wizard Khonnir Baine. If you’re a wizard, alchemist, or other scholarly type, he may have been your tutor or teacher. If you’re of a more martial bent, Khonnir could instead have been a friend or business associate of your mother, father, or patron. He may even have been your adoptive father, in which case you likely have a bond of friendship or rivalry with his adopted daughter Val (your GM has more information on her in this case if you wish to know more for your character’s background). Your association with Khonnir has given you insight into how technology works. Choose Disable Device or Knowledge (engineering). You gain a +1 trait bonus on checks with this skill, and it is a class skill for you. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat, your trait bonus for the selected skill increases to +3.

Memory Banks:
(Race trait): Your body’s circuitry maintains records which you have learned to access. You gain a +1 trait bonus on Knowledge (history) checks, and Knowledge (history) is always a class skill for you. [JBE:BoHR:AA]

Conversion Inquisition:
You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Deities: Any deity.
Granted Powers:
Charm of Wisdom (Ex):You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.

Seeker’s Guile (Ex):
A seeker adds their Wisdom modifier in addition to their Intelligence modifier on Knowledge (engineering) and Knowledge (geography) checks. This ability replaces monster lore. [JBE:BoHR:AA]

Seeker’s Memory:
Over time, every seeker learns and memorizes bits of knowledge relevant to their line of work, often gleaned from exploratory ventures. A seeker gains a competence bonus on Knowledge (arcana) and Knowledge (history) checks equal to ½ their class level (minimum 1). This ability replaces stern gaze. [JBE:BoHR:AA]

Combat Tricks:
Point-Blank Shot: You can spend up to 6 stamina points to increase this feat’s range by 5 feet for each stamina point you spent.
Precise Shot: As a standard action, you can spend 2 stamina points and make a ranged attack against a foe engaged in melee with an ally. If the attack hits, it deals no damage, but your ally gains your choice of either a +2 bonus on her next attack roll against that opponent or a +2 bonus to AC against that opponent’s next attack. This bonus lasts until the start of your next turn.