Android

Af'val's page

118 posts. Organized Play character for Revvy Bitterleaf.


Full Name

Af'val

Race

Android Technomancer lvl 3 SP 18/24 HP 24/24 RP 5/5 EAC 12 ; KAC 13 Fort +2; Ref +2; Will +5 (+2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep,) Init+1 Perc: +1 (darkvision)

Strength 10
Dexterity 13
Constitution 12
Intelligence 18
Wisdom 12
Charisma 8

About Af'val

Male android Technomancer
SFS: 13475-706

Androids are Medium humanoids with the
android subtype.
CONSTRUCTED
For effects targeting creatures by type,
androids count as both humanoids and
constructs (whichever effect is worse). They
receive a +2 racial bonus to saving throws
against disease, mind-affecting effects,
poison, and sleep, unless those effects
specifically target constructs. In addition,
androids do not breathe or suffer the normal
environmental effects of being in a vacuum.
EXCEPTIONAL VISION
Androids have low-light vision and darkvision.
As a result, they can see in dim light as if
it were normal light, and they can see with
no light source at all to a range of 60 feet in
black and white only. See low-light vision and
darkvision on pages 264 and 263.
FLAT AFFECT
Androids find emotions confusing and keep
them bottled up. They take a –2 penalty to Sense
Motive checks, but the DCs of Sense Motive
checks attempted against them increase by 2.
UPGRADE SLOT
Androids have a single armor upgrade slot in
their bodies. Regardless of whether androids
are wearing physical armor, they can use this
slot to install any one armor upgrade that
could be installed into light armor

CYBERBORN
THEME KNOWLEDGE (1ST)
You enthusiastically study the field of cybernetics and
seek to keep abreast of new applications and experimental
technologies. Reduce the DCs of Engineering checks to identify
cybernetic augmentations and of Life Science checks to recall
knowledge about cybernetic augmentation techniques, as
well as corporations and other research facilities involved
in the production of and experimentation with cybernetic
augmentations, by 5. Computers is a class skill for you, though if
it is a class skill from the class you take at 1st level, you instead
gain a +1 bonus to Computers checks. In addition, you gain an
ability adjustment of +1 to Intelligence at character creation.

Technomancer
Your Intelligence determines your spellcasting ability, the
saving throw DCs of your spells, and the number of bonus
spells you can cast per day, so Intelligence is your key
ability score. Also, a high Dexterity score can help you fire
your weapons more accurately and dodge incoming attacks.
ARMOR PROFICIENCY
Light armor
WEAPON PROFICIENCY
Basic melee weapons, small arms

SPELL CACHE (SU) 1st Level
As the culmination of your early study of the fundamental
forces of the galaxy, you have created a spell cache that allows
you to store and access spells. Your spell cache could be a device
such as a handheld computer or technological implant; an item
such as a ring or staff; or a symbol such as a brand, tattoo,
or other permanent modification to your body. While you don’t
need your spell cache to cast your spells, once per day, you can
activate your spell cache to cast any one spell you know and are
capable of casting, even if you’ve expended all your spell slots
for that spell’s level.
If your spell cache is damaged, it is restored to full Hit Points
the next time you prepare spells. If the spell cache is lost or
destroyed, you can replace it after 1 week with a special ritual
that takes 8 hours to complete

Stamina: 12 (5+con mod(=1)*2)
Hps: 14(Race 4+ Class 5*2)
BAB +1

Str: 10
Dex: 13 (10+1+2)
Con: 12 (10+2)
Int: 18 (10+5+2+1)
Wis: 12 (10+2)
Cha: 8 (10-2)

Fort +1 (+0, +1 con)
Reflex +1 (+0, +1 dex)
Will +4 (+3, +1 wis)

Skills:
Computers (Int) +9 1+3+4+1
Physical Science (Int) +8 1+3+4
Engineering (Int) +8 1+3+4
Piloting (Dex) +5 1+3+1
Life Science (Int) +8 1+3+4
Medcine (int) +5 +1+4
Mysticism (Wis) +5 1+3+1
Sleight of Hand (Dex) +5 1+3+1

Feats:

Barricade:
Barricade (Combat)
You are adept at creating quick, temporary cover.
D Prerequisites: Engineering 1 rank.
D Benefit: As a move action, you can stack and reinforce objects
that are too small or too fragile to provide cover into a single
square of adjacent cover. The GM has discretion over whether
enough such objects are nearby to allow you to use this
ability, but most urban and wilderness settings not specifically
described as empty or barren have enough such material to
allow at least one such temporary barricade to be built. The
barricade grants partial cover against attacks with line of
effect that pass through it. If the barricade is in a square that
already granted partial cover, it instead grants normal cover.
For more information about cover, see page 253.
The barricade is temporary and not particularly durable.
When determining its hardness and Hit Points, treat it as
a piece of equipment with an item level equal to half your
total ranks in Engineering (minimum 1st level). Additionally,
once it or a creature adjacent to it is hit by an attack, the
barricade collapses at the beginning of your turn in 1d4
rounds (unless the barricade is destroyed completely by the
attack). There isn’t normally enough material for you to build
a second barricade in exactly the same space unless you are
in a particularly crowded area (as determined by the GM).

Spells:
Your selection of spells is limited. You begin play knowing
four 0-level spells and two 1st-level spells of your choice

Spells known:
lvl 0 : 6
lvl 1: 4

Spells per day:
lvl 0 : unlimited
lvl 1: 3 +1 high int (+ cache)

lvl 0;

FABRICATE SCRAP 0:

School universal; see text
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Effect creates or converts 1 bulk of inert electronic equipment
Duration instantaneous
Saving Throw Will negates (object); Spell Resistance yes
(object); see text You turn 1 bulk of inert matter, such as debris,
dust, rocks, or other unattended 0-level items, into 1 bulk of
junked electronic equipment suitable for targeting with spells
such as battle junkbot, handy junkbot, healing junkbot, junk
armor (see below), or junksword (see below). The junked
electronics have no resale value and cannot be repaired into
any functioning item. Any direct examination by a character
trained in Engineering or Physical Science reveals the useless
nature of the junk.
daze, energy ray, mending, token spell
lvl 1; Magic missile,
Junk sword 1-6:
JUNKSWORD 1–6
School conjuration (creation)
Casting Time 1 standard action
Range touch
Target 1 bulk of inert electronic equipment
Duration 10 minutes/level (D)
Saving Throw none; Spell Resistance no
You turn a pile of technological junk into a one-handed melee
weapon that you can wield against your foes. You must
target inert, nonworking electronic equipment of at least
1 bulk. Valid targets include a large broken computer system,
nonworking or unconnected computer or robot parts, a
destroyed robot or another such trashed mechanical system, or
any related electronic components or combination of the above,
as long as the junk is found in sufficient quantity.
You are automatically proficient with this melee weapon, and
you add 1-1/2 times your caster level to damage rolls with it (in
place of a Weapon Specialization bonus). A junksword functions
only for its creator, and once created it cannot leave your hand.
Should you wish to sheathe it, the junksword obliges by collapsing
into a wreath of junk that surrounds your hand like a glove.
You can grant your junksword additional abilities based
on the spell’s level. You can change one modification to your
junksword as a move action, or you can completely reconfigure
all of its modifications as a full action.
1st: Your junksword deals 1d4 bludgeoning and slashing
damage and has the analog weapon special property. In addition,
you can grant your junksword up to two of the following special
properties: block, disarm, nonlethal, reach, or trip.
2nd: Your junksword deals 1d8 bludgeoning and slashing
damage and has the analog weapon special property. In
addition, you can grant your junksword up to three of the
special properties from the 1st-level list.
3rd: Your junksword has either the analog or powered
(capacity 30, usage 2) weapon special property (your choice).
It deals 2d4 bludgeoning and slashing damage if it’s an analog
weapon, or 2d4 electricity damage if it’s a powered weapon.
In addition, you can grant your junksword up to three of the
special properties from the 1st-level list, plus the staggered
critical effect. If you select the powered option, your junksword’s
battery is integrated and cannot be removed, recharged,
replaced, or used to power other devices.
4th: This functions as the 3rd-level junksword, but it deals
2d8 bludgeoning and slashing damage if it’s an analog weapon
or 3d4 damage if it’s a powered weapon, and it gains the
stunned critical effect (rather than staggered).
5th: This functions as the 3rd-level casting of junksword,
but the junksword deals 3d10 bludgeoning and slashing
damage if it’s an analog weapon or 3d6 electricity damage if
it’s a powered weapon, and it gains the stunned critical effect
(rather than staggered).
6th: This functions as the 3rd-level casting of junksword, but
the junksword deals 6d6 bludgeoning and slashing damage if
it’s an analog weapon or 3d8 electricity damage if it’s a powered
weapon, and it gains the stunned critical effect (rather than
staggered). Additionally, you can grant the junksword one of the
following weapon fusions: dispelling, entangling, ghost killer,
merciful, or spellthrower.
, supercharge weapon, overheat

Azimuth Laser Pistol This weapon can be fired 20 times before its battery needs to be recharged or replaced.
Engineering Tool Kit These specialized tools allow an attempt Engineering checks without penalty.
Second Skin While wearing this armor, can close its environmental seals and survive in a vacuum (or other harsh environment) for up to 24 hours.
Healing serum

Magic hack:

Scenario's played:

Quests; into the unknown
Dead Sun I (Incident at Absolom Station - Adventure Path 3XP)
Skittershot
1-18 The Blackmoon Survey
1-16 Dreaming of the Future (mistakenly reported for Elric)