Need ideas for an Android Character with random pre-rolled stats.


Advice


Hello everyone,

I decided it could be fun to roll stats my next android character. (Yeah i know i'm an herectic!)

Using 4d6 drop the lowest, in order, i got the following stats:

Str: 15
Dex: 12+2
con: 12
int: 16+2
wis: 12
cha: 9-2

I have enough system mastery that i could make a very potent build, but i'm just out of ideas and i'm seeking for advice beyond the obvious Wizard, Witch, Magus, etc. I'm looking for normal level of optimization, i don't need to be overpowered, but i don't want something that can't pull it's own weight.

So before you start posting here's things to consider:
- Race is fixed.
- Stats are fixed.
- Any alignement are welcomed, but something that look incredibly evil probably won't make it for the other players.
- I start at level 1
- I'm playing Epic 8, so i don't really need to consider anything beyond level 8, but that also mean that feat starved build are welcomed as i can theoretically get an infinite amount after level 8.
- My current group consist of; A mesmerist, a Witch, a vrawler and a oracle of life.

Thank you for your time :)


My initial suggestion was going to be strength magus, but you seem to be against that so...what about an Alchemist? Or Investigator? Or an Occultist that focuses on melee combat.

I think any int-based 6th level spell progression class that you can adapt to do melee would work out pretty well.


Vigilante warlock for melee Mystic Bolts and spells?
Blighted Defiler kineticist?
Psychic Detective investigator?


Claxon wrote:

My initial suggestion was going to be strength magus, but you seem to be against that so...what about an Alchemist? Or Investigator? Or an Occultist that focuses on melee combat.

I think any int-based 6th level spell progression class that you can adapt to do melee would work out pretty well.

Thank you for your suggestion, i thought a bit about investigator, it could be fun, but i think alchemy is kinda weak and a toned down version of magic.

I think i also wrote my original post badly, it's not that i'm against playing a strength magus or anything, but i already considered those kind of build and i was looking for new ideas or things i might have missed beside the obvious classes. I would be open to interesting Wizard, Witch or Magus build though.

graystone wrote:


Vigilante warlock for melee Mystic Bolts and spells?
Blighted Defiler kineticist?
Psychic Detective investigator?

Thank you for your suggestions!

Vigilante Warlock looks like a magus mixed with a rogue, am i right?

Blighted Defiler fluff is really great, and it would be incredibly funny considering my character fluff*, although it might be a tad too evil and i might get heat for destroying the land everywhere i go.

Psychic Detective Investigator looks cool too, i don't know much about psychics, but i'm guessing it act more or less like magic, and magic is good. It's a shame that it can't work with Empiricist though!

* I'm currently playing a old Druid Android, he's 99 years and 10 months old that is on the verge of dying of old age. The catch is that he's pretty good in disguise and bluff so my group don't know that yet. He's planning to tell that to the group, but he won't make it in time, for drama's purpose! When he'll die, soon after a new soul will take place in the body and the will be my next character with above rolled stats. So it would be incredibly funny for my next character to be a blighted defiler, since the previous one was a druid, but that might be a tad overkill!


Needs more ROCKET PUNCH


The thing I like about alchemy is how flexible it is by default. You can leave extracts empty and it only takes a minute to make one. This isn’t so hot for combat but is amazing out of combat.


Algarik wrote:

Hello everyone,

I decided it could be fun to roll stats my next android character. (Yeah i know i'm an herectic!)

Using 4d6 drop the lowest, in order, i got the following stats:

Str: 15
Dex: 12+2
con: 12
int: 16+2
wis: 12
cha: 9-2
- My current group consist of; A mesmerist, a Witch, a vrawler and a oracle of life.

I like rolling myself, especially in a case like this. I also love "gap filling".

Mesmirist is a decent skill PC and a OK spellcaster.
You cant beat a Life oracle for healing and boosting
Witch is a good arcanist.
Brawler is a Monk, kinda.

So what don't you have? A Tank.

I would have fun playing this as a smart fighter, like Roy Greenhilt. Now the Tactician archetype may look great but with Armor and waepon masters handbooks out, you dont want to give up bravery, weapon or armor training.

I am sure there is some feat out there that will enable you to use your Int, Kirin strike is perfect, but not available until later.

To bad you can't Be a Elf fighter.

Elven Battle Focus 4th lvl). The prereqs you can do with Fighter easy. Elven curve blade. Alternate Racial Traits.

Play against expectations.

Shadow Lodge

This will sound a bit weird at first, but Slayer/Psychic(lore discipline). You'll have a poor phrenic pool though.

The reason you take Slayer is the Blood Reader talent. It lets you know the HP your target has. Lore Psychic gives you a differently named Bardic Knowledge.

You can now access and asses old 'data files' stored in your soul and give your allies percentages.

"Your sword only took away ten percent of its life force! My files suggest using a blunt weapon instead!"

After a few rounds of combat you can likely tell what a foe's Armor Class is too, so you can give out chances to hit. Before you know what it is exactly you can give them out too. Every starts at a five percent chance of hitting(natural 20).

All of this because you are essentially a computer. :)


Diminuendo wrote:


Needs more ROCKET PUNCH

Lol, that would be a nice way to mimic an Android 16!

Melkiador wrote:


The thing I like about alchemy is how flexible it is by default. You can leave extracts empty and it only takes a minute to make one. This isn’t so hot for combat but is amazing out of combat.

Alchemy isn't bad, and yes you're totally right about it being quick to prepare on the spot, and it can help action economy if you pass some extract to your friends before a fight. Although i hate the stupid talent tax you got to pick to be able to make your friends benefits from it. I also hate that you can't drink defensively in anyway, if a wizard can cast a spell while staying focused on the fight, why couldn't alchemist do the same with a 1 ounce extract? Potion can't be shared if the original spell had multiple target, like haste. /rant

But yeah, Alchemy can be good for what it does.

Drdeth wrote:


I like rolling myself, especially in a case like this. I also love "gap filling".

Mesmirist is a decent skill PC and a OK spellcaster.
You cant beat a Life oracle for healing and boosting
Witch is a good arcanist.
Brawler is a Monk, kinda.

So what don't you have? A Tank.

I would have fun playing this as a smart fighter, like Roy Greenhilt. Now the Tactician archetype may look great but with Armor and waepon masters handbooks out, you dont want to give up bravery, weapon or armor training.

I am sure there is some feat out there that will enable you to use your Int, Kirin strike is perfect, but not available until later.

To bad you can't Be a Elf fighter.

Elven Battle Focus 4th lvl). The prereqs you can do with Fighter easy. Elven curve blade. Alternate Racial Traits.

Play against expectations.

The Brawler is actually a Minotaur, thanks to my Dm rebuilding every race to 15 points, with the race builder, the player was able to play one. Thanks to his large size, his reach and his high strength and constitution, he can tank pretty damn well for a Brawler. I don't know much about the mesmerist class, but ours can actually stand his own in melee.

Althought, an extra tank wouldn't be a bad idea! I though about Kirin style, but wouldn't that be a bit hard with a 2+int skilled fighter? I could Multiclass i guess, i'll keep that in mind!

Thank you for your suggestion :)

And Oh geez, Elven battle focus looks nice, i'll keep that feat in mind for a future character!

Dragonborn3 wrote:

This will sound a bit weird at first, but Slayer/Psychic(lore discipline). You'll have a poor phrenic pool though.

The reason you take Slayer is the Blood Reader talent. It lets you know the HP your target has. Lore Psychic gives you a differently named Bardic Knowledge.

You can now access and asses old 'data files' stored in your soul and give your allies percentages.

"Your sword only took away ten percent of its life force! My files suggest using a blunt weapon instead!"

After a few rounds of combat you can likely tell what a foe's Armor Class is too, so you can give out chances to hit. Before you know what it is exactly you can give them out too. Every starts at a five percent chance of hitting(natural 20).

All of this because you are essentially a computer. :)

That idea is awesome! I really like the computer feel behind it!

Although How would you mix Slayer and Psychic? On a 8 level build, how many slayer level would you take and how many Psychic level?

Shadow Lodge

I'd take only enough for Blood Reader and then the rest as Psychic.


Alright, i'll look into it and see if i can make something viable!

thanks for your suggestions :)


A Scavenger Investigator might have a better 'android' vibe: Making gadgets with spell effects has some cool flavor.

Shadow Lodge

Though you need to ask if you can use it. It's a racial archetype for ratfolk.


graystone wrote:
A Scavenger Investigator might have a better 'android' vibe: Making gadgets with spell effects has some cool flavor.

The fluff behind it seems nice, but the archetype looks like a strait downgrade to Investigator, which is sad. I mean, what can this archetype achieve that a normal investigator couldn't with a simple ''reskin''?

Dragonborn3 wrote:


Though you need to ask if you can use it. It's a racial archetype for ratfolk.

That normaly shoudn't be a problem with my DM, but thanks for mentionning! :)


Empiricist is probably the investigator archetype that meshes mechanically best with an android, since you can use your intelligence for most of the good skills.


Algarik wrote:
The fluff behind it seems nice, but the archetype looks like a strait downgrade to Investigator, which is sad. I mean, what can this archetype achieve that a normal investigator couldn't with a simple ''reskin''?

You already get get +4 to poisons so replacing poison skills seems like a good move: bonus damage vs constructs, boost on trap/lock checks [in addition to inspiration]. You also get to ID wondrous items instead of the normal potions.

IMO it's actually quite competitive and not a downgrade at all: you party doesn't seem to have a 'thief' to look for traps/open locks and this archetype can do that like a champ [trapfinding + inspiration + Jury-Rig if needed] in addition to the normal investigator stuff. At 3rd level you can pick up Applied Engineering and use your know (engineering) in place of a Strength check to break the object or in place of a Perception check to locate hidden doors or compartments. [you might be better at break than the minotaur!]

What do you see as a downgrade?


Melkiador wrote:
Empiricist is probably the investigator archetype that meshes mechanically best with an android, since you can use your intelligence for most of the good skills.

Yeah, i was considering Empiricist, i would really benefit from it thanks to my high intelligence.

Graystone wrote:

You already get get +4 to poisons so replacing poison skills seems like a good move: bonus damage vs constructs, boost on trap/lock checks [in addition to inspiration]. You also get to ID wondrous items instead of the normal potions.

IMO it's actually quite competitive and not a downgrade at all: you party doesn't seem to have a 'thief' to look for traps/open locks and this archetype can do that like a champ [trapfinding + inspiration + Jury-Rig if needed] in addition to the normal investigator stuff. At 3rd level you can pick up Applied Engineering and use your know (engineering) in place of a Strength check to break the object or in place of a Perception check to locate hidden doors or compartments. [you might be better at break than the minotaur!]

What do you see as a downgrade?

Mechanical Inspiration: You trade linguistic, Knowledge(all) and Spellcraft for Disable Device, Knowledge(Engineering) and Appraise.

Granted losing free inspiration on linguistic doesn't hurt much, but a free inspiration on Appraise isn't that good either. I'd say that disable Device and Spellcraft are about as likely to happen during game time, which is from time to time, both are good in their own way. Losing all free inspiration knowledge to only retain knowledge (Engineering) is a straight downgrade.

Jury Jig: It's okayish, Investigator already have trap finding which gives them a nice bonus to disarm trap, and you don't need that much to be successful at it. Healing gadget is too situational, but i guess it depends on the campaign. It's true though that you don't lose much as poison is expensive and not overly powerful

Construct Mastery is almost like a favored enemy, it's not bad.

But i think the worst offender is: It doesn't stack with Empiricist which gives massive boost to 4 skills, including disable device. :(


Algarik wrote:
It doesn't stack with Empiricist

LOL I thought that might be what it was. So you meant a downgrade from Empiricist not base investigator. ;)

Longterm, I think Empiricist would be better but:
"gives massive boost to 4 skills": It's not that massive on Disable Device. Compared to Scavenger [inspiration free +1d6] vs +2 for Int use. Overall your rolls better with Scavenger. The other 3 do get a nice boost.

"Investigator already have trap finding which gives them a nice bonus to disarm trap, and you don't need that much to be successful at it.": I have no idea what DC's you normally have for traps/locks, so for you this might be correct. Myself, there just aren't enough bonuses as I almost never find checks I think 'I can make that pretty easy'.

PS: What is annoying to me with Empiricist is you need to get 3 talents to get inspiration on your Ceaseless Observation skills [Device Talent for Use Magic Device, Expanded Inspiration for Perception/Sense Motive and Underworld Inspiration for Disable Device].


graystone wrote:
Algarik wrote:
It doesn't stack with Empiricist

LOL I thought that might be what it was. So you meant a downgrade from Empiricist not base investigator. ;)

Longterm, I think Empiricist would be better but:
"gives massive boost to 4 skills": It's not that massive on Disable Device. Compared to Scavenger [inspiration free +1d6] vs +2 for Int use. Overall your rolls better with Scavenger. The other 3 do get a nice boost.

"Investigator already have trap finding which gives them a nice bonus to disarm trap, and you don't need that much to be successful at it.": I have no idea what DC's you normally have for traps/locks, so for you this might be correct. Myself, there just aren't enough bonuses as I almost never find checks I think 'I can make that pretty easy'.

PS: What is annoying to me with Empiricist is you need to get 3 talents to get inspiration on your Ceaseless Observation skills [Device Talent for Use Magic Device, Expanded Inspiration for Perception/Sense Motive and Underworld Inspiration for Disable Device].

Yeah you're right, it's a downgrade to Empiricist, it's on par with normal Investigator, i'll give you that. :)

''Massive'' was probably an overkill word, but it do get nice bonus. For my Character, that would be +3 perception, +2 disable device, +6 use magic device, +3 Sense motive.(And i'll be picking an 3 pp alternate trait that switch the penalty from Sense motive to bluff).

About Disable Device DC:
I think using inspiration for traps would be a valid use, since traps aren't that common in my game
- Mechanical Traps are easy as pie, it's always 20.
- Magic traps are a little bit harder, 25+spell lvl isn't that easy.
Assuming i max out skill rank we would be looking at at :
(Skill rank + int +skill class bonus +trapfinding+masterwork tools)
+11+1d6 on level 1, i will always succeed on Mechanical trap taking 10
+15+1d6 on level 4, i will always succeed on 1st lvl spell traps taking 10
+18+1d6 on level 6: i will always succeed on 4th lvl spell traps taking 10
+22+1d6 on level 8: I will always succeed on 7th lvl spell traps taking 10

If that's not enough i could always buy a pair google of minute seeing that will gives me +5 on disable device. I'll grant you that it's riskier on the first level, but eventually it catch out, which is why i don't think it's necessary to have more than the trapfinding class aptitude. Well all of this only work out of combat, because you can't take 10 in combat, but i don't think you should be disarming in combat. Oh and worst case scenario i can always use my nanite surge for a +3level bonus on one d20 check if that's absolutely necessary.

About the talents, yeah that sucks, good thing i'm having a incredibly large pool of feats in epic 8 :)

Edit: I'm dumb i assumed i had ceaseless observation on level 1, so we would look at a +9 skill bonus on level one, it's still enough with a use of inspiration and take 10 to get passed mechanical traps.


Algarik wrote:

That normaly shoudn't be a problem with my DM, but thanks for mentionning! :)

Then maybe you can get Elven battle focus. Andriods should be great at focus.

Shadow Lodge

Maybe your body was a recycled elf.


DrDeth wrote:
Algarik wrote:

That normaly shoudn't be a problem with my DM, but thanks for mentionning! :)

Then maybe you can get Elven battle focus. Andriods should be great at focus.

Yeah i guess it wouldn't hurt to ask.

Dragonborn3 wrote:
Maybe your body was a recycled elf.

That would be clever, but it's kind of too late, i'm currently playing the past-life of my android, and he will die soon(And then my next character with rolled stats will take over the body, and he already have a human body.


I finally went with Dragonborn3's idea, and i gotta admit i really like the result. Thank you that was an awesome idea! Here's what it will look like at level 8

R1LV-5RJJ-T9BN-ZBXT
Slayer 2/Psychic 6
Init +2; Senses darkvision 60 ft, night vision; +17 perception

DEFENSE

AC 19, touch 12, flat-footed 17 (+7 Armor,+2 dex)
hp 49 (2d10+2+6d6+6) (First two hit dice are maximized, then i took average by level)
Fort +6, Ref +7, Will +6
+4 vs paralysis, poison, stun, mind affecting abilities.
Immune: Fatigue, Exhaustion, Disease, Sleep, Fear, Emotion-based effect.

OFFENSE

Speed 30 ft. (20ft in armor)
Melee +9(10) Bardiche +1 (1d10+4(5) (19-20/x2)

Ranged +8(9) Mwk Composite Longbow(str+3) (1d8+3) (x3)

STATISTICS

Str 16, Dex 14, Con 12, Int 20, Wis 12, Cha 8 (We get +1 twice at lvl 4 and 8, we must put them in separate stats)
Base Atk +5; CMB +8; CMD 20

Feats : Skill Focus(Linguistic), Orator, Enlarge spell, Skill focus(perception)
Traits: Magical Knack, Metamagic Master (Sift)
Racial: Constructed, Nanite surge (+11), Alert (+2 per), Exceptional Senses, Factual (-4 Bluff)
Class: Studied target +1, Track(+1), Phrenic Pool (4/d) Detect Thoughts (1/day)
Slayer Talent: Bloodreader
Discipline (Lore): Illuminating Answers, Mnemonic Cache, Superior automatic Writing.
Phrenic Amplification: Will of the Dead, Force Field

Skills : Fly +3, Heal +12, Knowledge(Arcana) +10, Knowledge(Dungeoneering) +10, Knowledge(Engineering) +16, Knowledge(Geography) +9, Knowledge (History) +9, Knowledge(Local) +10, Knowledge(Nature) +10, Knowledge (Nobility) +9, Knowledge(Plane) +9, Knowledge(Religion) +9, Linguistic +19, Perception +17, Sense motive +12, Spellcraft +10

Languages: Common, Aklo (Native language of Android in our setting), Greek(We are playing in ancient greece),Aquan, terran, Ignan, Auran, Celestial, Abyssal, Infernal Elven, Dwarf, Draconic, Geant, Undercommon, Sylvan.

Spell Dc: 15+spell lvl
Spell per Day: 8/7/5 (Dm gives a extra level of spell per day to spontaneous caster and a extra known spell per level.)
0: Sift(Enlarged spell)*, Detect Magic, Detect Poison, Detect psychic significance, Message, Prestidigitation, Ghost Sound
1: Detect Thoughts, Comprehend languages, Shield, Ear-piercing Scream, Magic Missile, Alarm, Vanish
2: Hypercognition, Acute Senses, Augury, See Invisibility
3: Dispel Magic, Mind Thrust III, Fly

* The whole reason for Metamagic Master, Enlarge spell and Sift is to have my character be able to ''scan'' trought a 20ft cube, combined with Acute senses, my character will be able to scan a 20ft zone with a +33 perception check, it should reveal a hell lot of stuff :)
Gear: Green Dragonhide chainmail +1, +1 Bardiche, Mwk composite longbow +3 strenght, a really big bunch of potion. (I didn't assumed headband of intellect +4, and other gears, since my character won't necessarily have access to it, i only kept the previous character gear)

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